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
Ah, the many wonders of 'canon' WH40k.

I have a general rule of thumb as far as plans to make more psykers or paradigm-changing approaches to interacting with the Warp: Don't. It never ends well, or even okay. It's like rule one on the WH40k evil overlord's list.
The warp is literally unlimited potential. I can understand why people are constantly coming up with ideas to improve our use of it. And some of the saner ideas should at least be tested before dismissing them.
 
@durin
1. Does Ridcully think that the Imperium investigated psycic frequencies, I would be shocked if the Inquisition hadn't.
2. If he thinks they did not can we ask the inquisition if they have.
3. Was Ridcully's crit on the Turtle's power unexpected?
 
@durin
1. Does Ridcully think that the Imperium investigated psycic frequencies, I would be shocked if the Inquisition hadn't.
2. If he thinks they did not can we ask the inquisition if they have.
3. Was Ridcully's crit on the Turtle's power unexpected?
1. unknown
2. you have and this group of them knows nothing
3. yes
@durin, what is the Omnissiah depicted as in Mechanicus artworks?
a skull and cog
 
Turn Eighty-Two Results
Turn Eighty-Two Results
One Hundred and Forty-Five years since the Founding of Avernus

Over the last five years losses to wildlife attacks have deceased significantly, with an average of 1,410,000 soldiers falling in the line of duty each year. This decrease is a direct result of the fact that there were no Deep One attacks in the period.

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

Complete

A bit over a year ago General Schwarz finished determining the details of Crab Regiments Force Composition and SOP. He tells you that each regiment consists of ten battalions which will most likely be deployed independently. These battalions include a trio of Siege Crabs, eighteen Spider Crabs and twenty-four Crabs. They can be deployed in a range of situations to make use of their abilities. The main uses of Crab Regiments are attacking or defending difficult terrain in which most armour has trouble, amphibious assault, city fighting and being deployed to counter enemy walkers and monstrous creatures.


New Codex Astartes: Advice- Captain Julius has requested that General Schwarz provide him with some advice for his updated version of the Codex Astartes that he plans to write. Given General Schwarz's position as the leader of the Avernite Helguard he believes that his advice on the use of the new military technologies will be highly relevant.

Time: 5 years

Cost: Free
Reward: Improvement to the new Codex Astartes

Complete

Four years ago General Schwarz finished giving now Chapter Master Julius his advice on the new technology of the Imperial Trust and its tactical implications, as well as on several other topics. In particular Chapter Master Julius seemed to be very interested in his opinions on armoured warfare, which is both a speciality of General Schwarz and something that Chapter Master Julius does not have as much experience in as he does most forms of warfare.


Duat PDF: Formation- Now that you have built the first cities of Duat General Schwarz believes that it would be a good time to form a PDF Corps to defend it. He plans to create a corps large enough to defend six large cities and a small Hive, which is what Duat will most likely end up having. Given the size of the new force he plans to create from the ground up this will take some time.

Time: 10 years

Cost: 39,950,000 Thrones, 6,926,000 Material, 325,700 Promethium, 748,100 Advanced Material, 315 Exotic Material.
Upkeep per year: 3,619,836 Thrones, 525,690 Material, 162,750 Promethium, 34,499 Advanced Material, 16 Exotic Material.
Reward: Raise 1,400 PDF Infantry Regiments, 140 Helltrooepr Infantry Regiments, 14 Power Helguard Regiments, 5 Helltrooper Siege Infantry Regiments and 48 PDF Siege Infantry Regiments

Locked- Five out of Ten years completed

For the last five years General Schwarz has been recruiting a new corps of PDF and expanding the Helltroopers in order to properly defend Duat. At the moment this consists of recruiting almost twenty million new soldiers and forming a core of experienced soldiers and officers to lead the Duat PDF. At the moment this force is being trained as basic infantry but that is liable to change as your forces learn more about the region and its dangers.


Militia Air Force: Imperial Era – One of the ideas that has been floating around since the militia has been formed is to train militia pilots and create militia fighter and bomber wings. General Schwarz has put forward a proposal to attach a bit over five wings of aircraft to each militia siege infantry brigade, providing your militia with a massive amount of air cover. These aircraft would be the Imperial Ear Thunderbolts, Lightnings and Marauders making them significantly inferior to your regular air wings but the sheer number of them, over two hundred thousand wings, would make them a overwhelmingly powerful force capable of keeping the skies clear of almost any attack.

Time: 20 years.

Cost: 3,036,000,000 Thrones, 176,100,000 Material, 123,000,000 Promethium, 228,700 Advanced Material.
Upkeep per year: 223,714,062 Thrones, 12,980,939 Material, 64,378,106 Promethium, 9,993 Advanced Material
Reward: Add 1 Wing each of Lightning Fighters, Thunderbolt Fighters, Avenger Strike Fighters, Marauder Bombers and Marauder Destroyers as well as a tenth of a wing of Marauder Vigilants to each Militia Siege Infantry Brigade, increase Fighter skill bonus by 20

Locked- Four out of Twenty years completed

For the last four years General Schwarz has been starting arrangements to add air wings to your militia. So far this has consisted of starting the construction of dozens of local hangers to hold the craft and organising for the number of flight instructors on Avernus to be greatly increased, even sending some pilots to Vanaheim for training in their flight academies when Avernus' proved to be insufficient. According to General Schwarz it will take another four years before the training of the first militia pilots can begin.


Expand Void Infantry- Given how much your navy and orbital infrastructure has expanded since he founded your first Void Infantry Regiments General Schwarz thinks that it is time to expand them. He has proposed recruiting another nine hundred regiments, which would not only give you enough forces to fully garrison your entire fleet is would leave a good force to garrison your more important orbital defences as well.

Time: 6 years

Cost: 13,430,000 Thrones, 2,422,000 Material, 213,120 Promethium, 489,600 Advanced Material.
Upkeep per year: 1,343,389 Thrones, 252,214 Material, 45,288 Promethium, 24,480 Advanced Material.
Reward: Recruit 900 new Void Infantry Regiments

Locked – One out of Six years completed

For the last year General Schwarz has been working on expanding his Void Infantry forces tenfold. He has recruited the first several million soldiers and is currently putting them though their training, which will last for three years. The next wave of recruits is being raised and will begin training in a few weeks 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 – Eleven out of Fifteen years completed

Admiral Parnell has spent the last five years continuing his efforts to place a sensor network though the Helheim system. He has now deployed over thirty thousand sensors, which provide enough coverage to examine every bit of space within two light hours of the sun. According to Admiral Parnell it will take another few years to build and deploy the remaining fifteen thousand sensors.


