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
@durin

Now that we're back on Avernus..

1. What does Ridcully see when he sees us with his Witch Sight?
a. Syr?
b. Jane?
c. Klovis?
2. What does Xavier see when he sees us with his Witch Sight?
a. Syr?
b. Jane?
c. Klovis?
 
This is 40K.

What ever logic should dictate about space battles throw it out the window for it is not as cool

The navy did simplify an invasion of orks for us. They literally blew up ships from thousands of killometers away.

The downside was that the trust navy had to eat up torpedos like a fat man at a churro buffet. We cant always depend on their massive ships to take the brunt of damage.
 
Look upon my works, ye Mighty, and despair
the lone and level sands you see there,
the powerful but unrecorded race
that once dwelt within this place
I am the king of kings, and by my hand,
these wonders shall be erased.


-- ancient Terran poem "Zymandas" from which Region Iota will be named.
Just going to put Addio's proposal for the Region Iota name here.
 
@durin , what EM costs went up so much between turn 79 and turn 80? We were -5,431 EM a year in turn 79, got 16300 EM a year in trade, but only 24,474 EM in gross income over five years with only an average annual gross income of 4,894.8 EM. Whats suddenly eating 5k of our EM now?
 
So when's the update? You been blueballin me mate. No disrespect meant when I say "mate".

I do not intend to be disrespectful in any way.
 
Is there a current up to date list of our units? I thought we made some Fast and Skimmer Armor units but the Mil and Datasheets don't list them.
 
Finally caught up again!

Lieutenant-General Paulson has upgraded trait Learned to Highly Learned (+4L)- Lieutenant-General Paulson has continued to further her education since coming to Avernus, securing her place as one of Avernus' most educated people outside of the Adeptus Mechanicus.
Just a thought, Durin: When people get their traits upgraded, especially with more complex traits, it can be damnablydifficult to tell exactly how they improved.

That would be a lot clearer if you listed the full description of the traitbe9ing upgraded, eg:
Learned (+2L) to Highly Learned (+4L)
 
Turn Eighty Results
Turn Eighty Results
One Hundred and Thirty-five years since the Founding of Avernus

Over the last five years losses to wildlife attacks have increased slightly, with an average of 1,330,000 soldiers falling in the line of duty each year. This increase is credited to the fact that the wildlife is getting a bit more dangerous in all explored regions.

Spider Mines: All- General Schwarz has put forward a proposal to supply your entire PDF and Helltroopers with Spider Mines. This will give your entire military access to an effective easily deployable anti-tank mine which will be useful in a large range of situations. General Drago considers this to be of high priority.

Time: 8 years

Cost: 31,680,000 Thrones, 6,335,000 Material, 63,350 Promethium, 1,346,000 Advanced Material
Upkeep per year: 3,167,600 Thrones, 633,520 Material, 6,335 Promethium, 134,623 Advanced Material.
Reward: supply each Combat Engineer regiment with 5,000 Spider Mines, supply each PDF and Helltrooper Siege Infantry Brigade with 20,000 Spider Mines, supply each Light Infantry Regiment with 2,000 Spider Mines, supply every other regiment with 1,000 Spider Mines

Complete

A bit over two years ago the final regiments of the Avernite PDF received their first shipments of Spider Mines. They have been trained in the correct use of the mines which add a significant boost to any ambushes or defensive actions carried out by Avernite forces, especially against hostile armour.


Fast Armour Regiments: Helltroopers- Now that you have the basic regimental composition for Fast Armour Regiments it is time to recruit some. The more expensive option would be to replace half of the Helguard Armour Regiments and Helltrooper Armour Regiments with Fast Armour Regiments, giving you a large force of fast armour capable of operating as an independent division.

Time: 9 years.

Cost:2,566,000 Thrones, 53,050 Material, 7,652 Promethium, 144,100 Advanced Material.
Upkeep per year: 272,757 Thrones, 1,202 Material, 3,826 Promethium, 9,534 Advanced Material.
Reward: Replace 5 Helguard Armour Regiments with Helguard Fast Armour Regiments and 18 Helltrooper Armour Regiments with Helltrooper Fast Armour Regiments

Complete

A bit over a year ago the last of the Fast Armour Regiments finished training, giving you an entire division of fast armour. This force will be best used in manoeuvre warfare where its greater speed counteracts the fact that it is a bit less armoured and has less firepower then normal armour regiments.


Double Down: Hold Ground: Region Iota- Your military will need to continue to maintain a major presence in Region Iota if you want to begin building cities in the locations found last year. While as your soldiers begin to learn more about the Region this task becomes easier it is still a highly dangerous military camp gain and you will have to ensure that it is successful.

Time: 5 years.
Chance of Success: 60%

Cost:975,000,000 Thrones, 195,000,000 Material, 7,800,000 Promethium, 85,000 Advanced Material.
Reward: Hold ground in Region Iota allowing for the first cities to be built

Complete
d100=83+27(martial)+20(double down)=130: Critical Success

For the last half decade General Schwarz has been able to maintain a major military presence in Region Iota with little issue. Little over a million soldiers fell in Region Iota over the last five years, which is in the range of average for losses in a region. The main reasons that casualties were so low was the fact that General Schwarz and his forces are getting accustomed to the dangers f Region Iota which was unusually quite over this period.


Advanced Juve-Nat- In the hundred years since you started providing Juve-Nat treatments to your veterans several of your most experienced soldiers have reach the point where they will require advanced Juve-Nat, including the entire Phase-Tigers. General Schwarz strongly advises that you start to provide Advanced Juve-Nat treatment to these soldiers, who number a bit of three hundred thousand in total.

Time: 3 years.

Cost:126,600,000 Thrones, 6.633,000 Material, 138,000 Advanced Material, 15,420 Exotic Material.
Upkeep per year: 6,330,190 Thrones, 316,510 Material, 6,898 Advanced Material, 771 Exotic Material.
Reward: Provide Advanced Juve-Nat to your military, +5 to all combat rolls, bonus will go up over time, price will go up over time

Locked – Two out of Three years completed

For the last two years General Schwarz has been starting to provide advanced Juve-Nat to those few soldiers who are old enough to need it. Given that each of these soldiers has a centuries combat experience on Avernus you judge that they are more then worth even the price of advanced Juve-Nat.


Crab Regiments: Planning- One of the new forms of regiments that the technology found in the Sword of Sutur's datacores makes possible is Crab All Terrain Walker Regiments. These Regiments will be able to act in almost any environment, from the ocean floor to mountains and will therefore be a major asset. However given how different the Crab series of walkers is from every other vehicle that you known of, barring the Defiler Daemon Engine, it will take a long tern to determine how to best use them.

Time: 10 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: Force Composition for Crab Regiments

Locked – One out of Ten years completed

For the last year General Schwarz has been starting to train the first Crab Pilots and formed a task force to examine how to best use the Crab line of armoured vehicles. So far this has been entirely administrative with the task force being formed and familiarising itself with the Crab varieties but that is expected to change next year.

