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
Diplomatic about trump? Um what did I write?

Again I have very un-focused writing and will time and time again do these kinds of omakes. This one I feel got better as it got closer to the end as I tried to make Syr more 'military' like with a personality change initated by loss. Not good enough to be canon but meh.
 
Oh

I just re-read what I posted last night at 1 in the morning. Ya I don't like his leadership style of deferring to cronies and not releasing his taxes. But what do I know? I'm 22.
 
Lets not have a RL political discussion here. This is not the place, and I'd rather wonder about what we can learn from a chat with a Chapter Master.

And if the Black Crystal Breastplate will fit under our powered armor.
 
Meh.

So are we going back to normal turns with an update on what's going in the campaign side in the header?
 
He's staying on the planet and letting the Military deal with the campaign which is good.
 
Question: Is marshall higher than general? Also is Shwartz suppose to be a grand marshal or stay as a general?
 
Question: Is marshall higher than general? Also is Shwartz suppose to be a grand marshal or stay as a general?
Marshal and since Valerian disagrees I brought a wikipedia qoute.
In many countries, the rank of marshal, cf. field marshal, is the highest army rank, outranking other general officers. The equivalent navy rank is often admiral of the fleet.
Marshal - Wikipedia
Worth mentioning that many Army (including the US don't have Marshal in their normal chain of command) Template:United States uniformed services comparative ranks - Wikipedia
 
I forget again is Syr a Brigadier or Major General? How many stars does she have?
 
@Durin
Quick questions?
1. Is it possible for us to take an imprint/recording of the Emperor's psycic frequency either from Lin or an Astropath, either an actual record, or simply by identifying the exact parts of the frequency?
2. Vote closed
3. If so is there an ETA?
 
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@Durin

In the Index, under 'Return of Garkill', Aftermath is laballed as 'Part Fourteen' instead of 'Part Fifteen'.

Also, ah, my omake here. I think it goes under Chapter 1? Or Chapter 2.
 
Chapter Two: Turn Eighty-Seven
Turn Eighty-Seven
One Hundred and Sixty-one years since the Founding of Avernus
Four year turn

Over the weeks since the death of Garkill your forces have been able to kill several billion more Orks, reducing the number of Orks on Avernus to around fourteen billion. While this is still a problem until they unite you should be easily able to deal with them, even with half of your army campaigning in Garkill's former Domain. Thinking of the campaign you have received the initial reports, and it seems that the Imperial Trust Guard has made landfall on both Danaan and Dooneeva. So far progress has been according to schedule but you expect that to change at some point, war never goes according to plan. On a more personal topic you seem to have acquired a title as a result of your most recent actions, while it is flattering to be known as Rotbart the Great you will have to ensure that it does not lead to arrogance. During Waaagh Garkill you also made a major breakthrough in reading the flow of battle, and by the end of the Waaagh you could already determine the future path of the war and how to move your forces to take advantage of it. High Grandmaster Ridcully has already tested you and confirmed that it is not divination or any other Warp talent but is instead a result of skill and understanding.


Governor Rotbart combines traits Intelligent (+1 to all stats), Glorious Aquila (+1D), Good Judge of Character (+2I, +2D), Faith is Stronger then Steel (+4P), Very Well Educated (+4L), Reader of Philosophy (+2L, +1P) and Better to have Loved and Lost... (+1D, +2P) into title "The Great"-(+5I, +9L, +10P, +7D, +3 to all other stats, +1 to all morales, -10% cult formation, +10 morale to all forces under his command)- In recent years Governor Fredrick Rotbart ha been called Rotbart the Great by both his own people and by the rest of the Imperial Trust. This is in recognition of his management of Avernus, as it has grown from a small colony to one of the major powers in the Imperial Trust in a short time despite several major invasions. To make matters even more impressive it has managed to become one of the better places to live in, despite the ever present threat of the wildlife.
Governor Rotbart gains Paragon Trait: n steps ahead - (does not have to specify number or composition of forces until they either are isolated or engage in combat)- Governor Rotbart is a master reading the flow of a war and determining what will happen well in advance. As a result of this he is always able to position his forces to maximum effect, often taking advantage an an enemies actions before the opposing general knows what he will do.

General Schwarz is currently campaigning with the majority of his Marshals, leaving Marshal Richards in command of the forces on Avernus. As expected she has handled her new duties without any issues and is proving herself more then capable of overseeing the defence of Avernus, even with reduced numbers of troops. She is currently planning methods to deal with the remaining Orks on Avernus, which while not a threat to your cities are still very powerful forces.

Marshal Pope upgrades trait Master of the Shadows (+3M, +5I, +1C, +25 to stealth rolls for forces under her direct command) to Grandmaster of the Shadows (+5M, +8I, +2C, 25 to stealth rolls for forces under her direct command)- Marshal Pope is incredible at stealth warfare, being able to sneak soldiers past all but the most alert sentries while almost casually picking off enemy scouts and patrols. Even Arbitrator Oakheart is not as skilled at commanding covert operations as Marshal Pope.

The Phase-Tigers gain an additional +5 to all rolls and +5 to stealth rolls
Two Locked Choose One
One Two years

Expand Military: PDF- General Schwarz has proposed over doubling the size of the Avernite military, to over five percent of the population. This will take a great deal of time an resources but the massive increase in your combat capacity should be worth it. He has split this massive project into three separate projects in order to allow for a greater proportion of his focus to be directed where it is most needed. The PDF make up by far the largest proportion of your military but are not as well equipped, making them one of the longer but cheaper projects.

