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
One idea I just remembered is to start to sound out other planets about how we want to present ourselves to outsiders once the warp storm ends. Basically:
  1. Does the Trust allow the spread of any information about itself? If so, what?
  2. Should we focus exclusively on maximizing our own security, or should we actively go after threats are unlikely to affect us?
  3. Do we try to contact potential local powers?
  4. Should we make efforts to infiltrate local powers before making contact with them? After?
  5. Should we look into preparing a selection of technology to share (if we find groups we can work with in principle) to create a buffer zone between us and any other threats?
  6. Do we try to make limited contact with groups outside of our immediate sphere of influence (like, for example, a Space Marine protectorate to try to exchange something for the know-how needed for us to be confident about figuring out how to make more marines from the Grey Knights we have)?
  7. Do we compile the New Imperial Truth and try to spread it as is? Do we actively proselytize outside of our borders?
  8. Do we work on putting together a quick fix for the "traditional" church that they're more likely to accept quickly and without extensive verification (aka these major rituals (and these minor ones) can cause people to be tainted by the Abomination, don't do unquestioned obedience, these are signs some has been corrupted...--a lot of it stuff they'll have figured out, but probably better information quality than they have)?
 
One idea I just remembered is to start to sound out other planets about how we want to present ourselves to outsiders once the warp storm ends. Basically:
  1. Does the Trust allow the spread of any information about itself? If so, what?
  2. Should we focus exclusively on maximizing our own security, or should we actively go after threats are unlikely to affect us?
  3. Do we try to contact potential local powers?
  4. Should we make efforts to infiltrate local powers before making contact with them? After?
  5. Should we look into preparing a selection of technology to share (if we find groups we can work with in principle) to create a buffer zone between us and any other threats?
  6. Do we try to make limited contact with groups outside of our immediate sphere of influence (like, for example, a Space Marine protectorate to try to exchange something for the know-how needed for us to be confident about figuring out how to make more marines from the Grey Knights we have)?
  7. Do we compile the New Imperial Truth and try to spread it as is? Do we actively proselytize outside of our borders?
  8. Do we work on putting together a quick fix for the "traditional" church that they're more likely to accept quickly and without extensive verification (aka these major rituals (and these minor ones) can cause people to be tainted by the Abomination, don't do unquestioned obedience, these are signs some has been corrupted...--a lot of it stuff they'll have figured out, but probably better information quality than they have)?
interesting sound out or High Council topic
 
Turn Sixty-Eight
Turn Sixty-Eight
Ninety years since the founding of Avernus.

The main events over the last few years, for you at least, were the discussions about the future of the Imperial Trust's naval forces and your exploration of the uses of the new military technology. In the High Council Meeting it was decided that each planetary navy will specialises on a single aspect of naval warfare, in the case of Avernus planetary assault. You can see the reasons behind such a decision, both in ensuring that the planetary navies are relativity component at their jobs and discouraging them from acting by themselves. As far as the new technologies go you have found many ways that they can be used, and are sure to find many more. It will takes decades at least for the new technologies to be fully deployed, more if you manage to increase your advanced material production.


General Drago is currently a bit overwhelmed by the sheer number of options for improving his forces that have recently been discovered. He has created proposals to add Land Speeders, Phase-Tanks and Goliath Combat Walkers to his forces as well as to replace the entire current airforce. He will continue to work on proposals over the next half decade and will have prepared another three or four within five year.

General Drago Gains Trait Leader of Men (+1M, +2D, +5 morale for all forces under his command)- Over his near century commanding the Avernite PDF, General Drago has developed a certain type of military charisma. His soldier will confidently follow him into dangerous positions trusting that he knowns what he is doing.

Lieutenant-General Richards gains trait Survivor (+1C, less likely to die) - Lieutenant-General Richards has survived several situations and wounds that would have killed an ordinary woman, proving that she is very hard to kill.

Lieutenant-General Agani has upgraded trait Know Your Enemy into Military Historian (+2M, +4L)- During the conflict against the Dark Eldar on Fjol IV Lieutenant-General Agni learnt how useful knowledge about the enemy can be. In the following decades she has studied countless histories and accounts of combat against many of the foes that the Imperium once fought.

Lieutenant-General Paulson has upgraded trait Tactician into Skilled Tactician (+2M, +10 to units under your command) – Lieutenant-General Paulson is a skilled tactician whose plans are often the difference between defeat and victory.

Lieutenant-General Schwarz gains trait Armour Expert (+1M, +1L, additional +2M when commanding mechanised forces)- In his time on Avernus Lieutenant-General Schwarz has honed his skills at commanding armour to a high level. He now has an almost instinctual understanding of the capabilities and limits of the tanks under his command, the result of spending several hundred yeas commanding armour forces.