Quarantine: Implantation Spiders- According to Admiral Parnell there is a good chance that Implantation Spider Eggs will be able to get past the current quarantine around Avernus. He strongly advises that you allow him to take the time to change this as soon as possible, telling you that it would be a disaster if they got loose in the Imperial Trust.

Time: 5 years. (must be taken after Detailed Survey: Implantation Spider is completed)

Cost: 370,000,000 Thrones, 37,000,000 Material, 3,700,000 Promethium, 85,000 Advanced Material.
Upkeep per year: 37,000,000 Thrones, 3,700,000 Material, 370,000 Promethium, 8,500 Advanced Material
Reward: Quarantine procedures altered to account for Implantation Spiders

Complete

Three years ago Admiral Parnell finished adjusting the quarantine screening to ensure that any Implantation Spider Eggs are caught. He is now confident that even if spiders somehow slip onto your orbital infrastructure they will not be able to reach any ships headed offworld, or the stations that they dock with.


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

Complete

Admiral Parnell is currently in the middle of commissioning the last of the Advanced heavy Orbital Weapons Platforms of the current set. This brings the number of Advanced Heavy Orbital Weapons Platforms up to a fifth the number of Advanced Orbital Weapons Platforms, which is a good ratio according to Admiral Parnell.


Expand and Construct: Defence Cruisers, Monitors and large shipyards- The other new proposal that Admiral Parnell has put before you is to simultaneously expand your small shipyards into a pair of large shipyards and build as many Defence Cruisers and Monitors as you can. This would take more time but allow you to make sixty-four Defence Cruisers and a hundred and sixty-eight Defence Monitors, as well as increase your number of large shipyards to two.

Time: 14 years.

Cost: 2,283,000,000 Thrones, 574,400,000 Material, 22,200,000 Metal, 52,320,960 Promethium, 1,836,000 Advanced Material, 5,822 Exotic Material.
Upkeep per year: 75,385,280 Thrones, 12,301,760 Material, 4,440,000 Metal, 8,400,480 Promethium, 13,083 Advanced Material, 116 Exotic Material.
Reward: build 64 Defence Cruisers and 168 Defence Monitors and expand 8 Small Shipyards into 2 Large Shipyards

Locked – Two out of Fourteen years completed

For the last couple of years Admiral Parnell has been simultaneously having the larger shipyards, and a few of the small shipyards, constructing as many Defence Cruisers and Defence Monitors as possible and having eight of the small shipyards combined to form a pair of large shipyards. While most of the work is still a long way from being complete the first few dozen Defence Monitors are currently on their shakedown cruises.

The population of Avernus grew by an average of 1.18% over the last five years, with the growth spread over most of the planet. This bought the population of the system over the eight billion make for the first time.
The population of Dis has grown by an average of 1.75% over the last five years, with no single cause being responsible for the change.
The population of Avernus' Spine has grown an average of 1.56% of the population per year over the last half decade, bringing the population over eight hundred million for the first time.
The population of The Azure Islands has grown by an average of 2.2% over the last five years bringing the population over nine hundred million
The population of Lindon has shrunk a bit over the last five years, shrinking by an average of 0.63% each year. This is in large part due to the large number of children born over the last half decade and a rather nasty plague, which while not fatal had a fatal effect on reaction speeds.
The population of the Everglades has shrunk by an average of 1.65% over the last five years despite the plague being finally eradicated four years ago.
The population of Elysium has risen by an average of 0.98% over the last five years,forcing another hundred million citizens to migrate.
The population of Aridia has grown by an average of 2.47% over the last five years, bringing the population over eight hundred million for the first time.
The population of Duat has grown by an average of 9.42% a year over the last half decade as millions immigrate to it from the more crowed regions of Avernus.


Population Pressure: Refound Bonud-Given the current population issues in Elysium and the Everglades it may be a good idea to refound some of the cities that have been destroyed since first landing. One of the best ways to deal with this is to refound Bonud, allowing you to keep some fo the excess population in the same region.

Time: 6 years.

Cost: 996,200,000 Thrones, 100,300,000 Material, 94,750,000 Metal, 16,730,000 Promethium, 114,300 Advanced Material, 659 Exotic Material.
Upkeep per year: 459,917,211 Thrones, 6,408,723 Material, 6,064,626 Metal, 851,837 Promethium, 8,920 Advanced Material, 23 Exotic Material.
Reward: Rebuild Bonud

Complete

Three years ago the city of Bonud in Elysium, originality Epsilon-4, was official refounded. The initial fifty million colonists of this new city come from the nearby Garden Grove, which has been overflowing with citizens for several decades now. According to Caroline there should be notably less casualties from the wildlife in Bonud then the other cities of Elysium due to the fact that it was rebuilt from the ground up, or rather down, with an understanding of the regional threats.


Population Pressure: Expand Dis- Currently Dis is starting fill up, being expected to reach full capacity within a decade or so. One of the simpler, and the most expensive, ways to deal with this issue would be to expand Dis into a Large Hive, with all of the defences and capabilities that that implies. While this would allow Dis to easily hold your entire current population behind incredibly strong defences it would also be very expensive, even by your standards.

Time: 12 years.

Cost: 3,498,000,000 Thrones, 3,343,000,000 Material, 3,143,000,000 Metal, 490,500,000 Promethium, 1,178,000 Advanced Material. 15,210 Exotic Material.
Upkeep per year: 42,753,392 Thrones, 34,842,396 Material, 31,983,091 Metal, 5,137,445 Promethium, 13,232 Advanced Material, 152 Exotic Material
Reward: Expand Dis into a Large Hive, upgrade its defences to match

Locked – Ten out of Twelve years completed

For the last five years Caroline has continued to manage the expansion of Dis into a Large Hive. The final shape of the new Hive has taken form, towering kilometres above even the tallest of the massive mountains of the region and covering several hundred square kilometre of land. According to Caroline Dis is now a bit over six billion cubic kilometres and when the defences are finished in a few years time will be able to withstand a sustained bombardment by an entire fleet while returning fire with more firepower then a Battleship.