Expand Shipyards- Soon you will have four large shipyards representing a significant boost to your total orbital industrial capacity. Admiral Parnell has put forward a suggestion to make use of this capacity to build no less then four small shipyards at a time, a major boost to your industry that will however take quite some time.

Time: 15 years. (can be taken twice)

Cost: 880,000,000 Thrones, 132,000,000 Material, 66,000,000 Metal, 132,000,000 Promethium, 7,968 Advanced Material, 372 Exotic Material.
Upkeep per year: 176,000,000 Thrones, 26,400,000 Material, 13,200,000 Metal, 13,200,000 Promethium
Reward: 4 new small shipyards

Complete

A bit over two years ago the first set of small shipyards were completed, bringing Avernus one step closer to the next level of orbital industry. Admiral Parnell and his teams are getting very comfortable with constructing shipyards and can now set them up quickly and efficiently.


Expand Shipyards- Soon you will have four large shipyards representing a significant boost to your total orbital industrial capacity. Admiral Parnell has put forward a suggestion to make use of this capacity to build no less then four small shipyards at a time, a major boost to your industry that will however take quite some time.

Time: 15 years. (can be taken twice)

Cost: 880,000,000 Thrones, 132,000,000 Material, 66,000,000 Metal, 132,000,000 Promethium, 7,968 Advanced Material, 372 Exotic Material.
Upkeep per year: 176,000,000 Thrones, 26,400,000 Material, 13,200,000 Metal, 13,200,000 Promethium
Reward: 4 new small shipyards

Complete

A bit under a year ago Admiral Parnell oversaw the construction of the second set of four small shipyards. This brings the number of small shipyards in the Avernus system to eleven, which is around as many as you plan to make for the moment.


Construct: Combine Shipyards: Huge- Now that you have four Large Shipyards it will be possible to combine them to form a single Huge Shipyards. This will be rather expensive but will provide a major boost to your orbital workforce and allow you to build Battlecruisers and repair Heavy Cruisers.

Time: 10 years.

Cost: 1,760,000,000 Thrones, 264,000,000 Material, 132,000,000 Metal, 264,000,000 Promethium, 20,400 Advanced Material, 475 Exotic Material.
Upkeep per year: 352,000,000 Thrones, 52,800,000 Material, 26,400,000 Metal, 26,400,000 Promethium, 1,020 Advanced Material, 19 Exotic Material.
Reward: combine all four Large Shipyards into a single Huge Shipyard

Locked – Six out of Nine years competed: Expedited

For the last five years Admiral Parnell has continued to oversee the creation of Avernus' first huge shipyard. This has consisted of completing the superstructure of what is now the largest orbital station in the system and continuing to install the internal machinery and train the crew. Admiral Parnell expects to finish this within three years.


Build Advanced Heavy Orbital Weapons Platforms- At the moment the Avernus system has fifteen Advanced Orbital Weapons Platforms for every Advanced Heavy Orbital Weapons Platform. Admiral Parnell tells you that this leaves your planets poorly prepared for dealing with capital ships that that the ratio should be increased to around 5-1. The first step in this process is building another sixty Advanced Heavy Orbital Weapons Platforms.

Time: 7 years.

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

Locked – Three out of Seven years completed

For the last three years Admiral Parnell has been overseeing the construction of thirty Advanced Heavy Orbital Weapons Platforms over both Avernus and Deiphobe. So far the superstructure of the platforms has been built and work is under way on the reactors, shields and weapons systems. Admiral Parnell tells you that construction is running a bit ahead of schedule and will most likely be finished in around three an a half years time.


Sensor Network- Admiral Parnell has proposed building a network of sensor buoys in the Helheim system that will be able to detect any ships infiltrating the system. His current plan is rather ambitious and includes 45,000 sensors covering a radius of three light hours, a distance that stretches a bit past Het. While time consuming and expensive setting up the sensor network should be able to detect any sneak attacks, which have the potential to be devastating in the naval theatre.

Time: 15 years.

Cost: 18,200,000,000 Thrones, 909,800,000 Material, 90,980,000 Promethium, 198,300 Advanced Material, 2,216 Exotic Material.
Upkeep per year: 909,792,000 Thrones, 45,489,600 Material, 4,548,960 Promethium, 3,966 Advanced Material, 22 Exotic Material.
Reward: build 46,656 Sensor Buoys providing detailed sensor overage for a three light hour radius.

Locked – One out of Fifteen years completed

For the last year Admiral Parnell has been working with the Mechanicus to decide exactly where to place his sensors. Given that they have near no existent manoeuvring capabilities and will be expected to maintain position for decades it takes a great deal of calculation to get maximum coverage. While this has been going on work has begun on the tens of thousands of sensors that his plan requires.

The population of Avernus grew by an average of 1.73% over the last five years, with the growth spread over most of the planet. This period saw the population of the Helheim system exceed seven billion for the first time.
The population of Dis has shrunk by an average of 0.38% over the last five years due to a combination of several factors.
The population of Avernus' Spine has grown an average of 2.96% of the population per year over the last half decade, bringing the population back over six hundred million.
The population of The Azure Islands has grown by an average of 2.34% over the last five years bringing the population over eight hundred million for the first time.
The population of Lindon has increased rapidly over the last five years, growing by an average of 3.34% each year. This brings the population back over half a billion yet again, you just hope you can keep it up this time.
The population growth of the Everglades has averaged 0.86% over the last five years, bringing the population to one point one billion and the cities to the point of overcrowding. In the future people will have to migrate out of the Everglades to other regions due to population pressure.
The population of Elysium has risen by an average of 1.39% over the last five years,bringing the population past the capacity of the cities to contain forcing several tens of million to migrate, mostly to Dis.
The population of Aridia has grown by an average of 2.57% over the last five years, bringing the population over seven hundred million.


Advanced Mental Health Care- The constant danger and stress that living on Avernus provides along with the grief that every natives feels on losing those that are close to them leads to Avernites often having mental health issues. Caroline has suggested taking the time to build up a mental health industry every bit as good as your healthcare industry in an attempt to alleviate this problem.

Time: 15 years.

Cost: 4,511,000,000 Thrones, 65,700,000 Material, 245,600,000 Metal, 50,120,000 Promethium, 145,700 Advanced Material.
Upkeep per year: 902,210,400 Thrones, 65,271,024 Material, 24,560,172 Metal, 5,012,280 Promethium, 14,566 Advanced Material.
Reward: Build mental healthcare industry, +1.25% population growth, +2 civilian morale, +1 PDF morale

Complete

A bit over a year ago Caroline finished setting up the largest and most comprehensive mental healthcare dentistry she has ever heard of. This has been added onto the free healthcare available to all citizens and everyone is encouraged to make full use of it, especially given that most Avernites have two or three mental illnesses of varying severity. Caroline tells you that it will take a while for the effect of this change to become apparent but that she expects a severe drop in the suicide rates, which are a major source of deaths on Avernus.