Lieutenant-General Christianson has upgraded trait Scout Commander to Expert Scout Commander (+2M, +4I, +10 to scouting rolls)- Lieutenant-General Christianson has proved to be an expert at training and deploying his scouts. This has led to him often being able to blind the opposing general while knowing exactly where the enemy is.
Choose Three
Two Five years, One One year

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


Phase-Tank Regiments- One of the better ways to deploy the Phase-Tank is as an independent regiment. This regiment will be able to be used as a devastating ambush force, hitting enemy armies with hundreds of tanks from areas they believed were empty. The Phase-Tank Regiments function best in city fighting and skirmishing and are of more limited use in open battle. General Drago considers this to be of low priority.

Time: 5 years.

Cost: 396,000 Thrones, 82,500 Material, 1,650 Promethium, 12,300 Advanced Material, 276 Exotic Material.
Upkeep per year: 39,600 Thrones, 8,250 Material, 825 Promethium, 615 Advanced Material, 6 Exotic Material.
Reward: 5 Phase-Tank Regiments, each with 600 Phase-Tanks


Phase-Tanks: Helguard- Phase-Tanks would make a useful addition to your conventional regiments, with their ability to strike from unexpected directions working very well in conjunction with almost any of your troops. General Drago suggests added ten to each of your Helguard Infantry, Armour, Rough Rider and Mechanised Infantry Regiments. This would not provide as many benefits as a full role out but would still provide a new tactical option to your best troops.

Time: 4 years

Cost: 99,000 Thrones, 20,625 Material, 1,650 Promethium, 3,075 Advanced Material, 69 Exotic Material.
Upkeep per year: 19,800 Thrones, 4,126 Material, 825 Promethium, 308 Advanced Material, 3 Exotic Material.
Reward: add 10 Phase-Tanks to each Helguard Power Infantry, Helguard Mechanised Power Infantry, Helguard Rough Riders and Helguard Armour Regiments.


Phase Tanks: Helltroopers- Phase-Tanks would make a useful addition to your conventional regiments, with their ability to strike from unexpected directions working very well in conjunction with almost any of your troops. General Drago suggests added ten to each of your Helltrooper and Helguard Infantry, Armour, Rough Rider and Mechanised Infantry Regiments as well as a hundred and sixty to your Siege Infantry Brigades. This would provide a new tactical option to all of your front line regiments and allow you to make makeshift Phase-Tank Regiments.

Time: 6 years

Cost: 2,501,000 Thrones, 521,100 Material, 21,670 Promethium, 53,130 Advanced Material, 1,070 Exotic Material.
Upkeep per year: 260,040 Thrones, 54,175 Material, 10,835 Promethium, 308 Advanced Material, 23 Exotic Material.
Reward: add 10 Phase-Tanks to each Helguard Power Infantry, Helguard Mechanised Power Infantry, Helguard Rough Riders and Helguard Armour Regiments. Add 10 Phase-Tanks to each of your Helltrooper Infantry, Helltrooper Armour, Helltrooper Rough Rider and Helltrooper Mechanised Infantry Regiments. Add 160 Phase-Tanks to eave of your Helltrooper Siege Infantry Brigades.


Land Speeder Scout Regiments- Land Speeders are a very fast and agile vehicle with a decent amount of firepower. General Drago suggests creating a group of Land Speeder Scout Regiments to act as scouts and skirmishers, using their massive speed and skimmer nature in order to cover large amounts of ground quickly and conduct hit and run attacks. General Drago considers this to be of low priority.

Time: 4 years.

Cost: 132,000 Thrones, 33,000 Material, 3,300 Promethium, 4,920 Advanced Material.
Upkeep per year: 13,200 Thrones, 3,300 Material, 1,650 Promethium, 246 Advanced Material.
Reward: 5 Land Speeder Scout Regiments, each with 600 Land Speeders


Land Speeders: PDF- Land Speeders would make a useful addition to almost all of your regiments, as scouts and light combatants. General Drago suggests adding Land Speeder elements to most of your regiments, with only Light and Drop Infantry being excluded. This would include all of your Helguard, Helltrooper and PDF Regiments, leaving only the militant not equipped with Land Speeders. General Drago considers this to be of medium priority.

Time: 6 years.

Cost: 8,234,000 Thrones, 2,058,000 Material, 114,994 Promethium, 306,800 Advanced Material.
Upkeep per year: 459,976 Thrones, 114,994 Material, 57,497 Promethium, 7,192 Advanced Material.
Reward: add 10 Land Speeders to each Power Infantry, Mechanised Power Infantry, Infantry, Heavy Infantry and Mechanised Infantry Regiments. Add 40 Land Speeders to each of your, Armour and Rough Rider Regiments. Add 160 Land Speeders to eave of your Helltrooper or PDF Siege Infantry Brigades.


Goliath: PDF- The Goliath Combat Walker is a powerful walker capable of providing heavy fire support and AA to regiments that otherwise struggle with these roles as well as being deadly in city fighting. General Drago has put forward a proposal to add a forty walker battalion to each of your Drop, Void and Light Infantry Regiments, add a full 600 to Siege Infantry Regiments and repaper half of your Sentinel Regiments. This would allow your light forces to deal with enemy AA and heavy forces with greater ease and provide a major boost to your city fighting capabilities. General Drago considers this to be of medium priority.

Time: 7 years.