Time: 16 years.

Cost: 404,900,000 Thrones, 97,420,000 Material, 3,408,000 Promethium, 4,118,000 Advanced Material.
Upkeep per year: 29,420,006 Thrones, 6,805,087 Material, 1,703,930 Promethium, 113,147 Advanced Material.
Reward: 19,115 PDF Regiments

Locked – Eleven out of Sixteen years completed


Expand Military: Helltrooper- General Schwarz has proposed over doubling the size of the Avernite military, to over five percent of the population. This will take a great deal of time an resources but the massive increase in your combat capacity should be worth it. He has split this massive project into three separate projects in order to allow for a greater proportion of his focus to be directed where it is most needed. The Helltroopers make up a significant amount of your army and are well equipped, making them one of the cheaper but more time consuming options.

Time: 12 years.

Cost: 124,000,000 Thrones, 16,100,000 Material,1,570,000 Promethium, 2,590,000 Advanced Material, 1,159 Exotic Material.
Upkeep per year: 12,400,000 Thrones, 1,540,000 Material, 784,800 Promethium, 130,000 Advanced Material,, 54 Exotic Material.
Reward: 3,400 Helltrooper Regiments

Locked – Ten out of Twelve years completed


Campaign- Currently General Schwarz is leading a good portion of your forces to work with the Imperial Trust Guard to attack the remains of Garkill's former domain. While Lord Marshal Sigard estimates that he will be able to secure the target worlds within the next year or two your forces will have to remain for a few more years as fortifications are built.

Time: 4 years

Cost: Free
Reward: army assists Imperial Trust in taking and holding new worlds

Locked – Zero out of Four years completed

Recruit- Over twenty-five million Avernite soldiers were killed in Waaagh Garkill, over five percent of your military. Marshal Richards tells you that it will take six years to find and train replacements for these soldiers. She also advises you to begin recruiting immediately, as the Imperial Trust is likely to be in near constant war for the foreseeable future and it would be best to have your military at full strength.

Time: 6 years.

Cost: 741,500,000 Thrones, 67,020,000 Material, 27,790,000 Promethium, 7,000,000 Advanced Material, 5,654 Exotic Material.
Reward: replace forces lost in the recent Waaagh


Ork Infestation: Containment Measures- Currently you have over ten billion Orks on Avernus, mostly around the Ork strongholds built out of Roks. While they are not a threat to your cities without either better organisation or more super -heavy siege equipment they are still an issue. Marshal Richards strongly advises you to at the least attempt to keep them contained in the area around their stronghold though a combination of soldier, aircraft and orbital bombardment. This should prevent the separate forces from linking up and keep them disorganised.

Time: 1 year (take multiple times to continue)
Chance of Success: 80%

Cost: 80,000,000 Thrones, 40,000,000 Material, 8,000,000 Promethium, 4,150 Advanced Material
Reward: slightly increases military casualties, kills some Orks, prevents Orks from becoming more organised,


Ork Infestation: Siege (strongholds)- There are currently eleven Ork strongholds on Avernus, each with a garrison ranging from the hundreds of millions to over two billion. Marshal Richards suggests besieging some or all of them, trapping the Orks inside and weakening the defences for a later assault.

Time: 1 year (take multiple times to continue)
Chance of Success: 60% (-5% for every stronghold after the first)

Cost: 160,000,000 Thrones, 80,000,000 Material, 16,000,000 Promethium, 8,300 Advanced Material per stronghold besieged
Reward: increases military casualties, kills Orks, weakens defences of target strongholds


Ork Infestation: Assault (strongholds)- There are currently eleven Ork strongholds on Avernus, each with a garrison ranging from the hundreds of millions to over two billion. You will need to eventually destroy these strongholds. One way to do this is by taking advantage f your superior troops, technology and coordination to assault the strongholds. Given that the Orks will be defending fortifications taking strongholds will not be easy and it would be best to concentrate on assaulting only a few strongholds a year and to soften them up first.

Time: 1 year (take multiple times)
Chance of Success: 40% (-10% for every stronghold after the first)

Cost: 160,000,000 Thrones, 80,000,000 Material, 16,000,000 Promethium, 8,300 Advanced Material per stronghold besieged
Reward: significantly, increases military casualties, takes target strongholds and kill Orks inside them


Lessons Learned: Siege- Your forces gained a good deal of experience with the defensive side of siege warfare in the recent invasion. Marshal Richards tells you that if she focuses on codifying the gathered knowledge she could notably improve your training in siege warfare. She would personally prefer to focus on this aspect of warfare given how easily Prefabricated Fortresses can turn any battle into a siege.

Time: 1 year. (can't be taken with Lessons Learned: Harassment)

Cost: 4,000,000 Thrones, 400,000 Material, 20,000 Promethium.
Reward: +5 to all rolls when defending in siege and +3 to combat rolls.


Lessons Learned: Harassment- Your forces gained a good deal of experience with conducting harassment operations in the recent invasion. Marshal Richards tells you that if she focuses on codifying the gathered knowledge she could notably improve your training in conducting harassment.