AA Missile Batteries: All- Caroline has recently suggested that you construct several Gravatic and Heavy Gravatic Missile Launcher Batteries in each of your cities. This would provide a large amount of long range high power AA firepower which should prove to be deadly against enemy landers that get to close as well as heavy bombers. Caroline advises that you begin this as soon as you can afford it, which may be a while given the current Advanced Material shortage.

Time: 10 years.

Cost: 655,200,000 Thrones, 163,800,000 Material, 32,760,000 Promethium, 1,428,000 Advanced Material, 3,990 Exotic Material.
Upkeep per year: 32,760,000 Thrones, 8,190,000 Material, 28,550 Promethium, 1,487 Advanced Material, 40 Exotic Material.
Reward: Build 200 Heavy Gravatic Missile Launchers and 400 Gravatic Missile Launchers in each city

Complete

A few weeks ago the final Gravatic Missile Launcher Battery was tested and declared combat ready. With the addition of these long range missiles to your cities anti-air defences you should be able to both engage enemy landers at a greater range and fair better at shooting down the more heavily armoured bombers. Given that the range of Imperial anti-air defences is both known and less then half the range of your new AA batteries they could prove to be a nasty surprise to someone who thinks that they are landing an army out of AA range. If you time their use right you could possibly even convince enemies to land well outside their maximum range and force them to march even further on Avernus to attack your cities.



Knowledge Implantation Chairs: Universities- Caroline has put forward a plan to provide Knowledge Implantation Chairs to the Universities of Avernus. This is a far larger scale project then providing it merely to the Collegia and will effect a major proportion of the population. As such it will be very expensive but provide a significant boost to the average education level of your people, and therefore to your economy.

Time: 10 years. (must start after Knowledge Implantation Chairs: Collegia is completed)

Cost: 8,943,00,000 Thrones, 89,430,000 Material, 89,430,000 Metal, 8,943,000 Promethium, 1,241,000 Advanced Material, 6,940 Exotic Material.
Upkeep per year: 894,250,000 Thrones, 4,471,300 Material, 4,471,300 Metal, 268,300 Promethium, 124,100 Advanced Material.
Reward: supply Universities of Avernus with Knowledge Implantation Chairs, +20 to education bonus, +10 to base education.

Complete

Last month the final Knowledge Implantation Chairs were added to the Universities of Avernus. While the chairs are only being used around a fifth as much as they are for the Collegia the sheer difference in scale between the Universities and the Collegia makes this a major undertaking that should have a massive impact on the average education of your citizens.


Personal Attention: Region Iota: Found City: (Desert)- Now that you have found the exact place to build the cities and put up some basic fortifications in the area it is time to begin the colonisation of Region Iota. It would be best to build one city at a time, and to draw the colonialists from a variety of different regions.

Time: 8 years. (can be taken multiple times, must also take Hold Ground, Region Iota)

Cost: 642,900,000 Thrones, 154,600,000 Material, 134,100,000 Metal, 26,820,000 Promethium, 146,900 Advanced Material, 900 Exotic Material.
Upkeep per year: 30,527,211 Thrones, 4,107,723 Material, 3,295,626 Metal, 520,337 Promethium, 4,834 Advanced Material, 13 Exotic Material.
Reward: Build city in selected area of Region Iota

Locked- Five out of Eight years completed

For the last five years you have been overseeing the construction of a new city in the desert of Region Iota, which has recently been named Duat. While you are having to move all of the building supplies and personal though the air to the cities location your airforce is more then up to the task, allowing you to easily supply the construction efforts. So far the outer layer of the defences has been built as has major portions of the rest of the city. You estimate that work will finish on schedule despite several delays caused by the wildlife, which even General Schwarz masterful defence has proved insufficient to keep entirely out of the construction site.


Personal Attention: Region Iota: Found City: (Desert)- Now that you have found the exact place to build the cities and put up some basic fortifications in the area it is time to begin the colonisation of Region Iota. It would be best to build one city at a time, and to draw the colonialists from a variety of different regions.

Time: 8 years. (can be taken multiple times, must also take Hold Ground, Region Iota)

Cost: 642,900,000 Thrones, 154,600,000 Material, 134,100,000 Metal, 26,820,000 Promethium, 146,900 Advanced Material, 900 Exotic Material.
Upkeep per year: 30,527,211 Thrones, 4,107,723 Material, 3,295,626 Metal, 520,337 Promethium, 4,834 Advanced Material, 13 Exotic Material.
Reward: Build city in selected area of Region Iota

Locked- Five out of Eight years completed

For the last five years you have been overseeing the construction of a new city in the northern lake of Duat. Despite several issues with the wildlife work is not running very far behind schedule and you expect to finish in three years time as originally planned.

An Emergency High Council Meeting has been called in Midgard where negotiations with the leader of the Ultramarines will be conducted.


Ultramarines- The Ultramarines that have recently arrived in the Imperial Trust are likely to become some of the major players in the military and politics of the Imperial Trust. As such it would be a good idea to find out as much about them as possible before the emergency High Council Meeting that they will attend in a years time.

Time: 1 year. (can only be taken in the first year)
Chance of Success: 50%

Cost: 3,900,000 Thrones
Reward: Information about Ultramarines and their leaders, the better you roll the more information you get.

Complete
d100=45+15(Diplomacy)=60: Success

Inquisitor Klovis-Ultan spent the year before the emergence High Council Meeting gathering as much information about the Ultramarines as he could. He was able to get both a list of their assets and a bit of information on the two leaders. He found that the Ultramarines are split between the fifteen survivors of the original companies and fifteen survivors of the approximately five hundred marines that they have recruited in the last nine hundred years. The less experienced marines include all of the specialists, who were taught by either the original specialists or their students. These specialists include an Apothecary, a Techamarine and a pair of Codicer Librarians. In general the Ultarmarines are equiped with basic tier Adeptus Astartes weaponry, with most of the bolters replaced by the far easier to supply Impalers. The exceptions to this include a handful of artefacts wielded by the veterans, a pair of Dreadnoughts and a single suit of Centurion Armour. While Inquisitor Klovis-Ultan was not able to gather a full biography of either of the Ultarmarines leaders he was able to determine that Captain Gaius Julius is a masterful general, diplomat and organiser but a barely combatant fighter, by Space Marine Capacitate standards, due to a old war injury. Chaplain Horatius "The Steadfast" on the other hand is considered to be nearly invincible in combat, have killed several Archangyls in single combat along with countless lesser foes.