Cost: 16,710,000 Thrones, 5,054,000 Material, 268,900 Promethium, 493,700 Advanced Material.
Upkeep per year: 953,832 Thrones, 290,418 Material, 134,439 Promethium, 11,812 Advanced Material.
Reward: Add 40 Goliaths to each of your Void Infantry, Drop Infantry, Power Drop Infarct and Light Infantry Regiments. Add 40 Valkyries to each of your Drop Infantry and Power Drop Infantry Regiments. Add 600 Goliaths to eave of your Helltrooper or PDF Siege Infantry Brigades. Replace half of the Sentinels in a Sentinels Regiment with Goliaths


Air Refit- Almost all of your airforce can b replaced with more advanced designs found in the datacores. General Drago would advises that you do this immediately, saying that it will hopefully give your airforce the edge that it needs to actually claim air superiority. This is relatively expensive and will take quite a full decade but Gneral Drago considers it more then worth the price. General Drago considers this to be of high priority.

Time: 10 years.

Cost: 43,940,000 Thrones, 9,754,000 Material, 1,341,524 Promethium, 842,500 Advanced Material, 1,375 Exotic Material.
Upkeep per year: 2,967,910 Thrones, 719,334 Material, 670,762 Promethium, 42,127 Advanced Material, 46 Exotic Material.
Reward: Replace all Dropships Hercules Dropships, all Lightning Fighters and half the Thunderbolts with Peregrine Fighters, all Avenger Strike Fighters and half the Thunderbolts with Firehawk Assault Fighters., all Marauder Bombers and Marauder Destroyers with Stormcrow Bombers, all Marauder Vigilants with a quarter their number of Huginn Stealth Reconnaissance Planes


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.


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


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: 851,200 Thrones, 192,400 Material, 45,700 Promethium.
Upkeep per year: 45,118 Thrones, 19,236 Material, 22,852 Promethium.
Reward: Recruit 110 Specialist Helltrooper Regiments for Avernus and 32 Specialist Helltrooper Regiments for the Imperial Tithe this consists of 26 Helhound/Devil Dog Regiments, 26 Bane Wolf Regiments, 26 AA Regiments, 50 Artillery Regiments and 14 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 very interested in the results from the naval conference and tells you that it is time for you to make some decisions about the future of Avernus' navy. In particular he would like to create a target fleet that he will aim to get, ensuring that the Avernite Navy ends up as a well designed fleet.

Admiral Parnell gains trait Naval Tactician (+1M, +5 to ships under his command)- Admiral Parnell is a skilled naval tactician who is one of the best naval minds of the Imperial Trust.
Choose Three
One Five years, One Three years, One Two years

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


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


Construct: Repair: Privateers- Currently one of the groups of ships that you can repair in you shipyards are Privateer Class Raiders. Admiral Parnell would like to repair sixty of them, which would give you a good collection of fast raiders for scouting and skirmishing, without taking more then a few years.

Time:2 years.

Cost: 82,500,000 Thrones, 13,200,000 Material, 445,500 Promethium, 36,900 Advanced Material, 317 Exotic Material.
Upkeep per year: 6,600,000 Thrones, 1,056,000 Material, 891,000 Promethium, 1,478 Advanced Material, 24 Exotic Material.
Reward: 60 Privateer Class Raiders repaired.


Construct: Upgrade Shipyards- Archmagos Tranth recently finished reverse engineering a very advanced set of starship construction machinery. This will provide a massive boost to your naval construction but you will have to replace massive sections of all of your shipyards first. Admiral Parnell advises that you begin immediately.

Time:10 years.

Cost: 1,650,000,000 Thrones, 247,500,000 Material, 123,800,000 Metal, 247,500,000 Promethium, 14,700 Advanced Material, 690 Exotic Material.
Upkeep per year: 330,000,000 Thrones, 49,500,000 Material, 24,750,000 Metal, 24,750,000 Promethium.
Reward: all shipyards upgraded, increase number of slips by a third, increase Material, Advanced Material and Exotic Material by a quarter, wiseacre ship build times by approximately a quarter.


Construct: Repair: Corsairs- Currently one of the groups of ships that you can repair in you shipyards are Corsair Class Fast Cruisers. Admiral Parnell would like to repair all twenty mostly intact hulks, which would give you a good collection of fast cruisers for scouting and skirmishing, but would take over half a decade.

Time:6 years.

Cost: 220,000,000 Thrones, 52,250,000 Material, 1,100,000 Promethium, 110,700 Advanced Material, 529 Exotic Material.
Upkeep per year: 17,600,000 Thrones, 4,180,000 Material, 2,200,000 Promethium, 4,428 Advanced Material, 42 Exotic Material.
Reward: 20 Corsair Class Fast Cruisers repaired.


Long Term Planning- Admiral Parnell would like to spend some time discussing the future of the Avernite Fleet and what it will develop into. This will take a year or so but will leave him with a target fleet that he can plan his constructions around.

Time: 1 year.

Cost: 5,500,000 Thrones.
Reward: Select plan to aim for with fleet constructions.