Fjol IV Colonists: Extreme- Chapter Master Julius of the Varangian Guard has requested that Avernus send some colonists to Fjol IV as part of the main colonisation efforts. If you follow his request you will be sending colonists yearly for the next four decades, though the exact number is up to you. The third option would be to send fifty million a year, an amount that would have a massive effect on your population growth and result in around half of the colonialists being Avernite.

Time: 2 years.

Cost: 2,960,000,000 Thrones, 148,000,000 Material, 29,600,000 Promethium.
Reward: Send fifty million colonists to Fjol IV for the next forty years, 50% of the total population ends up Avernite

Complete

After much though you decided to send a full fifty million colonists a year to Fjol IV, which will end up as two billion. While this is a massive number and will severely impact Avernus' population growth you consider the boost that it will provide to the colonisation of Fjol IV and the establishment of the Varangian Guard to be worth it. Chapter Master Julius was most thankful for you support and told you that he considered the debt you incurred asking for his help training the Super-Elite Operatives to be repaid.


Advanced Juve-Nat Factories: All- Now that you are supplying advanced Juve-Nat to a portion of your military forces it may be a good idea to build a factory dedicated to making more. Caroline has put forward a suggestion to build one in every city, each capable of producing a hundred thousand doses a year. While this is ten times as much as you currently need the amount of Advanced Juve-Nat required by your current program is likely to increase significantly over the next few decades.

Time: 6 years.

Cost: 172,100,000 Thrones, 34,410,000 Material, 1,721,000 Metal, 6,882,000 Promethium, 15,810 Advanced Material, 1,767 Exotic Material.
Upkeep per year: 17,205,000 Thrones, 3,441,000 Material, 172,050 Metal, 688,200 Promethium, 1,581 Advanced Material, 88 Exotic Material.
Reward: Build Small Advanced Juve-Nat Factories in every city, Advanced Juve-Nat production starts at 100,000 each (3.3 million total)

Locked – Three out of Six years completed

For the last three years Caroline has been working on creating a Chemical Production Factory in each city of Avernus that is optimised for the production of Advanced Juve-Nat. Given the sheer valuable of Advanced Juve-Nat, even by Avernite standards each of these factories is very heavily fortified and has a company of carefully selected guards at all times.


Expedite: Population Pressure: Refound Mirkwood- Given the current population issues in Elysium and the Everglades it may be a good idea to refound some of the cities that have been destroyed since first landing. While not urgent it would be possible to refound Mirkwood, strengthening your presence in the most trouble ridden region of inhabited Avernus.

Time: 6 years.

Cost: 996,200,000 Thrones, 100,300,000 Material, 94,750,000 Metal, 16,730,000 Promethium, 114,300 Advanced Material, 659 Exotic Material.
Upkeep per year: 459,917,211 Thrones, 6,408,723 Material, 6,064,626 Metal, 851,837 Promethium, 8,920 Advanced Material, 23 Exotic Material.
Reward: Rebuild Mirkwood

Locked – Three out of Seven years completed: Expedited

For the last three years Caroline has been working to refound Mirkwood, the only city destroyed in the First Daemonic Incursion. While the colonists that you are shipping to Fjol IV have greatly reduce the population pressure that your cities are under the main reason that you are rebuilding Mirkwood is the fact that it is on a major railway intersection and that you want it secured.


Thaddeus Expertise: Ion Shields: All Cities- Now that the immediate threat of invasion is over Caroline can oversee a more through, and less rushed, installation of Ion Shields to the cities of Avernus. This will be more time efficient then doing them one at a time but will still take a full dozen years of work.

Time: 12 years.

Cost: 827,200,000 Thrones, 165,400,000 Material, 16,540,000 Promethium, 1,598,000 Advanced Material.
Upkeep per year: 82,720,000 Thrones, 16,540,000 Material, 1,654,000 Promethium, 159,800 Advanced Material.
Reward: All major cities equipped with Ion shields on primary and secondary defences

Locked – Three out of Twelve years completed

For the last three years Thaddeus has been overseeing the addition of Ion Shields to the defences of your cities. These shields are being added to firing slits, crenelations and other points of vulnerability in order to deflect incoming fire, either away or just into better armoured location. It will take almost another decade for Thaddeus to finish adding them to the countless defensive positions of Avernus.


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

Complete

You have just officially opened Iota Three, the second city in the desert of Duat. This city is built to take advantage of the metal deposits in a small mountain range deep in the desert and like many Avernite cities is built into the mountains in question for defensive reasons. Iota Three is currently the city of Duat closest to Aridia and is therefore often used as a stopover location for flights between Aridia and the other cities and construction zones.


Personal Attention: Region Iota: Found City: (Delta)- 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 – Seven out of Eight years complete

For the last five years you have continued to work building Iota Four in the Delta of Duat. It is currently nearly completed, with only the last of the defences and power generation still needing work. This has allowed the first few million colonists to move in early, which will help the tens of millions moving in next year greatly.

Double: Double Down: Diplomatic Relations (Quartok)- 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 one d100=14+15(Diplomacy)-4(relations)+20(double)+20(double Down)=65: Fail +10 to next attempt
year two d100=94+15(Diplomacy)-4(relations)+20(double)+20(double Down)+10(previous)=155: Critical Success
+2 to Quartok view of Avernus

Inquisitor Klovis-Ultan spent a few years attempting to strengthen ties with the Quartok a few years ago. While he did not have much success at first he continued to try and eventually managed to make a major breakthrough, in large part by explaining the reasons behind the Adeptus Mechanicus' attitude and power to the Quartok scientists, who were previously a hindrance to relations due to the earlier issues.


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 three d100=65+15(Diplomacy)+20(double)=100: Success
-6 to scandal penalty, (currently 3)

Inquisitor Klovis-Ultan spent another year on Vanaheim attempting to remove the final layers of scandal from your actions over a decade ago. He had a great deal of success in this venture and tells you that the scandal will totally die down in a few years time allowing you to return to business as usual with Vanaheim.