Stilling the Waters- Currently there is a lot of anger in Vanaheim over both your agents actions and Inquisitor Klovis-Ultan's poorly thought out way of dealing with it. Inquisitor Klovis-Ultan has suggested that he spend some time attempting to deal with the fallout of these events before attempting to strengthen ties with Vanaheim.

Time: 1 year.
Chance of Success: 60%

Cost: 39,000,000 Thrones
Reward: -1 to scandal penalty for every 10% you succeed by, possible issues if you fail by fore then 20

Complete
year two d100=74+15(Diplomacy)=89: Success
-5 to scandal penalty,

Inquisitor Klovis-Ultan spent a year on Vanaheim attempting to reduce the fallout of your actions and his response to discovery. Much to your relief he was successful and managed to reduce the ill will that many of the Vanir feel for Avernus. Despite his actions however it will be decades before the negative effects of your actions disappear.


Diplomatic Relations (Svartalfheim)- 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, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

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

Complete
year three d100=31+ 15(diplomacy)-8(relationship)-8(repeat)=30: Fail
year three re-roll d100=42+ 15(diplomacy)-8(relationship)-8(repeat)=41: Fail
year four d100=32+ 15(diplomacy)-8(relationship)-7(repeat)+20(double down)=52: Fail
year four re-roll d100=35+ 15(diplomacy)-8(relationship)-7(repeat)+20(double down)=55: Fail
year five d100=71+ 15(diplomacy)-8(relationship)-7(repeat)+20(double down)=71: Success
+1 relationship with Svartalfheim

Inquisitor Klovis-Ultan spent the last three years attempting to further strengthen ties between Avernus and Svartalfheim. While he did not have much success at first patience and sustained effort proved to be enough to change that, bringing Avernus' reputation on Svartalfheim back up by a significant amount.


Elite Operatives Aid: Inquisition- There are several planets and organisations in the Imperial Trust that have experience or technology that could prove to be useful in Jane's Elite Operative program, or are mysterious enough that they may have relevant knowledge. The Inquisition is sure to have useful knowledge, Midgard has a lot of experience raising soldiers from birth for the Chosen Regiments, Svartalfheim's artisans may have some useful equipment and both Muspelheim and Niflheim are hiding something.

Time: 1 year
Chance of Success: Unknown

Cost: 3,900,000 Thrones
Reward: Favour owed to relevant planet or organisation, help with elite operatives

Complete
auto-success
gain basic Inquisitorial augmentations and training advice

Inquisitor Klovis-Ultan was unsurprisingly able to gather a large amount of information from the Inquisition about training elite operatives. When combined with the data on the gene-therapy and augmentation that Inquisitorial Stormtroopers undergo Jane has received a major boon to her efforts. You are told that in payment for this information the Inquisition will likely ask to recruit from your program.


Elite Operatives Aid: Muspelheim- There are several planets and organisations in the Imperial Trust that have experience or technology that could prove to be useful in Jane's Elite Operative program, or are mysterious enough that they may have relevant knowledge. The Inquisition is sure to have useful knowledge, Midgard has a lot of experience raising soldiers from birth for the Chosen Regiments, Svartalfheim's artisans may have some useful equipment and both Muspelheim and Niflheim are hiding something.

Time: 1 year
Chance of Success: Unknown

Cost: 3,900,000 Thrones
Reward: Favour owed to relevant planet or organisation, help with elite operatives

Complete
year two d100=74+15(Diplomacy)=89: Success
gain useful technology

Champion Surt of Muspelheim was able to provide several small but useful bits of advanced technology to the Elite Operative project. The most useful of these bits of technology is a communicator that can reach targets several light seconds away, transmit a large amount of data and is nearly impossible to detect and even harder to intercept or jam. This technology ha several massive uses in the field of espionage and gives Inquisitor Klovis-Ultan an idea about why no one has seen any sign of a Muspelheim spy network.


Elite Operatives Aid: Midgard- There are several planets and organisations in the Imperial Trust that have experience or technology that could prove to be useful in Jane's Elite Operative program, or are mysterious enough that they may have relevant knowledge. The Inquisition is sure to have useful knowledge, Midgard has a lot of experience raising soldiers from birth for the Chosen Regiments, Svartalfheim's artisans may have some useful equipment and both Muspelheim and Niflheim are hiding something.

Time: 1 year
Chance of Success: Unknown

Cost: 3,900,000 Thrones
Reward: Favour owed to relevant planet or organisation, help with elite operatives

Complete
year three d100=80+15(Diplomacy)=95: Success

Governor-General Aelfric of Midgard was more then willing to provide you large amounts of data on the training programs used for the Chosen along with several experienced instructors. Their experience with raising soldiers from birth will undoubtedly prove to be useful, and Jane has already found several errors she made in her training plans due to their advice.


Elite Operatives Aid: Svartalfheim- There are several planets and organisations in the Imperial Trust that have experience or technology that could prove to be useful in Jane's Elite Operative program, or are mysterious enough that they may have relevant knowledge. The Inquisition is sure to have useful knowledge, Midgard has a lot of experience raising soldiers from birth for the Chosen Regiments, Svartalfheim's artisans may have some useful equipment and both Muspelheim and Niflheim are hiding something.

Time: 1 year
Chance of Success: Unknown

Cost: 3,900,000 Thrones
Reward: Favour owed to relevant planet or organisation, help with elite operatives

Complete
year four d100=7+15(Diplomacy)=22: Fail
re-roll year four d100=66+15(Diplomacy)=81: Success
no aid available

Inquisitor Klovis-Ultan made contact with Svartalfheim a few years ago in order to determine if they could provide any aid to Jane's Elite Operative program. Unfortunately while they are willing to create master crafted equipment for your operatives there is no new technology that they can provide.


Elite Operatives Aid: Niflheim- There are several planets and organisations in the Imperial Trust that have experience or technology that could prove to be useful in Jane's Elite Operative program, or are mysterious enough that they may have relevant knowledge. The Inquisition is sure to have useful knowledge, Midgard has a lot of experience raising soldiers from birth for the Chosen Regiments, Svartalfheim's artisans may have some useful equipment and both Muspelheim and Niflheim are hiding something.

Time: 1 year
Chance of Success: Unknown

Cost: 3,900,000 Thrones
Reward: Favour owed to relevant planet or organisation, help with elite operatives

Complete
year five d100=100+15(Diplomacy)=115: Greater Success
gain advanced gene-therapy and teaching devices

In response to Inquisitor Klovis-Ultan's request for assistance Niflheim agreed to supply several technological marvels. The first is a set of devices capable of applying genetic modifications to children with incredible precision, taking into account the child's genetic code and several other factors. The second technology that they are willing to provide is a set of advanced hypno-learning devices that are safer and more effective than all variations that you known of bar the Knowledge Implementation Chair, which is to inflexible for this purpose.

Jane is glad to report that the number of Chaos Cultists found per year has decreased, to little over four hundred.