Time: 1 year. (can't be taken with Lessons Learned: Siege)

Cost: 4,000,000 Thrones, 400,000 Material, 20,000 Promethium.
Reward: +5 to all rolls when harassing and +3 to combat rolls.


Phase Infantry Battalions: Planning- In recent years the number of Phase-Tigers in the pens in Lindon has reached a high enough number that training some of them for war and creating specialised Phase Infantry Battalions is practical. To begin with Xavier, the Phase-Tigers and several of General Schwarz' best officers will need to sit down and decide how to build and train these forces.

Time: 5 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 Phase Infantry Battalions


Jetbikes: Planning- One of the new technologies found by Archmagos Tranth is designs for a set of advanced jetbikes with many similarities to the Eldar designs. General Schwarz would like to mount his Helguard Rough Riders on these Jetbikes and will need to spend a few years detemining how to do this.

Time: 3 years

Cost: 44,000,000 Thrones, 8,800,000 Material, 880,000 Promethium, 85,000 Advanced Material.
Reward: Force Composition for Jetbike Regiments


Land Raider Power Helguard Regiment- One of the possible ways to use the Land Raider designs that you on have is to equip a single regiment of Mechanised Helguard with Land Raider Transports. This would be expensive, costing several million Thrones, but would give the selected regiment enough firepower to match multiple Armour Regiments and some of the toughest transports imaginable.

Time: 5 years

Cost: 1,984,000 Thrones, 311,700 Material, 49,280 Promethium, 150,500 Advanced Material, 3,059 Exotic Material.
Upkeep per year: 364,009 Thrones, 59,609 Material, 5,509 Promethium, 29,469 Advanced Material, 612 Exotic Material.
Reward: 1 Regiment of Mechanised Power Helguard replace all transports with Land Raiders, 1,4000 Hunred Land Raiders in total


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

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

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


Militia Readiness Training- General Schwarz suggests putting the militia though combat readiness training in order to ensure that they are fully prepared for the incoming invasion. This would potentially provide a massive boost to your total combat power but given that you want to avoid using the militia in combat as much as possible how much effect thi will actually have is unknown.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 880,000,000 Thrones, 88,000,000 Material, 8,800,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for militia the next decade, can be taken multiple times, -1% city productivity per attempt (for the turn)


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

Time: 1 year.
Chance of Success: Variable

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

Currently the vast majority of the Avernite Navy, including Admiral Parnell are campaigning in what was recently Garkill's Domain. Despite this Admiral Parnell remains in full control of Helheim Void Command and has put forward several projects for your consideration. Much to everyone's surprise it was found that all twenty-one Avernite capital ships destroyed in the recent conflict are intact enough to be repaired. Given that it was expected that at least a third of the sips would be totally destroyed this is being considered a Miracle of the Machine-God by both the Avernite Navy and by the Mechanicus.
Two Locked Choose One
One Four years

Expand Shipyards: Large- Now that you have a huge shipyard it is possible to build large shipyards whole. This would increase the rate at which you can build capital ships and maintain anything short of battleships more easily. Admiral Parnell advices you to focus on this until you have all four large shipyards that you plan on constructing.

Time: 18 years. (can be taken twice)

Cost: 740,000,000 Thrones, 111,000,000 Material, 55,500,000 Metal, 111,000,000 Promethium, 10,200 Advanced Material, 475 Exotic Material.
Upkeep per year: 148,000,000 Thrones, 22,200,000 Material, 11,100,000 Metal, 11,100,000 Promethium
Reward: 1 new large shipyard

Locked- Ten out of Eighteen years completed


Campaign- Currently a good portion of your forces are working with the Imperial Trust Fleet to attack the remains of Garkill's former domain. While Lord Marshal Sigard estimates that he will be able to secure the target worlds within the next year or two your fleet will have to remain for a few more years as fortifications are built.

Time: 4 years

Cost: Free
Reward: army assists Imperial Trust in taking and holding new worlds

Locked – Zero out of Four years completed

+1 Naval Morale
+1 Mechanicus Morale
-1 Mechanicus Unrest

Locked for Four years

Bombardment- There are currently eleven Ork strongholds on Avernus, each with a garrison ranging from the hundreds of millions to over two billion. Admiral Parnell suggests using your defence cruisers to conduct a sustained medium intensity bombardment on them. This should kill a decent number of Orks and damage the fortifications, making future assaults easier.

Time: 1 year (take multiple times to continue)
Chance of Success: 70%

Cost: 40,000,000 Thrones, 20,000,000 Material, 2,000,000 Promethium, 8,300 Advanced Material
Reward: kill Orks, weakens defences of strongholds

Construct: Repair- The Avernite Navy suffered a good deal of damage to its lighter units fighting against Garkill's fleet. Much to everyone's surprise all of the Avernite capital ships destroyed in the fighting will be repairable. It will take seven years to repair the damaged ships and replace the destroyed escorts and attack craft.