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: 9 years. (can be taken twice)

Cost: 440,000,000 Thrones, 66,000,000 Material, 33,000,000 Metal, 66,000,000 Promethium, 3,984 Advanced Material, 186 Exotic Material.
Upkeep per year: 88,000,000 Thrones, 13,200,000 Material, 6,600,000 Metal, 6,600,000 Promethium
Reward: 2 new small shipyards


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.


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 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 is currently in the middle of organising a massive upgrade of the Avernite transport system, with both inter-city and intra-city transport networks being heavily upgraded. He has only put forward a couple of new projects this year, two the next stages of his defence upgrade and one an expansion of the Juve-Nat programs. He also mentions that he is working on plans to use Knowledge Implantation Chair for both University and secondary schooling and will finish the plans in a few years.

Henry's trait Politician is upgraded to Skilled Politician (+3I, +2D)- Henry has been force to improve his political skills over his time as the leader of the Avernite Administratum. He is now a skilled politician who can easily handle almost any political task.
One Locked Choose Two
One Two years, One One year

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


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


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


Personal Attention: 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


Upgrade Defences: Avernus' Spine- Now that the Hives will soon finish having their defences upgraded it is time to start upgrading the defences of your major cities. This will be significantly cheaper then upgrading the Hives was and will be far faster. Henry would like to begin with Avernus' Spine, which is the heart of Avernus. Henry considers this to be of medium priority.

Time: 5 years.

Cost: 297,000,000 Thrones, 288,800,000 Material, 272,300,000 Metal, 65,340,000 Promethium, 344,400 Advanced Material. 1,150 Exotic Material.
Upkeep per year: 2,970,000 Thrones, 2,887,500 Material, 2,722,500 Metal, 653,400 Promethium, 3,444 Advanced Material, 12 Exotic Material.
Reward: upgrade the defences of Avernus' Spine to Super-Heavy


Upgrade Defences: The Azure Islands and Everglades- Now that the Hives will soon finish having their defences upgraded it is time to start upgrading the defences of your major cities. This will be significantly cheaper then upgrading the Hives was and will be far faster. Another option would be to begin with The Azure Islands and Everglades, the most isolated region and the most likely to be attacked. Henry considers this to be of low priority.

Time: 5 years.

Cost: 297,000,000 Thrones, 288,800,000 Material, 272,300,000 Metal, 65,340,000 Promethium, 344,400 Advanced Material. 1,150 Exotic Material.
Upkeep per year: 2,970,000 Thrones, 2,887,500 Material, 2,722,500 Metal, 653,400 Promethium, 3,444 Advanced Material, 12 Exotic Material.


Increase Juve-Nat: All- Henry has put forward a suggestion to double the amount of Juve-Nat available to all three civilian Juve-Nat programs. This would allow them to provide Juve-Nat to more experts , further increasing the benefit that the programs provide. This would use up around a quarter of the excess Juve-Nat production that you currently have, an amount that you can easily afford.

Time: 4 years.

Cost: 246,800,000 Thrones, 12,340,000 Material, 123,400 Advanced Material.
Upkeep per year: 24,678,000 Thrones, 1,233,900 Materiel, 12,339 Advanced Material.
Reward: double amount of civilian Juve-Nat, +0.5% population growth, +.1 to education bonus, +5 to admin bonus.


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.


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%).


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 is currently rather suspicious of both Niflheim and Muspelheim. He is sure that they are hiding something and that they know each others secrets. Unfortunately both of them have enough security protecting their secrets that so far the Inquisition has yet to even get conclusive proof that there are any secrets worth mentioning, which is highly suspicious in itself. On a more local front it will be possible to establish a embassy with the Sirens of the Azure Islands, which could be very sueful but would lead to diplomatic problems with the rest of the Imperial Trust,as Sirens are some of the most scary xenos you can imagine to conduct diplomacy with, being human-like soul-eating psykers with a relation to the Eldar.
Choose Two
Two Five years

Establish Embassy: Sirens- Queen Azshara of the Azure Bay Sirens has requested that you establish an embassy in her capital Nazjatar. This would be the first step to forming closer relations with them and gaining access to knowledge such as their runic writing which Xavier has expressed a great deal of interest in and information on the rest of Avernus. On the other hand it would not help your relations with certain other members of the Imperial Trust, who would find your forming ties with a race of Eldar like Xenos Psykers worrying.

Time: 3 years
Chance of Success: 70% (Inquisitorial re-roll can not be used)

Cost: 55,000,000 Thrones, 5,500,000 Material, 550,000 Promethium, 820 Advanced Material.
Upkeep per year: 5,500,000 Thrones, 550,000 Material, 275,000 Promethium, 82 Advanced Material,
Reward: Embassy established in Nazjatar, can conduct more complex deals with Sirens, may lose opinion with some members of the Imperial Trust


Organise Branch Universities(Planet)- Both Midgard and Vanaheim have show to be open to the idea of establishing a branch of the Unseen University on their planet. Inquisitor Klovis-Ultan tells you that it will take a few years to organise the details but that he might as well start now.