Of the seven hundred and fifty-eight major Psykers located over the last five years seventy-seven of them were Chaotic.
of the Chaotic Psykers consisting of one Beta-level, ten Gamma-levels, seven Delta-levels, thirty-six Epsilon-levels and seventeen Zeta-levels were killed without causing any significant levels of damage this over the last three years.
A collection of psykers including two Gamma-levels, one Delta-level, one Epsilon-level and one Zeta-level caused miner damage before being eliminated, killing 32,500 militiamen, 9,675 PDF Troopers, 720 Helltroopers, 10 Psyker Hunters, 6 Witch Finders, 8 minor Battle Psykers, 3 Veteran minor Battle Psykers and an Elite minor Battle Psyker.
The most powerful Chaos Psyker found over the last five years was a Beta-level Telepath in Hollin who started a civil war in the city before being hunted down by a kill team led by Headmaster Ridcully himself. This Psyker killed 62,000,000 militiamen, 140,000 PDF Troopers, 5,632 Witch Hunters, 448 Veteran Witch Hunters, 4,608 Psyker Hunters, 832 Veteran Psyker Hunters, 26 Witch Finders, 60 minor Battle Psykers, 12Veteran minor Battle Psykers and 2 Elite minor Battle Psykesr.

In total 64,030,000 militiamen, 149,675 PDF Troopers, 720 Helltroopers, 5,632 Witch Hunters, 448 Veteran Witch Hunters, 4,618 Psyker Hunters, 832 Veteran Psyker Hunters, 32 Witch Finders, 68 minor Battle Psykers, 15 Veteran minor Battle Psykers and 3 Elite minor Battle Psykers were killed by Chaos Psykers over the last five years.

The untainted major Psykers included 1 Beta-level, 6 Gamma-levels, 51 Delta-levels, 189 Epsilon-levels and 434 Zeta-levels.
141,403 minor Psykers were located by the Witch Finders over the last five years. This was average of little over twenty-eight thousand a year, well over the number that is estimated to be born each year.

Elite Operatives: Part Two- The next step on the path to creating Super-Elite Operatives now that a method has been selected is to design a basic training program that candidates will be put though. This will take another five or six years and is require before the next stage can begin.

Time: 5 years
Chance of Success:60%

Cost: 11,700,000 Thrones, 5,585,000 Material, 2,217,999 Promethium, 34,000 Advanced Material, 380 Exotic Material.
Reward: Design training plan for Super-Elite Operatives.

Complete
d100=9+21(Intrigue)+20(double down)=50: Success

Four years ago Jane finished designing an initial training plan for the Super-Elite Operatives. She tells you that this plan is flexible enough that she should be able to modify it after getting information from the rest of the Imperial Trust but that these changes will have to be made before the program starts. Once any such changes are made and the augmentations are designed it will be possible for Jane to begin training the first batch of Super Elite Operatives.


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

Time: 1 year.
Chance of Success: 50%

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

Complete
Year one d100=31+21(Intrigue)+6(combat)+10(traits)+20(double)=88: Success
Year two d100=40+21(Intrigue)+6(combat)+10(traits)=77: Success
+10 to all rolls

Jane spent a few years leading the hunt for Chaos Psykers on Avernus over the last half decade. While she was not as terrifyingly effective as she often is her efforts were still enough to make a major impact on the amount of damage that Chaos Psykers inflicted on your cities in this time.


Elite Operatives: Integrating Advice: Inquisition- Any advice or new technology that you can get from other members of the Imperial Trust will need to be carefully integrated in your current training plans, a process that will take a few years.

Time: 3 years (must be taken after each Elite Operatives Aid action that succeeds)

Cost: 3,900,000 Thrones, 390,000 Material, 39,000 Promethium, 8,500 Advanced Material, 95 Exotic Material
Reward: Integrate advice or technology gained into Elite Operatives program

Complete

Jane spent a few years modifying her training plans to take into account the technology and information that the Inquisition was willing to share with you. While annoyed at the delay she considers that it was time well spent as several possible issues were cleared up during this time.


Elite Operatives: Integrating Advice: Muspelheim- Any advice or new technology that you can get from other members of the Imperial Trust will need to be carefully integrated in your current training plans, a process that will take a few years.

Time: 3 years (must be taken after each Elite Operatives Aid action that succeeds)

Cost: 3,900,000 Thrones, 390,000 Material, 39,000 Promethium, 8,500 Advanced Material, 95 Exotic Material
Reward: Integrate advice or technology gained into Elite Operatives program

Complete

Jane spent a few years modifying her training plans to take into account the technology that Muspelheim was willing to provide. She was able to completely redesign entire portions of the intended use of the super-elite agents due to the fact that Muspelheim's communications technology allows working in a team while spread out in hostile territory far safer. As a result of these changes a greater emphases on teamwork had to be added to the training regime.


Elite Operatives: Integrating Advice: Midgard- Any advice or new technology that you can get from other members of the Imperial Trust will need to be carefully integrated in your current training plans, a process that will take a few years.

Time: 3 years (must be taken after each Elite Operatives Aid action that succeeds)

Cost: 3,900,000 Thrones, 390,000 Material, 39,000 Promethium, 8,500 Advanced Material, 95 Exotic Material
Reward: Integrate advice or technology gained into Elite Operatives program

Locked- One out of Three years completed

Jane has spent the last year going over both the information provided by Midgard and her training program with the instructors from Midgard. Between them they found several potential issues within her old training program and several other ways to improve her plans. She expects to find more over the next couple of years that it will take to over over all of the plans.

Over the last five years Archmagos Tranth's survey teams have searched the Squire Class Frigates for archeotech, finding a good deal of the already known types.

Gained 4,000 Plasma Pistols, 2,000 Plasma Guns, 1,200 Plasma Cannons, 1,200 Plasma Flamers, 400 Plasma Foils.
Gained 2,400 Grav Pistols, 1,300 Grav Guns, 400 Cannons
gained 36 Conversion Beamers
gained 18 Vortex Grenades
gained 39 Stasis Grenades
gained 27,600 Neutron Pistols, 276,000 Neutron Carbines, 1,304,000 Neutron Rifles, 130,400 Neutron Cannons, 130,400 Neutron Repeaters


Reverse Engineer Component: Hyper Plasma Reactor: Part Two- 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 Tranth thinks that with enough work he will be able to figure out how to replicate it, allowing you to make more of the most powerful reactor design Archmagos Tranth has ever heard of.