Time: 7 years

Cost: 1,774,000 Thrones, 350,200,000 Material, 12,720,000 Promethium, 1,493,000 Advanced Material, 9,069 Exotic Material.
Reward: Repair 8 Hoplite Cruisers (4 half destroyed 4 mostly destroyed), 1 Praetorian Cruiser (half destroyed), 8 Warrior Cruisers (4 half destroyed 4 mostly destroyed), 4 Bishop Carriers (half destroyed), 198 Soldier Destroyers (99 half destroyed, 99 mostly destroyed), 61 Legionnaire Destroyers (31 half destroyed, 30 mostly destroyed), 30 Privateer Raiders (15 half destroyed, 15 mostly destroyed), build 244 Guardian Fighter Wings, build 266 Dragon Bomber Wings, build 197 Soldier Destroyers, build 31 Legionnaire Destroyers, build 16 Privateer Raiders

Move Orbitals- Currently all of Avernus' orbital infrastructure is in orbit around Deiphobe in the protection of your main naval base. According to Admiral Parnell it will take a bit less then three years to return them to the orbit of Avernus, after which he will feel far more confident of Avernus' security.

Time: 3 years.

Cost: 1,210,000,000 Thrones, 121,000,000 Material, 1,210,000 Metal, 24,200,000 Promethium.
Reward: Move all orbitals back to Avernus from Deiphobe,

Construct: Escorts- Admiral Parnell has put forward several suggestions of what to make next with your shipyards. The quickest of these suggestions is to build a collection of escorts to fill your order of battle. This would involve repairing a bit over two hundred escorts over three years and is the fastest way to bring your fleet up to full strength.

Time: 3 years.

Cost: 512,000,000 Thrones, 96,200,000 Material, 2,130,000 Promethium, 363,000 Advanced Material, 2,550 Exotic Material.
Upkeep per year: 21,100,000 Thrones, 3,950,000 Material, 2,180,000 Promethium, 37,200 Advanced Material, 105 Exotic Material.
Reward: repair 104 Squire Frigates (Half Destroyed), repair 104 Page Frigates (Half Destroyed), repair 17 Legionnaire Destroyers (mostly intact),


Construct: Mass Conveyors and Escorts- Admiral Parnell has put forward several suggestions of what to make next with your shipyards. The second suggestion is to use your Huge Shipyard to make some Mass Conveyors, which will be in higher demand now that navigators are being seconded to the military in greater numbers. While the Mass Conveyors are being built Admiral Parnell will use the smaller shipyards to start work on brining your escort numbers up to full strength.

Time: 5 years.

Cost: 784,000,000 Thrones, 78,600,000 Material, 13,000,000 Metal, 3,090,000 Promethium, 303,000 Advanced Material, 3,500 Exotic Material.
Upkeep per year: 35,300,000 Thrones, 3,190,000 Material, 648,000 Metal, 2,370,000 Promethium, 28,500 Advanced Material, 109 Exotic Material.
Reward: build 9 Mass Conveyors, repair 84 Squire Frigates (Half Destroyed), repair 81 Page Frigates (Half Destroyed)


Construct: Cruisers and Escorts for Midgard- Admiral Parnell has put forward several suggestions of what to make next with your shipyards. The second suggestion is to use your Huge Shipyard to make some Mass Conveyors, which will be in higher demand now that navigators are being seconded to the military in greater numbers. While the Mass Conveyors are being built Admiral Parnell will use the smaller shipyards to start work on brining your escort numbers up to full strength.

Time: 6 years.

Cost: 815,000,000 Thrones, 249,000,000 Material, 3,170,000 Promethium, 651,000 Advanced Material, 3,710 Exotic Material.
Reward: repair 16 Hoplite Cruisers (8 mostly destroyed, 8 half destroyed), repair 37 Bishop Carriers (24 mostly destroyed, 13 half destroyed), repair 102 Solider Destroyers (Half Destroyed). Sell all to Midgard for 41,478 Credits


Construct Defence Cruisers and Escorts- Admiral Parnell has put forward several suggestions of what to make next with your shipyards. The final option would be to repair even more Defence Cruisers and build some more Monitors, strengthening Avernus' Void defences but not helping the rest of the Imperial Trust. Given the fact that Avernus is one of the better defended systems in the Imperial Trust Admiral Parnell does not believe this to be necessary for the moment.

Time: 5 years.

Cost: 866,000,000 Thrones, 232,000,000 Material, 3,440,000 Promethium, 745,000 Advanced Material, 2,310 Exotic Material.
Upkeep per year: 14,000,000 Thrones, 2,320,000 Material, 3,820,000 Promethium, 12,700 Advanced Material, 121 Exotic Material.
Reward: repair 11 Bastion Defence Cruisers(mostly intact), repair 20 Fortress Defence Cruisers (5 mostly intact, 15 half destroyed), repair 21 Cathedral Defence Carriers (10 mostly intact, 11 half destroyed), repair 13 Snare Defence Cruisers (8 mostly intact, 5 half destroyed), repair 5 Castra Defence Cruisers (1 mostly intact, 4 half destroyed), build 62 Defence Monitors.


Build Advanced Orbital Defence Stations- NO that you have the designs Admiral Parnell strongly advises that you build some Advanced Orbital Defence Stations. While he will want thirty-six in total he tells you that six is the most that his workers can work on at the moment, so he would prefer to build six at a time. Given the sheer defensive utility of these stations you see no reason to disagree with Admiral Parnell on their importance.

Time: 8 years.