Time: 2 years
Chance of Success: 70%

Cost: 5,5-0,000 Thrones.
Reward: the diplomatic work requited to set up a branch of the Unseen University on selected planet done, opens up the ability to start setting up branch.


Loan Teachers to Midgard- Currently Governor-General Aelfric of Midgard is trying to bring an end to the underhives of Migard. Two of the key parts of this massive undertaking are educating the underhivers and forcing them into compliance. The Teachers would be perfect for this role and Aelfric has offered a billion Thrones if you will dispatch them to aid in his efforts.

Time: 1 year

Cost: Free
Reward: Teachers dispatched to Midgard for a decade, 1,000,000,000 Thrones, better relations with Midgard, increased education for Midgard.


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 spent most of the last half decade leading the hunt for Chaos Psykers and was responsible for the fact that not one of the Chaos Psykers caused any damage over that time. She would like to continue to devote a large portion of her time to psyker hunting, both due to it alleviating her boredom and due to the impact her joining the hunt has on casualty figures.

Jane upgrades trait Psyker Hunter to Expert Psyker Hunter (+1M, +1I, +2C, +50 to rolls against Psykers) – Arbitrator Jane Oakheart has proven herself to be an expert at locating and fighting rogue psykers, being personally responsible for finding and killing dozens of Chaos Psykers, often without losing a single on of her men.
Choose Two

Improve Border Security- This year Jane has put forward a proposal to greatly strengthen the border security of Avernus, fixing the flaws that she located over the last few years. This should only take a few years and will greatly reduce the chance that anything gets offworld that shouldn't. On the other hand once you implement these changes the idea of infiltrating the Imperial Trust's underworld will become far harder.

Time: 3 years.

Cost: 11,000,000 Thrones, 550,000 Material, 110,000 Metal, 55,000 Promethium, 410 Advanced Material.
Upkeep per year: 1,100,000 Thrones, 55,000 Material, 11,000 Metal, 5,500 Promethium, 41 Advanced Material.
Reward: Better Border security, reduced chance of illegal migrants, smuggling or Avernite diseases reaching other worlds.


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.

Five years ago Fabricator-General Britton had a brush with death, only avoiding falling to the claws of a Phase-Tiger due to the intervention of Headmaster Ridcully. Archmagos Tranth also came into danger this year, when a Psyrodactyl attacked the shuttle he was travelling in and got past its escorts. In better news last year Magos Biologis Saren was promoted to Archmagos in recognition of both his achievements and the fact that he is the most knowledgeable Magos Biologis in the Imperial Trust by a large margin.

Magos Biologis Saren gains trait Administrator (+2A) - Magos Bilogis Saren has proven to be a skilled administrator who always runs his projects according to schedule and under budget.
Magos Biologis Saren gains trait Archmagos Biologis (+4L, +2D, +1I, +2P, -1M, -1C)- IN recent years Magos Biologis Quintus Saren has ascended to the honoured rank of Archmagos, securing his position as one of th the highest ranking members of the Adeptus Mechanicus of the Imperial Trust.
Choose Four
Two Five years, Two Four years

Expand Colliga Reconstructus- Archmagos Tranth has developed enough experience with reverse engineering archeotech that he believes that it will be possible for him to teach the Colliga Reconstructus the art. This would take a few years but would provide many benefits, possibly the greatest of which being that it makes Archmagos Tranth less indispensable. This does not include reverse engineering starship components which according to Archmagos Tranth is a different skill altogether.

Time: 4 years.

Cost: 110,000,000 Thrones, 22,000,000 Material, 5,500,000 Metal, 1,100,000 Promethium, 16,400 Advanced Material, 368 Exotic Material.
Upkeep per year: 11,000,000 Thrones, 2,200,000 Material, 550,000 Metal, 110,000 Promethium, 1,640 Advanced Material, 37 Exotic Material.
Reward: Colliga Reconstructus can reverse engineer archeotech, Colliga Reconstructus onus applies to reverse engineering archeotech options


Bonus Action: Survey- Now that Archmagos Tranth has finished training up a crew of dedicated surveyors ships can be surveyed for technology without his oversight. Most of the ship graveyard remains to be surveyed and for the moment the most valuble ships should be searched first.

Time: 1 year (1 per year for free)

Cost: 5,500,000 Thrones, 275,000 Material, 75,000 Promethium, 214 Advanced Material
Reward: Survey all ships of a single cruiser or battleship class or all intact ships of a single escort class, see Mechanicus datasheet for list of ships.


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 (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 (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.

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: 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 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: 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: 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 Large Mobile Research Facility Weapons

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


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 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


A Closer Look- Now that he has the general overview of the unrest within the Mechanicus Fabricator-General Britton would like to spend some time finding out more details. In particular he is interested in the level of support and opposition there is for his reforming in the major branches of the Nine Wolds Mechanicus, both planetary and organisational.

Time:6 years.