Re-examine (Chapter Master Julius)- It has been many decades since Inquisitor Klovis-Ultan has gathered information on the notables of the Imperial Trust and so the information that he gathered is now well out of date. Inquisitor Klovis-Ultan has suggested that he spend a few years conducting new investigations on people of interest in order to determine how they have changed.

Time: 1 year
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: Selected Character sheet is updated, (please do not do more then 2 or 3 of these actions per turn)

Complete
year four d100=65+15(Diplomacy)=80: Success

A bit over a year ago Inquisitor Klovis-Ultan informed you that he had finished his investigation into Chapter Master Gaius Julius of the Varangian Guard, who is without a doubt the most experienced general in the Imperial Trust and is only a bit less gifted then you.


Re-examine (Master of Sanctity Horatius)- It has been many decades since Inquisitor Klovis-Ultan has gathered information on the notables of the Imperial Trust and so the information that he gathered is now well out of date. Inquisitor Klovis-Ultan has suggested that he spend a few years conducting new investigations on people of interest in order to determine how they have changed.

Time: 1 year
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: Selected Character sheet is updated, (please do not do more then 2 or 3 of these actions per turn)

Complete
year four d100=71+15(Diplomacy)=86: Success

A bit over a year ago Inquisitor Klovis-Ultan informed you that he had finished his investigation into Master of Sanctity Horatius of the Varangian Guard, who is a even better warrior then you thought, though still below Champion Surt. You still wonder what exactly is up with Champion Surt and given that the idea that he is the Primarch Vulcan in disguise, despite being several feet too small is actually one of the more reasonable theories.


Double: Diplomatic Relations (Asgard)- 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 five d100=66+15(Diplomacy)-28(relations)+20(double)+20(Honorary Marshal)=93: Success
+1 relationship with Asgard

Inquisitor Klovis-Ultan spent a year on Asgard strengthening your ties with the more influential among the Aesir. Due in large part to your position as an Honorary Marshal. As a result of his anions ties with Asgard have strengthened even more. On that note Inquisitor Klovis-Ultan was sent back with a request to attach Aesir Knights to your forces on Avernus in order to blood them.

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

Of the one thousand three hundred and forty-seven major Psykers located over the last five years eighty-nine of them were Chaotic.
Eighty-six of the Chaotic Psykers consisting of six Gamma-levels, eight Delta-levels, thirty-three Epsilon-levels and thirty-four 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, two Delta-levels, two Epsilon-level and one Zeta-level caused minor damage before being eliminated, killing 397,000 militiamen, 11,280 PDF Troopers, 4,740 Helltroopers, 240 Witch Hunters, 32 Veteran Witch Hunters, 472 Psyker Hunters, 126 Veteran Psyker Hunters, 7 Witch Finders, 20 minor Battle Psykers, 6 Veteran minor Battle Psykers, 3 Elite minor Battle Psykers, 1 major Battle Psykers and 2 Veteran major Battle Psykers.

The most powerful Chaos Psyker found over the last five years was a Beta-level Pyromancer in Helm's Deep who killed tens of millions by releasing massive amounts of Warpfire, almost including Jane, before being taken out by a collection of angry Psyker Hunters. This Psyker killed 19,440,000 militiamen, 2,096 Psyker Hunters, 464 Veteran Psyker Hunters, 1,536 Witch Hunters and 256 Veteran Witch Hunters,.

In total 19,840,000 militiamen, 11,280 PDF Troopers, 4,740 Helltroopers, 1,776 Witch Hunters, 288 Veteran Witch Hunters, 2,568 Psyker Hunters, 590 Veteran Psyker Hunters, 17 Witch Finders, 20 minor Battle Psykers, 6 Veteran minor Battle Psykers, 3 Elite minor Battle Psykers, 1 major Battle Psyker (Zeta Diviner) and 2 Veteran major Battle Psykers (Epsilon Telepath and Epsilon Daemonologist) were killed over the last five years.


The untainted major Psykers included 4 Beta-levels, 9 Gamma-levels, 90 Delta-levels, 340 Epsilon-levels and 714 Zeta-levels.
134,864 minor Psykers were located by the Witch Finders over the last five years. This was average of little over twenty-six thousand a year, very close to the number that is estimated to be born each year.


Thoughts on Psyker Hunting- Jane has become one of the greatest psyker hunters that Inquisitor Klovis-Ultan has ever heard of, being able to both oversee the hunt for rogue psykers and personally hunt down and kill even powerful psykers. She is willing to spend a few years putting her thoughts on this difficult art onto paper, passing down a some of the wisdom that her experience has allowed her to collect on this topic.

Time: 15 years. (must be taken by Jane)
Chance of Success: 70%

Cost: Free
Reward: Unknown but large bonus to dealing with Chaos Psykers for Imperial Trust

Locked – Nine out of Fifteen years completed

Jane has spent the last half decade continuing to to put as much of her experience with hunting down psykers has taught her onto paper as possible. Over this period she has focused on her experience with killing psykers and what is has taught her. In particular she has gone into the most common powersets for rogue psykers and how to best deal with each of them.


Elite Operatives: Integrating Advice: Ultramarines- 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. The advice that you received from the Ultramarines is the last bit of advice that you need to integrate and must be integrated before you begin your final preparations.

Time: 3 years

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

It took three years for Jane to go over her training program with the sergeant sent by the Varangian Guard to provide advice. She was able to make several small but important changes to the training program in this time, finalising the plans. Jane now has a compete training plan that she will follow for the Super-Elite Operatives training and only needs to ready the trainers and equipment.


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

Time: 1 year.
Chance of Success: 50%

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

Complete
Year four d100=1+21(Intrigue)+6(combat)+10(traits)=38: Critical Fail
Jane is injured and misses next turn
Jane gains trait Scarred (-2D) – As a result of nearly dying to a Chaos Psykers Warpfire Arbitrator Jane Oakheart now has a set of burn scars covering the left side of her face, neck and shoulder.

Jane spent a year hunting Chaos Psykers and was unlucky enough to meet the only Beta-level Psyker found in this period. Despite her great skill she proved unable to fully avoid his warpfire as it burned down the district and suffered severe burns which it took an entire year for her to fully heal. The nature of these burns make it impossible to remove the scars that they left behind, giving her a rather horrific set of scars, though nothing like General Schwarz has.