Cost: 335,000,000 Thrones, 98,300,000 Material, 26,000,000 Metal, 7,020,000 Promethium, 49,600 Advanced Material, 1,370 Exotic Material.
Upkeep per year: 16,700,000 Thrones, 4,910,000 Material, 1,300,000 Metal, 351,000 Promethium, 991 Advanced Material, 14 Exotic Material.
Reward: 3 Advanced Orbital Defence Stations


Expand Shipyards: Small- Now that you have a huge shipyard it is possible to build five small shipyards at a time. This would allow you to more quickly increase the total number of shipyards that you own though it would not help with building capital ships or maintaining anything above cruiser. Admiral Parnell would prefer to finish all of your planned large shipyards before building up your small shipyards.

Time: 18 years. (can be taken twice)

Cost: 740,000,000 Thrones, 111,000,000 Material, 55,500,000 Metal, 111,000,000 Promethium, 10,200 Advanced Material, 475 Exotic Material.
Upkeep per year: 148,000,000 Thrones, 22,200,000 Material, 11,100,000 Metal, 11,100,000 Promethium
Reward: 5 new small shipyards


Expand Shipyards: Large- Now that you have a huge shipyard it is possible to build large shipyards whole. This would increase the rate at which you can build capital ships and maintain anything short of battleships more easily. Admiral Parnell advices you to focus on this until you have all four large shipyards that you plan on constructing.

Time: 18 years. (can be taken twice)

Cost: 740,000,000 Thrones, 111,000,000 Material, 55,500,000 Metal, 111,000,000 Promethium, 10,200 Advanced Material, 475 Exotic Material.
Upkeep per year: 148,000,000 Thrones, 22,200,000 Material, 11,100,000 Metal, 11,100,000 Promethium
Reward: 1 new large shipyard


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

Readiness Training: Fleet- With Garkill and his forces being expected to arrive within two years Admiral Parnell would like to conduct some last minute training and exercises with his fleet to better prepare them. This could provide a needed edge to your fleet which could have a major impact on the course of the campaign.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for fleet the next decade, can be taken multiple times


Readiness Training: Defences- With Garkill and his forces being expected to arrive within two years Admiral Parnell would like to conduct some last minute training and exercises with his orbital defences in order to better prepare them. This could provide a key advantage to your orbital defences, which represent the majority of your firepower.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for defences the next decade, can be taken multiple times


Further Thicken Minefield: Deiphobe- One option to expand the defences of Deiphobe is to quadruple the density of the minefield. This would quadruple the damage that the mines inflict, making the minefield likely to cripple most cruisers that try to advance though it. While it is likely that he will not be able to fully thicken the minefield before Garkill arrives any expansions will be useful.

Time: 6 years. (cost is increased by an order of magnitude if expand minefield has been taken)

Cost: 8,800,000,000 Thrones, 1,760,000,000 Material, 88,000,000 Promethium, 1,360,000 Advanced Material
Upkeep per year: 220,000,000 Thrones, 55,000,000 Material, 2,750,000 Promethium, 17,000 Advanced Material
Reward: Thicken Minefield to heavy


Build Advanced Orbital Weapons Platforms: Avernus- The fastest orbital defences that you could build are orbital weapons platforms. Admiral Parnell tells you that he could make around two hundred at a time over three or four years, which could provide a major boost to the orbital defences of Avernus. Admiral Parnell tells you that it is very likely that Garkill will focus his attack on Avernus and so you should consider fortifying the defences there.

Time: 4 years. (can be taken multiple times)

Cost: 396,600,000 Thrones, 99,26,000 Material, 49,530,000 Metal, 13,200,000 Promethium, 81,600 Advanced Material, 1,900 Exotic Material.
Upkeep per year: 19,932,200 Thrones, 4,963,200 Material, 2,476,320 Metal, 660,000 Promethium, 1,632 Advanced Material, 19 Exotic Material.
Reward: build 200 Advanced Orbital Weapons Platforms over Avernus


Build Advanced Orbital Weapons Platforms: Deiphobe- The fastest orbital defences that you could build are orbital weapons platforms. Admiral Parnell tells you that he could make around two hundred at a time over three or four years, which could provide a major boost to the orbital defences of Deiphobe. Admiral Parnell tells you that the shipyards of Deiphobe are the most valuable orbital infersructure in the system and that you should consider even further strengthening their defences.

Time: 4 years.(can be taken multiple times)

Cost: 396,600,000 Thrones, 99,26,000 Material, 49,530,000 Metal, 13,200,000 Promethium, 81,600 Advanced Material, 1,900 Exotic Material.
Upkeep per year: 19,932,200 Thrones, 4,963,200 Material, 2,476,320 Metal, 660,000 Promethium, 1,632 Advanced Material, 19 Exotic Material.
Reward: build 200 Advanced Orbital Weapons Platforms over Deiphobe


Build Advanced Orbital Weapons Platforms: Both- The fastest orbital defences that you could build are orbital weapons platforms. Admiral Parnell tells you that he could make around two hundred at a time over three or four years, which could provide a significant boost to the orbital defences of Avernus and Deiphobe. This will provide a smaller boost to bother defences but leave no target unguarded.