Time: 8 years.
Chance of Success: -50% (44% after bonuses)

Cost: 400,000,000 Thrones, 20,000,000 Material, 2,000,000 Metal, 1,000,000 Promethium, 340,000 Advanced Material, 3,600 Exotic Material.
Reward: learn how to replicate the Gravatic Command Battleship's reactor

Complete
d100=38+75(buildings)+39(Tranth)+10(Rune Priests)=163: Success

After much research and several failed attempts Archmagos Tranth has finally managed to create a new Hyper Plasma Reactor. While at the size it currently is only Command Battleships, Ramilies Starforts and cities will be able to use it Archmagos Tranth hopes to figure out how to change the size given time. As it stands he now have an incredibly powerful reactor that you can use to power the shields and weapons of some of your most valuable locations, though at the price of being very vulnerable to reactor breaches.

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

Time: 1 year.
Chance of Success: unknown.

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

Complete
d100=92+17(learning)+60(buildings)+20(scanner)+10(Rune Priests) =199: Critical Success

Archmagos Biologis Saren spent a year examining the Implantation Spiders of Region Iota in an effort to learn how to deal with it. To begin with he has found that the Spiders Eggs are capable of changing composition to match the surrounding flesh, making it far harder for many types of scanners to detect them, though the Dark Age medical technology is able to easily detect is as is the better Imperial era technology. He has also found that the Spiders are capable of Blinking, though not as far or as quickly as the Blink Spider, and that they can teleport eggs within a range of around twenty meters.


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

Time: 1 year.
Chance of Success: unknown.

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

Complete
d100=12+60(buildings)+10(Rune Priests) =82: Fail
re-roll d100=64+60(buildings)+10(Rune Priests)+10(Grandmaster Diviner) =144: Success

Archmagos Biologis Saren spent another year examining the Sun Beetle, one of the few creatures yet found on Avernus that is a threat to orbiting Spacecraft. Due to the Sun Beetles nature he was not able to capture any and was forced to watch them in their natural habitat but despite that he made several discoveries. The first is that the Sun Beetles only explode in a burst of energy on death and instead use their power to project an energy beam when they are alive. His second discovery was that the energy beam consists of an equal mix of electromagnetic radiation and an unknown form of energy.


Double Down: Kraken Bionics- Recently Archmagos Biologis Saren's forces managed to successfully catch a Kraken, one of the most powerful known creatures of Avernus. Now it is time to spend a few years installing bionics which will hopeful allow him to control it, giving you your first water-bound asset.

Time: 3 years.
Chance of Success: -10%

Cost: 40,00,000 Thrones, 200,000 Material, 10,000 Promethium, 85,000 Advanced Material, 190 Exotic Material.
Reward: Install control bionics on captive Kraken.

Complete
d100=68+17(learning)+60(buildings)+20(double down) =165: Success

Over the last three years Archmagos Biologis Saren has been installing a set of bionics in the captured Kraken which will allow him to control it. He was successful in this endeavour, and can now direct the kraken from anywhere on Avernus. To his faint surprise the kraken is intelligent enough that even relatively complex tasks can be given to it. Now that he has a tame kraken Archmagos Biologis Saren hopes to begin exploring the seas of Avernus and getting samples of some of the more interesting flora and fauna that he has seen.

Expand and Upgrade: Erecura – Currently the remaining three Forge-Cities in the moons of Cumea are large enough that you could easily expand them into Small Forge Hives. Fabricator-General Scott believes that it would be a better idea to expand them then it would be to funnel their excess population to Anwnn and Mag Mell. She would like to upgrade their defences at the same time, telling you that it would be far more efficient in both time and resources. Fabricator-General Scott advises beginning with Erecura or Belisama so that you can expand their mines, massively increasing your metal income.

Time: 13 years.

Cost: 6,332,000,000 Thrones, 6,190,000,000 Material, 6,004,000,000 Metal, 1,398,000,000 Promethium, 533,200 Advanced Material, 5,050 Exotic Material.
Upkeep per year: 114,838,632 Thrones, 86,008,454 Material, 73,713,715 Metal, 16,959,098 Promethium, 2,142 Advanced Material, 29 Exotic Material.
Reward: Selected city upgraded into Small Forge Hive and defences upgraded to super-heavy

Locked – Eight out of Thirteen years completed

For the last five years Fabricator-General Scott has continued to oversee the expansion of Erecura into a Forge-Hive. So far work is progressing well on the new defences and power systems and the new living quarters are near complete. The fact that the expansion of Erecura is almost entirely downwards has led to most of the changes not being visible from above, even with most sensors thanks to the make up of Taraxandra.


Expand and Upgrade: Belisama – Currently the remaining three Forge-Cities in the moons of Cumea are large enough that you could easily expand them into Small Forge Hives. Fabricator-General Scott believes that it would be a better idea to expand them then it would be to funnel their excess population to Anwnn and Mag Mell. She would like to upgrade their defences at the same time, telling you that it would be far more efficient in both time and resources. Fabricator-General Scott advises beginning with Erecura or Belisama so that you can expand their mines, massively increasing your metal income.

Time: 13 years.

Cost: 6,332,000,000 Thrones, 6,190,000,000 Material, 6,004,000,000 Metal, 1,398,000,000 Promethium, 533,200 Advanced Material, 5,050 Exotic Material.
Upkeep per year: 114,838,632 Thrones, 86,008,454 Material, 73,713,715 Metal, 16,959,098 Promethium, 2,142 Advanced Material, 29 Exotic Material.
Reward: Selected city upgraded into Small Forge Hive and defences upgraded to super-heavy

Locked – Two out of Thirteen years completed

For the last two years Fabricator-General Scott has been overseeing the expansion of Belisma, the second Forge-City of Taraxandra, into a Forge Hive. Like its sister city Erecura this expansion is happening almost entirely into the tunnels cleared by mining operations, which are more then spacious enough to fit even a Forge-Hive.


A Closer Look: Dramatis Personae: Conservatives- Fabricator-General Scott believes that the next step to gathering more information about the unrest within the Mechanicus is determining who are the major figures among the conservatives in the Adeptus Mechanicus. This information will hopefully prove to be useful in the future.

Time: 4 years.
Chance of Success: 70% (uses intrigue, failing by over 20% increases Mechanicus Unrest by 2)

Cost: 110,000,000 Thrones, 1,100,000 Material, 110,000 Promethium, 1,640 Advanced Material.
Reward: Get information on major conservative figures in the Mechanicus.

Complete
d100=29+3(intrigue)+20(double down)=52: Success
will add to Mechanicus datasheet

Two years ago Fabricator-General Scott finished her investigation into the leaders of the conservative faction of the Adeptus Mechanicus. She was relieved to find that there is not yet any formal organisation or hierarchy but has still found several Magos' that are highly respected by many of the conservatives and whose opinion is listened to.

Reformation- Since the death of the Emperor and the Revelations that Saint Lin received shortly before it the Imperial Church in the Nine Worlds has been slowly reformed into a new, far less oppressive shape. Saint Lin tells you that he needs to spend almost two decades finalising these reformations and ensuring that the Church is far less likely to become as corrupt as it did in the Imperium.

Time: 17 years.