Elite Operatives: Final Preparations- As soon as Archmagos Biologis Saren's successor finishes creating the new augments Jane will need to do the final perpetrations before training her first batch of elite operatives. This includes actions like selecting and training the training staff, building a training centre and other important preparative work. It will most likely take a full half decade to finish this so it is bes done as soon as possible.

Time: 5 years (must finish Operatives: Integrating Advice: Ultramarines first)

Cost: 37,000,000 Thrones, 3,700,000 Material, 370,000 Metal, 740,000 Promethium, 85,000 Advanced Material, 950 Exotic Material.
Upkeep per year: 3,700,000 Thrones, 370,000 Material, 37,000 Metal, 74,000 Promethium, 8,500 Advanced Material, 95 Exotic Material.
Reward: Elite Operative Training Centre built and readied for use

Locked – One out of Five years completed

While Jane was out of action due to her injuries her subordinates took over, both her normal duties and her next planned project. They have currently selected a location in Dis to train the Elite Operatives, started construction on the building and selected the instructors, who have already started their training to prepare for the task.

Over the last five years Archmagos Tranth's survey teams have searched the Privateer Class Raiders for archeotech, finding a good deal of the already known types. He estimates that it will take another decade to go though the remaining hulks in the ships graveyard.

Gained 5,300 Plasma Pistols, 2,600 Plasma Guns, 1,600 Plasma Cannons, 1,600 Plasma Flamers, 530 Plasma Foils.
Gained 3,200 Grav Pistols, 1,600 Grav Guns, 530 Cannons
gained 48 Conversion Beamers
gained 24 Vortex Grenades
gained 52 Stasis Grenades
gained 36,900 Neutron Pistols, 369,000 Neutron Carbines, 1,739,000 Neutron Rifles, 173,900 Neutron Cannons, 173,900 Neutron Repeaters

Examine: Ramilies Starfort: Part Two- Now that he has determined that it is possible Archmagos Tranth would like to spend a few years reverse engineering the Ramilies Starfort. Whle this would give you the design of an obsolete battlestation it is the next step on the path to upgrading the design using the more powerful technologies that have been found over the last century o so.

Time: 8 years
Chance of Success: 30% (99% after bonuses)

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,800,000 Metal, 3,900,000 Promethium, 85,000 Advanced Material, 380 Exotic Material.
Reward: reverse engineer the Ramilies Starfort

Complete
d100=87+60(buildings)+39(Tranth)+10(Rune Priests)=194: Critical Success
-1 year to improve designs actions

Two years ago Archmagos Tranth finished his examination of the Ramilies Starfort having completely recreated its blueprints. He tells you that it is also highly computable with the technology found in recent years and that he should have no trouble creating a few improved designs of it. So far he has sketched out proposals for a fortress, an orbital defence station variation and a forward operating base variation as well as an orbital artillery design.


Double Down: 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.

Time: 1 year

Cost: 8,100 Thrones, 1,640 Material, 41 Metal, 10 Promethium.
Chance of Success: 30%. (99% after bonuses) (actually 0%, 99% after bonuses)
Reward: Gain blueprints for new Automated Factory, on failure suffer penalty to future attempts.

Complete
d100=100+75(buildings)+39(Tranth)+10(Rune Priests)+20(double down)=232: Perfect Critical Success
+20% production, +10% Advanced Material Production, +5% Exotic Material Production

Last year Archmagos Tranth reverse engineered the automated factories of The Well of Urd, curious to why his subordinates in the Colliga Reconstructus have proven unable to complete it for a lengthy period. He found that it was actually far more complex and precise then his initial examination concluded, due to some unnoticed damage that was reducing its precision. As well as making the factories far easier to automate this will allow them to be used for some more complex tasks, making them able to boost your advanced and exotic material production as well.


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.

Locked – One out of Two years completed

Archmagos Tranth has spent the last year working with Headmaster Ridcully in an attempt to develop an understanding of the Graviton weapons of The Well of Urd. He has had little success on this by himself but with the aid of Headmaster Ridcully has gained several small but vital clues.

Super-Elite Operatives: Augmentations- One of the essential requirements for the super-elite operatives is coming up with a collection of augmentations, both biological and mechanical, that they can use. It will take a good deal of time for Archmagos Biologis Saren to come up with the best possible designs but he considers it more then worth the time required.

Time: 6 years
Chance of Success: 00% (82% after bonuses)

Cost: 39,000,000 Thrones, 3,900,000 Material, 390,000 Promethium, 8,500 Advanced Material, 380 Exotic Material.
Reward: design augmentations for Super-Elite Operatives

Complete
d100=69+15(learning)+60(buildings)+10(Rune Priests) =154: Critical Success

It took four years for Magos Biologis Maximal to finish the Bionics for the Super-Elite Operatives but what he came up with are a work of art. They provide significant boosts to strength, agility and reaction speed, senses and cognitive speed as well as super-hard organics reinforcing the skeleton and providing a sub-dermal armour. On the downside as a result of the combination of augmentations the super-elite operatives will age at around three times the rate of a normal human, meaning that they will start to need Juve-Nat treatments far sooner and will require Advanced Juve-Nat by their fortieth birthday. They are also expensive and have a chance of killing the operative at a young age but you expected that.


Explorations of the Deep- Now that you have a cybernetic kraken it is actually possible to explore some of the underwater regions around the Azure Islands, or at least those areas not claimed by the Sirens according to your treaty. It will take some time to fully explore this region but there are several plants and animals that could prove interesting and do not come up to the surface.

Time: 5 years
Chance of Success: 40% (99% after bonuses)

Cost: 3,700,000 Thrones, 370,000 Material, 370,000 Promethium, 8,500 Advanced Material, 95 Exotic Material.
Reward: gain information about underwater wildlife in the Azure Islands

Locked- One out of Five years completed

For the last year Magos Biologis Maximal has been using the cybernetic kraken to explore the Azure Bay, or at least those parts of it not yet claimed by the Sirens. He has already found several interesting plants and animals such as the Psychic Angerlfish and the Hellflame-Coral but believes that there is most likely several more to find.