Time: 4 years. (can be taken multiple times)

Cost: 396,600,000 Thrones, 99,26,000 Material, 49,530,000 Metal, 13,200,000 Promethium, 81,600 Advanced Material, 1,900 Exotic Material.
Upkeep per year: 19,932,200 Thrones, 4,963,200 Material, 2,476,320 Metal, 660,000 Promethium, 1,632 Advanced Material, 19 Exotic Material.
Reward: build 100 Advanced Orbital Weapons Platforms over Avernus and Deiphobe

Edvin Dieuwer tells you that the recent campaign used less then a percent of your material stockpiles, an amount that has already been replaced. However the damage done to Salem will take years to fix and will over double the resource cost of the invasion. Despite this he tells you that the economic cost of Garkill's attack is far less then he predicted and that you remain in good economic shape, though there is a small deficit in Thrones it will take over a hundred years to exhaust your reserves.

-500,000,000 Thrones, -500,000,000 Material
Two Locked Choose One
One Four years

Expand Promethium Refineries: Mag Mell- While the current promethium extractors provide more then enough promethium for Avernus for the moment Caroline has put forward a plan to expand the Promethium Refineries at Mag Mell even further. This will allow you to produce enough promethium that you can easily become of of the Imperial Trust's promethium exporters.

Time: 10 years

Cost: 1,415,000,000 Thrones, 283,000,000 Material, 283,000,000 Metal, 56,610,000 Promethium, 510 Advanced Material, 6 Exotic Material.
Upkeep per year: 141,523,200 Thrones, 28,304,640 Material, 28,304,640 Metal, 23 Advanced Material, 0.1 Exotic Material.
Reward: Colossal Promethium Refinery at Mag Mell, increase base promethium efficiency to +700%, +40,000,000 (approx 2 billion after bonuses) bonus promethium production.

Locked - Two out of Nine years completed


Expand Mines: Belisama- The project proposal that Caroline was working on when she was killed was to expand the mines in Belisama. This would increase your metal production by a quarter, making you the largest producer of metal in the Imperial Trust by a significant margin. While time consuming and relatively expansive this is more then worth the effort and should be upgraded as soon as practical.

Time: 10 years.

Cost: 1,343,000,000 Thrones, 268,500,000 Material, 268,500,000 Metal, 53,710,000 Promethium, 918 Advanced Material.
Upkeep per year: 134,265,600 Thrones, 26,853,120 Material, 26,853,120 Metal, 5,370,624 Promethium, 45 Advanced Material.
Reward: Expand Mines in Belisama to titanic, increase metal base metal production by 100% (to +700), increase metal production by 32,000,000 (around 3 billion after bonuses)

Locked - Three out of Nine years completed


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

Time: 9 years.

Cost: 492,800,000 Thrones, 98,560,000 Material, 9,856,000 Promethium, 952,000 Advanced Material.
Upkeep per year: 49,280,000 Thrones, 9,856,000 Material, 985,600 Promethium, 95,200 Advanced Material.
Reward: All Hives equipped with Ion shields on primary and secondary defences

Locked – Seven out of Eight years completed: Expedited


Rebuild- Garkill's recent invasion caused a good deal of damage to the cities of Avernus that needs to be repaired. Of particular urgency is that fact that the entire outer defences of Salem have been destroyed, leaving the city vulnerable to both attack and wildlife. Otherwise there are a few districts destroyed in Beruit and a number of far more minor sources of battle damage that need to be repaired. This project is urgent and should be started immediately.

Time: 5 years

Cost: 545,600,000 Thrones, 496,000,000 Material, 79,280,000 Promethium, 139,400 Advanced Material, 6,310
Reward: repair damage done to cities by Garkill's Invasion


Upgrade Defences: Dis- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. He suggests starting with Dis, which while far more expensive then any other Hive is still affordable and would provide increased protection to both your largest population centre and your governmental centre.

Time: 12 years.

Cost: 18,700,000,000 Thrones, 18,100,000,000 Material, 17,100,000,000 Metal, 3,990,000,000 Promethium, 6,850,000 Advanced Material, 45,600 Exotic Material.
Upkeep per year: 187,000,000 Thrones, 181,000,000 Material, 171,000,000 Metal, 39,900,000 Promethium, 68,500 Advanced Material, 456 Exotic Material.
Reward: Upgrade Dis' defences to Incredibly heavy (level 7)


Upgrade Defences: Small Hive- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. Another option would be to start with one of the Small Hives that act ass your regional centres. This would be far cheaper then starting with Dis while still protecting a large number of citizens, especially in the case of The Fens and Garden Grove.

Time: 8 years.

Cost: 2,070,000,000 Thrones, 2,020,000,000 Material, 1,900,000,000 Metal, 428,000,000 Promethium, 1,710,000 Advanced Material, 11,400 Exotic Material.
Upkeep per year: ,0,700,000 Thrones, 20,200,000 Material, 19,000,000 Metal, 4,280,000 Promethium, 17,100 Advanced Material, 114 Exotic Material.
Reward: Upgrade selected Small Hives' defences to Incredibly heavy (level 7)


Upgrade Defences: Four Major Cities- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. The final option would be to start with your major cities, which would be far quicker and cheaper to upgrade then the Hives. You could upgrade four cities at a time, allowing you to quickly reinforce the defences of your most vulnerable cities.

Time: 6 years.