Cost: 110,000,000 Thrones, 1,100,000 Material, 110,000 Promethium, 1,640 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 on setting up Theological Studies Seminaries dedicated to installing the values of scepticism and critical thinking in senior priests. He tells you that it will take another half a decade to finish setting them up and once the has done that he intends to start setting up equivalents on all of the other worlds of the Imperial Trust.
One Locked Choose One
One Five years

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


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


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



Good Deeds (Jotunheim and Svartalfheim)- 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

The main topic o discussion for Headmaster Ridcully and Primaris Xavier over the last few years has been how to expand the number of psykers that they can house. They estimate that the Unseen University will be filled to full capacity within a bit over five years, though this can be easily stretched out to a decade by having the Battle Psyker and Witch Sniffers be based elsewhere for a short period. The first of the two main options is to build more psyker cities, with the new city being focused on either psychic research or training Battle Psykers. The second is to set up psyker quarters in all of your cities, which will allow for your psykers to better integrate in the population for both good and ill.
Choose Two
Two Five years

Establish new Psyker City: The Azure Islands – Currently the Unseen University is predicted to fill with psykers within a few years time. Headmaster Ridcully has put forward a proposal to build a new psyker city on an island in The Azure Islands. This location has the benefits of being isolated, allowing for experiments to be conducted with less risk, and being near the Sirens who are the other known intelligent psykers of Avernus. This city would focus on research rather then training new psykers, which would be left to the Unseen University.

Time: 8 years.

Cost: 2,200,000,000 Thrones, 220,000,000 Material, 110,000,000 Metal, 22,000,000 Promethium, 65,600 Advanced Material, 14,720 Exotic Material.
Upkeep per year: 22,000,000 Thrones, 2,200,000 Material, 1,100,000 Metal, 220,000 Promethium, 1,312 Advanced Material, 147 Exotic Material.
Reward: Research Focused Minor Psyker City in the Azure Islands, can fit up to 250,000 Psykers, +15 to Psychic Research started after it is complete


Establish new Psyker City: Aridia – Currently the Unseen University is predicted to fill with psykers within a few years time. Headmaster Ridcully has put forward a proposal to build a new psyker city on an island in Aridia. This location has the benefits of being isolated, and being in a non-flammable area. This city would focus on training Battle Psykers and practising large scale combat powers, increasing the quality if training that your Battle Psykers receive.

Time: 8 years.

Cost: 2,200,000,000 Thrones, 220,000,000 Material, 110,000,000 Metal, 22,000,000 Promethium, 65,600 Advanced Material, 14,720 Exotic Material.
Upkeep per year: 22,000,000 Thrones, 2,200,000 Material, 1,100,000 Metal, 220,000 Promethium, 1,312 Advanced Material, 147 Exotic Material.
Reward: Combat Focused Minor Psyker City in the Azure Islands, can fit up to 250,000 Psykers, +15 to Battle Psyker skill


Psyker Quarters: All- One idea that Headmaster Ridcully has had is to have most of his trained psykers move into psyker quarters in your cities. He would build a psyker quarter capable of maintaining a ten thousandth of the population that the city is built to hold in each city. This should be more then enough to contain all of your psykers for the enforceable future, and will grow as your population grows. The other main benefit is that it will help integrate the psykers into the general Avernite population, make it easier for Witch Sniffers to search the population and for Battle Psykers to help against threats. One the downsides it will cause a bit of civil unrest and will increase the number of casualties that your Witch Sniffers and Battle Psykers take, both in day to day life and against Chaos Psykers.

Time: 10 years.

Cost: 3,661,000,000 Thrones, 366,100,000 Material, 91,500,000 Metal, 36,010,000 Promethium, 250,000 Advanced Material, 56,020 Exotic Material.
Upkeep per year: 36,608,000 Thrones, 3,660,800 Material, 1915,200 Metal, 366,080 Promethium, 5,000 Advanced Material, 560 Exotic Material.
Reward: Psyker Quarters in each city able to hold 0.01% of the cities maximum population (currently 962,000), +20 to rolls of Witch Sniffers, double effect of Battle Psykers on Chaos Psyker rolls, double Battle Psyker casualties against Chaos Psykers, +50% Witch Sniffer casualties again Chaos Psykers, +0.5% Witch Sniffer and Battle Psyker deaths per year, -2 Civilian morale, leads to new options


Astropathic Rituals- Headmaster Ridcully has developed his understanding of rituals and the effect that they can have on a psyker enough that he feels safe developing a ritual to further increase the range of his Neo-Astropaths. This would take a long time, mostly due to the fact that he wants to get it perfect, but will be worthwhile.

Time: 8 years.
Chance of Success: 50% (uses average of learning and control)

Cost: 55,000,000 Thrones, 82,000 Advanced Material, 920 Exotic Material.
Reward: increased range for Neo-Astropaths


Mentoring- In the coming years four 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 3)
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 1% and 2%, can be taken multiple times.