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 – Twelve out of Thirteen years completed

Fabricator-General Scott has continued to oversee the expansion of Belisama into a Forge-Hive over the last half decade. She informs you that she is nearly finished and will most likely be able to finish in around six months, a good bit ahead of schedule. The final form of Belisama is near identical to Erecura, a Hive buried deep into the ground in the massive holes opened by the mining operations.


Astartes Connections- Fabricator-General Scott should make contact with the Techmarine of the Varangian Guard in order to both arrange for the training of his successors and to share technology. In particular she hopes to gain his permission and help to redesign the advanced power armour that you have found to replace Astartes power armour. Given how the Varangian Guard seem to be perfectly fine changing traditions if it can improve their combat capabilities enough she has no doubt that her offer will be accepted, particularly as it is at the most bending traditions.

Time: 1 year
Chance of Success: 80% (uses diplomacy)

Cost: 3,700,000 Thrones
Reward: Arrange for Techmarines to be trained on Avernus, get permission to create advanced power armour for Astartes.

Complete
d100=82+8(Diplomacy)=90: Success

Fabricator-General Scott managed to successfully make contact with Marcus Vitruvius Pollio, the Varangian Guard's newly appointed Master of the Forge. She found that Master of the Forge Pollio is able to do little more then maintain and replace the Varangian Guard's more simple equipment and will need training before he is able to develop the skills reburied for his position. She was easily able to arrange the training and also got his support in creating Advanced Adeptus Astartes Power Armour using the designs that were found in the Helheim System.


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

Locked – Four out of Five years competed

For the last four years Fabricator-General Scott has been working on designing an Defence Station using all of the advanced technology you have found. She has fished the design and is currently going though it looking for errors, weaknesses and other ways to improve it. Going by the specifications that she mentioned to you the Advanced Defence Station will be a match for an Imperial era battleship and will be able to use its Super-Lance to provide powerful long range fire capable of devastating any capital ship.

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 – Thirteen out of Twenty years completed

Saint Lin has continued to write his commentaries over the last half decade and is making a good bit of progress. He tells you that he has now almost finished the first draft and will soon be going back over what he has written to edit it.


Sharing the Truth- With the addition of the Ultramarines to the Imperial Trust it falls upon Saint Lin to learn about their beliefs and ensure that they are compatible with the Imperial Truth, as they probably are. Given how sensitive the Adeptus Astartes often are about their beliefs this will take a while and require some masterful diplomacy, fortunately Saint Lin is more them up to the task.

Time: 5 year
Chance of Success: 30% (uses diplomacy, failing by more then 20 leads to issues)

Cost: 3,900,000 Thrones
Reward: Ensure that the Ultramarines are compatible with the Imperial Truth, opens more options

Complete
d100=18+31(Diplomacy)+20(Double Down)=69: Fail
re-roll d100=65+31(Diplomacy)+20(Double Down)+10(Grandmaster Diviner)=126: Critical Success

In part due to some timely warnings by Headmaster Ridcully Saint Lin was able to learn most of the beliefs and religious practices of the Varangian Guard. He found that their worship of the Emperor as the pinnacle of humanity and their forefather is compatible with the new Imperial Truth and that none of their ceremonies or traditions are Abomination tainted, in large part due to the fact that they have learned the hard way what leads to Abomination taint.


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 two d00=88+51(piety)=139: Critical Success
year four d100=15+51(piety)=66: Fail
year four re-roll d100=29+51(piety)=80: Success
+15 to chance of psykers passing

Saint Lin spent half of his time over the last four years at the Unseen University helping the students strengthen their faith in preparation for the trials. As usual he had a massive impact and was responsible for a major rise in the number of students who passed the trails.


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 d00=65+51(piety)=116: Success
year five d00=78+51(piety)=129: Success
+2 morale for Fjol IV

Saint Lin spent half of the last four years on Fjol IV helping ease the faith of the new colonists. He tells you that for a world being colonised by people from three different worlds there have been remarkably few issues, in Large part due to the awe that most of the colonists hold the Adeptus Astartes in.

             
Trials Beta Gamma Delta Epsilon Zeta Minor
Passed 1 8 49 193 454 95,033
Attempted 1 10 67 257 586 118,791
Percent passed 100.00% 80.00% 72.50% 75.00% 77.50% 80.00%
                   
Primaris Passed Trials/Died Beta Gamma Delta Veteran Beta Veteran Beta Veteran Gamma Veteran Delta Elite Beta Elite Gamma
Biomancer     7-1=6            
Diviner   1 2-1=1       1   1
Pyromancer     2-2=0            
Telekinetic   1 1-1=0 1     1 1  
Telapath   1 2       1    
Daemonologist   1 3           1

                     
Battle Psykers Passed Trials/Died Gamma Delta Epsilon Zeta Veteran Delta Veteran Epsilon Veteran Zeta Elite Delta Elite Epsilon Elite Zeta
Biomancer   2 16-4=12 37-16=21     3 1    
Diviner -1 1-2=-1 11-2=9 25-14=11   -2     1 1
Pyromancer   1-2=-1 20 50   5 2-2=0   1 7
Telekinetic   3 16-14=2 37-28=9     -1   2-1=1 4
Telapath   2-3=-1 10-4=6 25-16=9     1   1 1
Daemonologist   -2 11-6=5 25-7=18   1 1-1=0   1-1=0  
             
Sanctionites Passed Trials/Died Gamma Delta Epsilon Zeta Veteran Delta Veteran Epsilon
Biomancer   5 16-4=12 38-6=32    
Diviner   1 10 25-5=20   -1
Pyromancer 1 3-1=2 12-2=10 25-5=20    
Telekinetic   3 16-4=12 37-6=31    
Telapath   2-1=1 12-1=11 25-5=20    
Daemonologist 2 3 11-2=9 26-5=21    
Specialists Passed Trials/Died Gamma Delta Epsilon Zeta Veteran Epsilon Veteran Zeta
Neo-Astropath   -1 10-2=8 25-7=18 -1 1-1=0
Neo-Astropathic Receiver 1 1-2=-1 12-2=10 25-5=20    
Inquisition   5 10 25    
         
Minor Psykers Trained Promoted to Veteran Elite 8736.1
Battle Psykers 34,083-10,979=23,104 4,959-3,582=1,377 1,803-15=1,788  
Witch Finders 25,955-12,008=13,947 6,667-1,045=5,622    
Sanctionites 34,188-10,173=24,015 4,379-497=3,882    
Inquisition 807      
Research: Resonating Frequencies- Another interesting discovery of the recent collaborative efforts of Headmaster Ridcully and Primaris Jameson is that certain psychic frequencies resonate with each other in an harmonic way. This will take a good bit of effort from the two of them to look into in greater detail but could lead to some interesting possibilities, including some that will help your Neo-Astropaths.