Cost: 1,040,000,000 Thrones, 1,010,000,000 Material, 950,000,000 Metal, 228,000,000 Promethium, 1,710,000 Advanced Material, 11,400 Exotic Material.
Upkeep per year: 10,400,000 Thrones, 10,100,000 Material, 9,500,000 Metal, 2,280,000 Promethium, 17,100 Advanced Material, 114 Exotic Material.
Reward: Upgrade selected Major Citie' defences to Incredibly heavy (level 7)


Region Iota: Found City: (Delta, Lake or 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


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

Time: 1 year.
Chance of Success: 50%

Cost: 44,000,000 Thrones.
Reward: total production of chosen resource this turn by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.

Inquisitor Klovis-Ultan tells you that the Imperial Trust as a whole is rather impressed with Avernus' performance in the recent campaign, with Midgard being rather awed by the fact that you sent a large portion of your army and your entire fleet to assist the Imperial Trust Guard while over ten billion Orks were still on Avernus. Otherwise he has little to occupy himself in the diplomatic field so offered to spend some time investigating less immediate matters.

+1 relationship with Midgard
Choose Two
Two Four years

Investigate (Aspect of selected planet, including Avernus)- Inquisitor Klovis-Ultan is willing to spend some time investigating aspects of the Imperial Trust that you are interested in. These aspects could be organisational, cultural political or fall into several other areas.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on selected topic


Persons of Interest- Inquisitor Klovis-Ultan is willing to spend some time investigating some of the more interesting Avernites. Given the sheer number of Avernite heroes it would be a good idea to learn a bit about the more prominent ones.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on random interesting Avernite (OOC, please no more then two a turn)

Re-Investigate (Planet)- It has been many decades since the Imperial Trust was founded and Inquisitor Klovis-Ultan suggests investigating the other worlds to determine how they have changed in this time. Given how much Avernus has changed over the last century it is likely that several toehr worlds have also changed a lot.

Time: 2 years
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: information on how selected world has changed since the Imperial Trust was founded,


Re-examine (Person)- 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)


Sirens Trade (Write In)- There are several bit of knowledge that the Sirens that have that could be of great use to the humans of Avernus. While at the moment they will only trade it for human souls there is a chance that you could find something else that they would consider valule enough to bargain for.

Time: 1 year.

Cost: 490,000 Thrones.
Reward: Determine whether write in is valuable enough to the Sirens to conduct trade negotiations


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

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


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

Time: 1 year.
Chance of Success: 80%

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


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

Time: 1 year.

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


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

Time: 1 year

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


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

Time: 2 years.
Chance of Success: 20%

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


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

Time: 1 year.
Chance of Success: 80%

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


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

Time: 1 year.
Chance of Success: Varied

Cost: 144,000 Thrones.

Over the last few years Jane seems to have reached a new level of skill in anti-Psyker combat, a task at which she is now better then most Witch Hunter Inquisitor Lords according to Inquisitor Klovis-Ultan. On a related topic she has offered to start a School of Swordsmanship in order to pass on as many of her skills as possible, both to improve the skill level of Avernus' swordsmen and to preserve some of her skills if she should die. Also you suspect as a way to keep herself entertained, it tells you a lot about how Jane set up her organisation that there is often not enough work for her to do.

Jane's trait Expert Psyker Hunter (+1M, +1I, +2C, +50 to rolls against Psykers) is upgraded to Master Psyker Hunter (+2M, +2I, +3C, +80 to rolls against Psykers) -Arbitrator Jane Oakheart is a master at locating and fighting rogue psykers, having set up and led an organisation that routinely engages and kills even Delta-level Psykers.
One Locked Choose One
One Two years

Super Elite Operatives: Batch One- Once Jane has finished preparing she will be able to start training her first Super-Elite Operatives. She plans on the first batch being one thousand strong, and expects well under a hundred to graduate. While the first batch will requite constant attention for several decades and will use up al of your relic material reserves Jane believes that she should begin immediately.

Time: 35 years (must finish Elite Operatives: Final Preparations)

Cost: 37,000,000 Thrones, 370,000 Material, 185,000 Promethium, 85,000 Advanced Material, 9,500 Exotic Material, 20 Relic Material.
Upkeep per year: Unknown
Reward: First batch of 1,000 Elite Operatives put though, unknown number of graduates.

Locked – Twelve out of Thirty-Five years completed


Thoughts on Cult Elimination- In her time on Avernus, and before, Jane has dealt with Chaos Cults more often then anyone outside of the Ordo Hereticus of the Old Imperium's Inquisition. This has made her somewhat of an expert on dealing with Chaos Cults, both in small numbers and in large. Given how much free time she often has Jane has considered writing a book on her thoughts about how to best deal with Chaos Cults.

Time: 10 years. (must be taken by Jane)
Chance of Success: 80%

Cost: Free
Reward: Unknown bonus to dealing with Chaos Cults for Imperial Trust.

Locked – Eight out of Ten years completed


Oakheart's School of Swordsmanship- Jane Oakheart is one of the the best swordsman in the Imperial Trust, a position she earned on sheer skill and experience. She has recently suggested establishing a School of Swordsmanship in Dis where her self-created style is taught to Avernite swordsmen. This would take some time as she will not be able to teach full time, so will want to train half a dozen instructors to a high enough level that she is confident that they will be able to teach her style. Given that this style was honed against rogue psykers this will prove to be a particular boon to the Psyker and Witch Hunters whose duty it is to hunt them down.