Cost: 4,400,000,000 Thrones, 44,000,000 Material, 4,400,000 Promethium.
Reward: Imperial Church in the Nine Worlds fully reformed, -10% cult recruitment in the Nine Worlds.

Complete

Three years ago Saint Lin finished reorganising the Imperial Church of the Nine Worlds into the Church of the Emperor's Truth. The new Church with its focus on the congregation understanding the tenets behind the religion and the reasons for those tenets, and its empathises on critical thinking and reasonable scepticism should be far more resistant to the lure of the Abomination then the old Church. Just as important now that there is a formalised hierarchy for the Church of the Emperor's Truth that can easily be up scaled as the Imperial Trust grows it is far less likely that there will be major unrest when Saint Lin dies.


Witch Hunter Reorganisation- Currently the Church's Witch Hunters and the Arbites' Psyker Hunters fulfil similar roles. Saint Lin and Jane have discussed this and the fact that the majority of all damage done is done by a handful of the most powerful psykers. Their solution is to retrain the Witch Hunters to act in larger groups against more powerful foes and have them remain in reserve until the Psyker Hunters detect a Psyker of Gamma-level or above. This will reduce your efficiency against the weaker psykers, probably allowing them to inflict significantly more damage but the increased forces specialising in combating the most powerful psykers should more then make up for it.

Time: 5 years

Cost: 78,000,000 Thrones, 15,600,000 Material, 780,000 Promethium, 8,500 Advanced Material, 47 Exotic Material.
Reward: Witch Hunters retrained to specialise with the more powerful Psykers, -20 to dealing with psykers below Gamma-level, +20 to dealing with Psykers of Gamma-level or higher.

Complete

Three years ago Saint Lin finished retraining his Witch Hunters for their intended new role. Given that they will now be deployed in battalion strength against the most powerful Chaos Psykers on Avernus you can only hope that their equipment and training is adequate, as it will be tested to the uttermost. This new system as already had an impact, with an increase in the amount of damage that Delta-level psykers are doing and a major increase in the percentage of rogue gamma-levels that are easily removed.


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

Complete
year three d100=33+52(piety)=85: Fail
year three re-roll d100=6+52(piety)+10(Grandmaster Diviner)=68: Fail

Saint Lin spent a year on Vanaheim preaching and liaising with the local branch of the Church. He tells you that there were few issues on Vanaheim and that while the people were thankful and turned up en mass to his sermons that there has been little long term effect from his visit.


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

Time: 1 year
Chance of Success: 30%

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

Complete
year four d100=87+52(piety)=139: Critical Success
year five d100=67+52(piety)=119: Critical Success

Saint Lin spent the last two years in the Unseen University counselling the students who are approaching the trials. As always his presence and words had a major impact on the students and greatly reduced the number of psykers who failed the trails, especially among the medium power students.


Commentaries- Saint Lin has been considering spending a few decades writing about his thoughts on religion, faith and the different ways humans go about believing. While these thoughts lack the divine origin of his earlier books the fact that they come from "The Last Saint" is enough to turn them into Holy Books. You could encourage him to take some time off from his main duties to put his thoughts to paper while he has the spare time, which he may not once the Warp Storm ends.

Time: 20 years.

Cost: Free
Reward: Saint Lin writes his Commentaries, unknown but permanent benefits to the entire Imperial Trust

Locked – Three out of Twenty years completed

For the last three years Saint Lin has taken some time away from his normal duties to begin writing his commentaries. He has yet to show you any of them but tells you that he is making progress in his writing.

One Beta-level Telekinetic/Daemonologist did well enough on the trails that he will immediately entire training to be a Veteran Primaris.
             
Trials Beta Gamma Delta Epsilon Zeta Minor
Passed 1 1 52 175 471 46,298
Attempted 3 3 61 217 521 57,873
Percent passed 33.33% 33.33% 85.25% 80.65% 90.40% 80.00%
         
Primaris Passed Trials/Died Gamma Delta Veteran Gamma Veteran Delta
Biomancer   1    
Diviner 1-1=0     1
Pyromancer   4   1
Telekinetic   3   1
Telapath        
Daemonologist   2    
                     
Battle Psykers Passed Trials/Died Gamma Delta Epsilon Zeta Veteran Gamma Veteran Delta Veteran Epsilon Veteran Zeta Elite Epsilon Elite Zeta
Biomancer   3-1=2 10 20-3=17   1 -1 1 1  
Diviner   3 12-3=9 55       1-1=0   1-1=0
Pyromancer   4 36-1=35 54-6=48     1-1=0 5 -1 1
Telekinetic -1 5-1=4 17-4=13 13-2=11       3-4=-1   2-1=1
Telapath   2 2 15-3=12       3    
Daemonologist   3-2=1 11 34-1=33     2 1    
                   
Sanctionites Passed Trials/Died Gamma Delta Epsilon Zeta Veteran Beta Veteran Gamma Veteran Delta Veteran Epsilon Veteran Zeta
Biomancer   5 15 40-3=37     -1 4-1=3 4
Diviner   3 8-3=5 46       1 4-1=3
Pyromancer   2-1=1 14-1=13 36-2=34       1 5-1=4
Telekinetic     13-1=12 17-2=15       1 1-2=-1
Telapath   2 1-1=1 45-3=42       1 4
Daemonologist   1 12 14-3=11 1       2
Specialists Passed Trials/Died Gamma Delta Epsilon Zeta Veteran Gamma Veteran Delta Veteran Epsilon Veteran Zeta
Neo-Astropath   1 2-4=-2 60-1=59     1-2=-1 1
Neo-Astropathic Receiver   2 10-1=9 20-3=17     1 5-1=4
Inquisition   6 12 12        
       
Minor Psykers Trained Promoted to Veteran Elite
Battle Psykers 15,621-9,398=6,223 4,996-1,930=3,066 39-6=33
Witch Finders 14,791-10,089=4,702 4,379-800=3,579  
Sanctionites 14,787-8,736=6,051 2,533-192=2,341  
Inquisition 1,099    

Research: Frequencies and Songweaving- One of the major fields of study that Headmaster Ridcully has investigated on Avernus is Psychic Frequencies. He and Tamia wonder how Psychic Frequencies and Songweaving interact, if they interact at all that it. It would take a few years of study for the two of them to determine what interactions these two fields have but it should be worth taking the time to find out.

Time: 3 years (takes both Ridcully and Tamia's actions)
Chance of Success: 40% (uses average of learning)

Cost: 2,200,000 Thrones, 220,000 Material, 332 Advanced Material.
Reward: Information on how Songweaving and Psychic Frequencies interact

Complete
d100=87+17(learning)+15(buildings)=119: Critical Success

Four years ago the research project into Psychic Frequency and Songweaving was completed successfully, with several major breakthroughs being made. The first discovery was that Songweaving shifts the users frequency to either the frequency of the power in question or a frequently that resonates with it, a frequency that changes continuously as the power is used. This allows psykers to use Songweaving to use powers outside of their usual speciality with greater ease, though there are limits. The other major discovery that was made was that the more the melody in Songweaveing matches the frequency of the power being used the greater the effect of the power, with the pattern in the Materium seeming to resonate with the Immaterium strengthening the power in some as yet unknown matter. Headmaster Ridcully wonders if this has some connection with how Chaos Runes and the names of the Chaos Gods effect the Materium, though he is loathe to test the idea.