Time: 5 year (takes both Ridcully and Tamia's actions)
Chance of Success: 30% (uses average of learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on how different Psychic Frequencies resonate with each other

Complete
d100=35+17(learning)+15(buildings)+20(double down)=87: Success

Two years ago Headmaster Ridcully and Primaris Jameson finished their initial research into how some psychic frequencies resonate. They found that the frequencies that resonate constructively, or harmoniously, are simultaneously those that resonate when transcribed and turned into music and those that represent concepts and emotions that feed into each other such as fear and cowardice. They also found that certain frequencies resonate discordantly, or destructively. They theorise but have not yet proven that these frequencies are those that are discordant when transcribed to music and represent opposing emotions and concepts, such as cowardice and courage.


Battle Psyker Attaches- Primaris Xavier has suggested arranging for a quarter of your Battle Psykers of all levels to be attached to your Helltroopers and Helguard at any one time. As well as providing more combat experience for your Battle Psykers this would gives your men more experience at working in combined units, which will likely prove to be valuable.

Time: 4 years

Cost: 39,000,000 Thrones, 390,000 Material, 19,500 Promethium, 2,150 Advanced Material, 120 Exotic Material.
Reward: Battle Psykers attached to Helltrooper and Helguard regiments, 40% increase in Battle Psyker losses, increase in Battle Psyker promotions, troops gain expedience working with Battle Psykers

Complete

Three years ago Primaris Xavier finishes arranging for the Battle Psyker Attaches of the Adeptus Astra Telepathica to spend the majority of their time attached to military formations. This has already resulted in an increase in coordination between psykers and the soldiers of their regiments, an increase you expect to continue. On the downside the increased level of combat that your psykers are exposed to has led to more Battle Psyker casualties, with a 40% increase in Battle Psykers Attaches deathrates.


Mentoring: Beta-Given the high rate of failure for the more powerful psykers Headmaster Ridcully has suggested having one of his best psykers mentor the next Gamma-levels in the year leading up to his trails. This will hopefully be enough to increase his chance of passing by a significant degree.

Time: 1 year. (can be taken once)
Chance of Success: 50%

Cost: Free
Reward: each 20 points of success increases chance of each Gamma-level psyker passing the trails by 1%

Complete
d100=66+41(control)=107: Critical Success
+64% chance of Beta-level passing

Headmaster Ridculy spent a year working with Colombo Ryers, the Beta-level approaching the trials. While he would have passed the trails without any aid with the assistance of Headmaster Ridcully he develop his talent enough to pass as an Elite Primaris Psyker and the greatest telekinetic in the Imperial Trust


Double Down: 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 an Examine Sub-Systems or Examine: Any action this year)
Chance of Success: 30%

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

Complete
d100=36+41(control)+20(double down)=97: Success
re-roll d100=58+41(control)+20(double down)+10(Grandmaster Diviner) =129: Critical Success
+23 to success chance of Examine Graviton Weapons

Headmaster Ridcully spent the last year working with Archmagos Tranth tying to reverse engineer the Graviton Weapons of The Well of Urd. He was able to show Archmagos Tranth many visions of the construction and maintenance of these weapons, which contained several vital clues to Archmagos Tranth's investigation. Several decades after it was first proposed you are still amazed at the methods that Archmagos Tranth has come up with to examine the most complex machinery.


Psyker Regiments and Choirs: Witch Hunting- Primaris Xavier has recently put forward a proposal to deploy the recently formed Psyker Regiments and Choirs to support the Witch Hunters against the most powerful of the Chaos Psykers. Given that a full Choir is likely to be able to contend with even a Chaos Beta in sheer power and that a Psyker Regiment is currently your most powerful combat unit they would be a major asset. Given the sheer number of casualties that the most powerful Psykers cause each year Primaris Xavier advises that you set this up immediately.

Time: 4 years

Cost: 39,000,000 Thrones, 390,000 Material, 19,500 Promethium, 2,150 Advanced Material, 120 Exotic Material.
Reward: Psyker Regiments and Choirs attached to Witch Hunters, 40% increase in Psyker Regiments and Choirs losses, increase in Psyker Regiments and Choirs promotions, +20 to all rolls to deal with Chaos Psykers of Gamma level and above

Locked – Three out of Four years completed

For the last three years Primaris Xavier has been working on arranging for the newly formed Battle Psyker Regiments and Choirs to be deployed against the more powerful Chaos Psykers. It took a while for him to find a good balance between having the Psykers ready for deployment and their usual training but he believes that he now has an answer and is already implementing it.


Elite Psyker Squads: Psyker hunting- Primaris Xavier has put forward a proposal to deploy his newly formed Elite Psyker Squads in support of Jane's Psyker Hunters. As well as providing a collection of forces each easily capable of taking down anything short of the most gifted psykers without issue this would give your Elite Psyker Squads a great deal of experience. Given the rising level of damage that Chaos Psykers are causing each year this should be instituted as soon as possible.

Time: 4 years

Cost: 39,000,000 Thrones, 390,000 Material, 19,500 Promethium, 2,150 Advanced Material, 120 Exotic Material.
Reward: Elite Psyker Squads attached to Psyker Hunters, 40% increase in Elite Psyker Squad losses, increase in Elite Psyker Squads promotions, +10 to all rolls to deal with Chaos Psykers

Locked – Two out of Four years completed

For the last two years Primaris Jameson has been working with Jane, and her subordinates once she gets wounded, on integrating the Elite Psyker Squads into her Psyker Hunting apparatus. A great deal of progress has been made, with the Elite Squads already being trained to work with Jane's Psyker Hunters and being occasional deployed.