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


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

Five years ago Syr was inducted into the 1st​ Avernite Drop Trooper Regiment as a junior officer. She decided to go by her matronym rather then her surname as a way of avoiding the treatment that she would get as your daughter. While you understood her reasoning you made sure that her direct superior was quietly made aware of her heritage along with her senior sergeant. Syr proved to be a gifted officer as expected and has already risen to captain, having reached that rank after a mere three years as a lieutenant. You have been taking advantage of your greater free time in recent years to do some reading on a variety of subjects, ranging from history to philosophy. Reading is an entertaining hobby and seems to be good for stretching the mind and you have developed the habit of spending a few hours a week reading for entertainment purposes. Thinking ahead you decide that you should focus on refitting as many of your forces with the new technology as possibly in the coming years.

You gain trait Reader (+1L)Over the last few years you have taken to reading in what little free time that you have between your duties and keeping your skills sharp.

Syr gains trait Helltrooper Captain (+1M, +2C)- Syr was promoted to captain after a mere three years as a lieutenant, not a record for the Avernite Helltroopers but still very fast. During this time she gained much combat experience and further developed her already high command skills.
Choose Four
Two Five years, Two Four years

Personal Attention: 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


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


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- While Syr is happy with her military career and is gaining valuable experience from it you could have her end it now that her initial period of service is up and send her to another educational institute.

Time: 1 year.

Cost: Free
Reward: Send Syr to further tertiary education ending her military career for the moment


Spend Time With (Person)- One of the ways that you can spend what little free time that you have is by spending some time with you friends and advisers. This would be a good way for you to relax and improve your relationship with your co-workers, as well as possible learn or teach something.

Time: 1 year.
Chance of Success: Unknown

Cost: Free (can be taken multiple times)
Reward: Spend time with selected character, chance of improving your relationship, chance of boosting your own or selected characters


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 17,143,881,225 4,737,942,095 2,103,773,610 1,307,773,640 4,321,185 25,660 2,015
Current Reserves 48,527,614,443 15,026,039,810 30,970,933,089 3,639,349,159 6,860,993 35,254 40,000
Project Cost Thrones Cost Materials Cost Metal Cost Promethium Cost Advanced Material Cost Exotic Material
Phase-Tank Regiments 396,000 82,500   1,650 12,300 276
Phase-Tanks: Helguard 99,000 20,625   1,650 3,075 69
Phase Tanks: Helltroopers 2,501,000 521,100   21,670 53,130 1,070
Land Speeder Scout Regiments 132,000 33,000   3,300 4,920  
Land Speeders: PDF 8,234,000 2,058,000   114,994 306,800  
Goliath: PDF 16,710,000 5,054,000   268,900 493,700  
Air Refit 43,940,000 9,754,000   1,341,524 842,500 1,375
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
Gradual Refit: All 55,000,000 5,500,000   1,100,000 41,000  
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
Construct: Repair: Privateers 82,500,000 13,200,000   445,500 36,900 317
Construct: Upgrade Shipyards 1,650,000,000 247,500,000 123,800,000 247,500,000 14,700 690
Construct: Repair: Corsairs 220,000,000 52,250,000   1,100,000 110,700 529
Long Term Planning 5,500,000          
Expand Shipyards 440,000,000 66,000,000 33,000,000 66,000,000 3,984 186
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  
Upgrade Defences: Avernus' Spine 297,000,000 288,800,000 272,300,000 65,340,000 344,400 1,150
Upgrade Defences: The Azure Islands and Everglades 297,000,000 288,800,000 272,300,000 65,340,000 344,400 1,150
Increase Juve-Nat: All 246,800,000 12,340,000     123,400  
Economic Focus (All) 61,000,000          
Expand Factories: Avernus 112,700,000 22,550,000 22,550,000 4,510,000 2,408  
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  
Establish Embassy: Sirens 55,000,000 5,500,000   550,000 820  
Organise Branch Universities(Planet)- 5,500,000          
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          
Improve Border Security 11,000,000 550,000 110,000 55,000 410  
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  
Expand Colliga Reconstructus 110,000,000 22,000,000 5,500,000 1,100,000 16,400 368
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    
A Closer Look 110,000,000 1,100,000   110,000 1,640  
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          
Keeping the Faith 61,000          
Missionary Work (Planet)- 133,000 33,250        
Good Deeds (All)- 33,250,000 332,500 33,250 3,325    
Establish new Psyker City: All 2,200,000,000 220,000,000 110,000,000 22,000,000 65,600 14,720
Psyker Quarters: All- 3,661,000,000 366,100,000 91,500,000 36,010,000 250,000 56,020
Astropathic Rituals 55,000,000       82,000 920
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          
[/spoiler]
 
Last edited:
I wonder, could we have Ridcully help with Cultist hunts? I mean, a Diviner seems pretty much like the perfect weapon for finding cults. See cult, tell Arbites "Cult here", Arbites go shoot cult. Would help a good bit, I'd think.

Also, @durin, your formatting at the end is buggered, Mechanicus ate our personal actions.
 
I wonder, could we have Ridcully help with Cultist hunts? I mean, a Diviner seems pretty much like the perfect weapon for finding cults. See cult, tell Arbites "Cult here", Arbites go shoot cult. Would help a good bit, I'd think.

Also, @durin, your formatting at the end is buggered, Mechanicus ate our personal actions.