Establish new Psyker City: Avernus' Spine – 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 in the southern end of Avernus' Spine. This location has the benefits of being isolated while being close enough to your main industrial hub to easily ship goods in both directions. This city would focus on training up Psychic Artisans, which are the Sanctioned Psykers who specialise in crafting Warp imbued items such as many psychic wards and Force Weapons.

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: Artisan Focused Minor Psyker City in Avernus' Spine, can fit up to 250,000 Psykers, +15 to Sanctionite skill

Locked – Five out of Eight years completed

For the last five years Primaris Xavier has been overseeing the construction of a Psyker City a few hundred kilometres south of Dis. Currently the outer wall has been built along with some of the internal districts and work is under way on the remaining internal districts, the cities power and defence systems as well as the rather extreme warding.


Battle Psykers: Permanent Formations- While over the last couple of campaigns you have done well enough forming the Battle Psykers into formations in the lead up to war it would be far more effective to form permanent formations for the Battle Psykers. As well as allowing your Battle Psykers to more quickly react to unexpected conflict this would increase the level of training that Battle Psykers have for their battlefield roll, which will lead to a significant increase in combat effectiveness.

Time: 6 years

Cost: 39,000,000 Thrones, 390,000 Material, 39,000 Promethium, 425 Advanced Material.
Reward: Battle Psykers permanently organised into Attaches, Regiments and Elite Squads, +15 to Battle Psyker Skill

Locked – Four out of Six years completed

For the last four years Tamia has been working with the Battle Psyker officers on dividing Avernus' Battle Psykers into permanent formations. The system that they are working out has most psykers start as attaches, then move on to becoming a member of a regiment and finally moving to either a choir or Elite Psyker Squad. Given the individuality of psykers skillsets a lot of the decision of when a psyker moves on, or if they do, will be up to the psyker and his/her immediate superiors.


Research: Island Turtle Hardening: Part One- Island Turtles are able to further strengthen their shell using some sort of repeated conceptional reinforcement. While this is far more complex then any of the other powers that you have reverse engineered it could prove to both be very sueful and to lead to a whole set of new powers.

Time: 5 years
Chance of Success:-10% (uses control, Biomancy)

Cost: 2,200,000 Thrones, 220,000 Material, 1,100 Metal, 332 Advanced Material.
Reward: learn whether it is possible to reverse engineer the island turtle conceptional reinforcement

Locked – Four out of Five years completed

Over the last four years Headmaster Ridcully and a team of Roke Island's best researchers have been studying the conceptional reinforcement that the Island Turtle uses to make its shell so hard. He and his team have made a good deal of progress, given how complex this power is, but they are not yet able to determine whether it will even be possible to copy this power. They can confirm however that it is by far the most advanced and complete power that they have yet examined on Avernus and they theorise that all of the Weapons will have similarly complex powers.

Codex Avernus: Part One- At the suggestion of several of your advisers you are considering putting down everything you known and think about administration, military command, governing and Avernus into a series of books. While you will have to update it several times over the course of your life it would be a good idea to begin immediately.

Time: 10 year.

Cost: Free
Reward: Write Part One of the Codex Avernus, unknown but permanent benefits

Complete
+2 to admin of all Imperial Trust worlds
+5 to skill level of all Imperial Trust forces

You have recently finished the first volume of the Codex Avernus, which focuses on military command and administration. In the last five years you added sections on project management,dealing with crises and planetary economics to the administration section. To the military section you added parts on making plans on both tactical and strategic levels, adapting plans on the fly and how to recognise and train skilled subordinates.


Personal Attention: Region Iota: Found City: (Desert) – 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- Five out of Eight years completed

For the last five years you have been overseeing the construction of a new city in the deserts of Duat. Despite all of the challenges inherit in building a city in a new region you have been able to keep to the schedule.


Personal Attention: Region Iota: Found City: (Lake) – 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- Five out of Eight years completed

For the last five years you have been overseeing the construction of a new city in the deserts of Duat. Despite all of the challenges inherit in building a city in a new region you have not fallen much behind the schedule


Public Apology-One of the ways to both help Governor Olaf's postion and help repair the damage that recent events has done to relations between Avernus and Vanaheim is to publicly apologise for your actions on Vanaheim. While your own people will not appreciate this you are sure that the effect that it has on relsions with Vanaheim is worth the price, low as it is.

Time: 1 year
Chance of Success: 65%

Cost : Free
Reward: lose 1 morale on Avernus, gain 1-2 relationship with Vanaheim

Complete
d100=62+15(Diplomacy)=77: Success
+2 relationship with Vanaheim

Almost five years ago your personally journeyed to Vanaheim in order to apologise in person to the Allthing about your agents actions on Vanaheim. While their was a bit of discontent on Avernus about you giving in so easily the apology was well received on Vanaheim and has led to a major thawing in relations between your two worlds.


Attend Emergency High Council Meeting- An Emergency High Council Meeting has been scheduled for next year in which what to do about the Ultramarines is being discussed.

Time: 1 year
Reward: Attend Emergency High Council Meeting

Complete

You and several of Avernus more prominent citizens attended the Emergency High Council Meeting about the Ultramarines four years ago.


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: 50%

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

year three d100=5+5(Palace)+15(diplomacy)=25: Fail

You spent a year making speeches to your populace,which while popular had little effect.

Spend Time With (Syr)- 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

Complete
year four d100=83+5(Palace)+15(diplomacy)=103: Fail

You spent a good bit of time with Syr two years ago when her brigade was assigned to protect the city you are building in the desert of Duat. She has really developed into a skilled and responsible officer and you expect to her to be promoted sometime in the next decade.


Spend Time With (Jane)- 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

Complete
year four d100=37+5(Palace)+15(diplomacy)=57: Fail

You spent much of your free time over the last year with Jane, practising your swordsmanship and talking about varied subjects. The two of your are some of the last of the original leaders of Avernus and often worry that after your deaths your successors will be unable to bear the burdens that you take.
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food
Starting 143,318,810,463 14,667,793,472 14,544,839,720 8,478,641,837 8,843,600 29,847 63,266
Net Income 10,821,131,394 2,734,638,623 -4,251,334,073 1,152,793,522 11,855,615 6,352 14,691
Remaining 154,139,941,857 17,402,432,095 10,293,505,646 9,631,435,359 20,699,214 36,199 77,957
 
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