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.

Complete

You recently finished the construction of Iota Three, the third city in region Iota and the second in the desert. It has already had fifty million colonists move in, showing exactly how eager Avernites can be to explore new regions.


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 – Seven out of Eight years completed

You continue to oversee the construction of Iota Four, which is nearly completed with several million colonists already having moved into the city.


Codex Avernus: Part Two-The second part of the Codex Avernus will focus on your experiences of life on Avernus and how to best survive and prepare for the dangers, both for yourself and those that rely on you. While this will have little use offworld it should prove to be very useful for both ordinary citizens of Avernus and officers and administrators.

Time: 10 year.

Cost: Free
Reward: Write Part Two of the Codex Avernus, unknown but permanent benefits limited to Avernus

Locked – Nine out of Ten years completed

After nine years of work you have almost finished the second, and for the moment final, section of the Code Avernus. The last five years of this have been spent writing down advise for commanding forces in Avernus and for administration on Avernus, which has several unusual requirements such as accounting for casualties.


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 one d100=75+5(Palace)+15(diplomacy)=95: Fail

Made sure to spend a good deal of time with Syr now that she is back on Avernus. As well as spending time with your daughter you gave her a bit of advice for the staff position she is currently in. From what you can tell and from a few conversations with General Schwarz she will most likely be promoted to Major-General during the current reorganisation as offices get moved to the Duat PDF.


Investigate Magos Biologis Vinceo Maximal- With the death of Archmagos Biologis Saren his second, Magos Biologis Vinceo Maximal, is now the senior Magos Biologis on Avernus. It would be a good idea to spend some getting what information on him that you can and to meet him. While not urgent it will be hard to properly utilise his talents and skills if you do not yet know what they are.

Time: 1 year

Cost: Free
Reward: get character sheet for Magos Biologis Vinceo Maximal

Complete

You spent a year getting to know the new Magos Biologis and gathering information on his skills and history. One interesting titbit is that he is the last survivor of the initial Biologis Expedition that arrived with Magos Biologis Saren over a hundred years ago.


Thaddeus Expertise: Ion Shields: All Cities- Thaddeus Starr was the second in command of the Avernite Administratum before you recruited him as your personal assistant and is able to run certain projects without any supervision. Currently he has volunteered to oversee the addition of Ion Shields to some portion of your cities.

Time: As Project

Cost: As Project +10%
Reward: Does one Ion Shields action without needing a personal attention.

Locked – Three out of Twelve years completed

For the last three years Thaddeus has been overseeing the installation of Ion Shields in the cities of Avernus. While the project is still a long way from being complete the areas that have shields have already had a noticeable drop in casualties.
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material
Starting 182,871,790,152 25,051,954,415 8,748,289,366 12,369,458,317 31,520,778 57,139 93,080 10
Net Income 8,429,614,204 9,848,178,043 3,058,420,946 2,757,932,637 6,616,210 24,368 11,447 5
Percent of Income used 58.60% 11.31% 6.54% 4.94% 45.58% 32.23% NA 15
Remaining 191,301,404,356 34,900,132,458 11,806,710,312 15,127,390,954 38,136,988 81,507 104,527 15
Percent Growth 4.61% 39.31% 34.96% 22.30% 20.99% 42.65% 12.30% 50.00%
 
Last edited:
Holy **** 4 beta's.

In one year.

4.

Tranth was excellent at figuring out the Station and seems to be becoming a bit of a designer.

Tranth is also so good he wonders why people can't figure **** out so can not only figure it out, but fix it.

The Augments are beast, but they make people age faster :(. We will make them worth it.

Lin continues to be diplomat excellence.

Telekinetic Beta POWA

Ah Ridcully such a cheater :D.

Apparently our New Biologis has been around since the very beginning.

Good on them.
 
Well, that was a good turn overall. Shame about Jane getting scarred and being out for a turn, but we had a bunch of critical successes, including that Perfect Critical Success on the Automated Factories - more AM and EM will be very nice.


Sorry to ask about something from so long ago but I noticed that after Midgard their isn't a single mention about the Grey Knights. Where are they, I'd thought they were setting up a home on Anverus to make new Knights if possible.

This has been asked about a million times:
1. The Grey Knights work for the Inquisition, so they're off doing secret Inquisition stuff.
2. The Grey Knights' gene-seed is more complex than that of regular Astartes due to having been made from the Emperor, so we can't currently do anything with it.
 
Well, that was a good turn overall. Shame about Jane getting scarred and being out for a turn, but we had a bunch of critical successes, including that Perfect Critical Success on the Automated Factories - more AM and EM will be very nice.




This has been asked about a million times:
1. The Grey Knights work for the Inquisition, so they're off doing secret Inquisition stuff.
2. The Grey Knights' gene-seed is more complex than that of regular Astartes due to having been made from the Emperor, so we can't currently do anything with it.

Weren't they going to set up a home base on Anverus or did that change after the fall of the Empire.

Have we made any progress on the Grey Knight Gene Seed, or has it not come up yet?
 
jane lived, so its ok.
another beta finally passed his trials and we now have a new strongest telekinetic in the entire trust. yay TK.
and that nat 100 on the factories was delicious.
 
What sent the Hathor beasts off?
an idiot shot one
Hope he got his Darwin award for that.

This bought the population of the system over the eight billion make for the first time.
A significant milestone. Shame we will probably slip back down in the next couple of decades.

On that note Inquisitor Klovis-Ultan was sent back with a request to attach Aesir Knights to your forces on Avernus in order to blood them.
/shrug. If they wants to throw meat into the grinder who are we to argue?

232: Perfect Critical Success
Once again Tranth proves why he deserves his badass title.
 
So, @durin, when you say 'impossible to remove' for Jane's burns, could we still layer over a patch of false skin (Like, flesh-toned plastics as something of a mask) over the burns, or does the warpy nature of the burns make them easily noticeable right through the layer?
 
When we got that Nat 1 I really thought that Jane had kicked the bucket. Thank God she survived.

We must use a few actions spending time with her next turn.
 
I'm just glad Jane is still alive but can we now reduce the amount she does hunting like I have requested we do for the last SEVERAL turns. Even said to have her do nothing that slot this turn but was ignored
 
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