Do we really need help hunting down cults? I mean we kill them within days or hours of them joining a cult. I think we're good for internal security.
 
Hmmm, not sure about Munitorium, but we should definitely start Air Refit this turn.

And Upgrade our Shipyards too.

Hmmm, maybe start on upgrading the defenses for Avernus' Spine.

That Siren Embassy sounds excellent, same for Loan Teachers, and maybe go for one Unseen Branch at a time?

We should definitely do Improve Border Security.

Expand the Colligia for sure, and do A Closer Look to help Britton out more.

Get Part 3 of Investigate Rituals going as well, to hopefully finish off checking them all.

Hmmm, not sure what of the expansion options to take. We're doing quite well against Chaos Psykers barring the occasion powerful one, so maybe do one of the new city options? That boost to research is very tempting, but higher skill is great too. Succeeding on Astropathic Rituals would be incredibly beneficial and worth the Exotic cost.

Not much new in the way of Personal stuff. Syr's doing great like always, so sending her for Naval Training or to the University sounds good.
 

Weren't we going to get an option to give the older aircraft to our militia and train militia pilots?

Expand Colliga Reconstructus-

Will we be able to restrict which archeotech they can work on so they won't use up rare pieces that they have very low chance of success on?


I notice a lot of the forge options are gone now. Is that because Britton insists on doing this first? Will we get those options back later?

Missionary Work (Planet)

Haven't we now completed missionary work on every planet that can accept it?

Good Deeds (Jotunheim)

Shouldn't this be Good Deeds (Jotunheim, Svartalfheim) now?
 
Weren't we going to get an option to give the older aircraft to our militia and train militia pilots?



Will we be able to restrict which archeotech they can work on so they won't use up rare pieces that they have very low chance of success on?



I notice a lot of the forge options are gone now. Is that because Britton insists on doing this first? Will we get those options back later?



Haven't we now completed missionary work on every planet that can accept it?



Shouldn't this be Good Deeds (Jotunheim, Svartalfheim) now?
numbers please, I seem to have to keep saying this
1. You will get that option when you have done most of the refitting with new tech, at the moment it is not worth the time it would take (10 years)
2. Yes
3. they were eaten by formatting, now returned
 
Bonus Action: Survey- Now that Archmagos Tranth has finished training up a crew of dedicated surveyors ships can be surveyed for technology without his oversight. Most of the ship graveyard remains to be surveyed and for the moment the most valuble ships should be searched first.

Time: 1 year (1 per year for free)

Cost: 5,500,000 Thrones, 275,000 Material, 75,000 Promethium, 214 Advanced Material
Reward: Survey all ships of a single cruiser or battleship class or all intact ships of a single escort class, see Mechanicus datasheet for list of ships.
Yeah... I can't find the list of all the ships we have yet to survey. Pretty srue we have battleshipslgrand cruisers/battle cruisers left as well, but the only ships I can find listed are whats in the turn update and those only include crusiers and escorts. Help please?
 
Inquisitor Klovis-Ultan is currently rather suspicious of both Niflheim and Muspelheim.
This is worrying. Niflheim and Muspelheim are the only planets that Klovis-Ultan is suspicious of. The head of the Ordo Hereticus should be much more suspicious about everyone in general, not just the two most suspicious planets in the Trust. It's suspicious how unsuspicious he's being.
 
A
Yeah... I can't find the list of all the ships we have yet to survey. Pretty srue we have battleshipslgrand cruisers/battle cruisers left as well, but the only ships I can find listed are whats in the turn update and those only include crusiers and escorts. Help please?
Adeptus Mechanicus, Explorator, STCs, 2nd last slide, warships
 
This is worrying. Niflheim and Muspelheim are the only planets that Klovis-Ultan is suspicious of. The head of the Ordo Hereticus should be much more suspicious about everyone in general, not just the two most suspicious planets in the Trust. It's suspicious how unsuspicious he's being.
he is Malleus not Hereticus, also he is a bit suspicions of everyone just more so of Muspelheim and Niflheim
 
I believe that whatever plan we wind up choosing this turn should definitely include the Collegia Reconstructus expansion. Not only does it mean archeotech will be deciphered without us having Tranth spend time on it, it significantly improves odds of successfully researching archeotech pieces if we do have Tranth do it himself.
 
Meanwhile, every time psyker calls for Chaos Gods on Avernus, she gets Jane with a sword instead, apparently.
 
Meanwhile, every time psyker calls for Chaos Gods on Avernus, she gets Jane with a sword instead, apparently.
You just gave me the mental image of a Psyker trying a Daemon summoning ritual, and instead of a Daemon, it accidentally pulls Jane out instead.

And promptly gets shanked because this is fucking Avernus and our cop leader is a blademaster beyond most Space Marines.
 
You just gave me the mental image of a Psyker trying a Daemon summoning ritual, and instead of a Daemon, it accidentally pulls Jane out instead.

And promptly gets shanked because this is fucking Avernus and our cop leader is a blademaster beyond most Space Marines.
That's no accident for Jane.
 
Back
Top