Time: 10 years

Cost: 32,000,000 Thrones, 3,200,000 Materials, 33,200 Advanced Materials, 732 Exotic Materials
Upkeep per year: 3,200,000 Thrones, 320,000 Materials, 1,660 Advanced Materials, 14.6 Exotic Materials
Reward: Improved chance of sword traits for new Avernite characters, +5 to rolls against Chaos Psykers, Oakheart style of swordsmanship preserved, new options


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

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

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


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

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

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


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

Time: 1 year.
Chance of Success: 50%

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


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

Time: 4 years.
Chance of Success: 40%

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

The Adeptus Mechanicus are alternating between terror and awe as they consider the orbital defences that made a brief appearance over Avernus. The fact that they had no clue that they existed until they opened fire despite having filled the orbit of Avernus with the most advanced sensors they know of for over a hundred years terrifies them while the sheer power that the defence stations displays awes them. Fabricator-General Scott has already instructed Archmagos Tranth to spend the next half decade doing everything he can to discover as much as is possible about the Orbital Defence Stations.
Two Locked Choose Two
One Four years, One Three years
Design: Advanced Troop Transport- Fabricator-General Scott has pros posed designing a new troop transport that takes advantage of all of the new technologies that you have found. She believes that either her or Archmagos Tranth will be able to design a transport that is faster, tougher and better armed then the current design without losing any of its cargo capacity.

Time: 4 years.
Chance of Success: 50% (99% after bonuses)

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

Locked – Three out of Four years completed


Old Ones Defence Stations- Recently over a dozen incredibly powerful defence stations appeared in orbit of Avernus for a short time. Due to their power and the technology they displayed, as well as several theories a bout the nature of Avernus it has been determined that these defence stations are almost certainly creations of the near mythical Old Ones. Fabricator-General Britton has already tasked Archmagos Tranth to spend the next half decade doing everything he can to investigate them.

Locked – Zero out of Five years completed

Time: 5 years
Chance of Success: Unknown, possibly zero

Cost: 400,000,000 Thrones, 100,000,000 Material, 10,000,000 Promethium, 160,000 Advanced Material. 18,600 Exotic material
Reward: Information abut the Old Ones Defence Stations



Examine: Graviton Weapons: Part Two- The Graviton Weapons are The Well of Urd's most deadly weapons, able to wipe out the crews of any unshielded warship in a disturbingly short period of time. Archmagos Tranth believes that with enough work he may be able to figure out how to reproduce them, giving your largest warships a deadly new weapon and putting you one step closer to figuring out how the Gravatic Array functions.

Time: 6 years

Chance of Success: -125% (-31% 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 make more of The Well of Urd Gravatic Weapons.


Advanced Astartes Power Armour: Destroyer, Raider, Recon, or Ace- Once he finishes redesigning the Elite Power to work for members of the Adeptus Astartes Archmagos Tranth will be able to do the same for the other forms of Advanced Power Armour. Given how much of the work will be transferable this will be a far quicker and easier process, taking around half the time.

Time: 5 years
Chance of Success: 10% (99% after bonuses)

Cost: 100,000,000 Thrones, 10,000,000 Material, 2,000,000 Promethium, 85,000 Advanced Material, 4,250 Exotic Material
Reward: Create variation of selected Advanced Power Armour optimised for the Adeptus Astartes

Reverse Engineer Component: Hyper Plasma Reactor: Part Three- Now that he knows how to replicate the Hyper Plasma Reactor Archmagos Tranth hopes that he can figure out how to resize it for use in other ships and settings. Given the sheer complexity and half understood nature of the Hyper Plasma Reactor this will be a long and very expansive project, with a large chance of failure. However a success will allow for the construction of Hyper Plasma Reactors in a whole new range of warships, which would allow you to significantly increase the shields, engines and firepower of portions of your fleet in exchange for making them more fragile. According to Admiral Parnell that trade off would be a massive boon to fast, agile fleets such as Vanaheim's.

Time: 15 years.
Chance of Success: -80% (39% after bonuses)

Cost: 3,900,000,000 Thrones, 390,000,000 Material, 39,000,000 Metal, 19,500,000 Promethium, 3,400,000 Advanced Material, 38,000 Exotic Material.
Reward: learn how to resize the Hyper-Plasma Reactor


Examine: Kinetic Weapons: Part Two- The Kinetic Weapons are some of The Well of Urd's most deadly weapons. Archmagos believes that with half a dozen more years work he should be able to figure out how to reproduce them, giving your largest warships a deadly new weapon and putting you one step closer to figuring out how to upgrade the rest of your Gravatic Accelerators.

Time: 6 years

Chance of Success: -85% (9% 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 make more of The Well of Urd Kinetic Weapons.


Examine: Goliath Class Factory Ship: Part Two- Currently a single Goliath Factory Ship is in the Avernus system with no way to make more. Archmagos Tranth tells you that with a decades study he would probably be able to figure out how to replicate it, which as well as providing a major addition to yur fleet potentional to operate without supply lines is the first step to reverse engineering the unknown technologies continaed within.

Time: 10 years

Chance of Success: -70% (24% after bonuses, failing by over 25% damages Goliath Factory Ship and increases Mechanicus Unrest by 1)
Cost: 800,000,000 Thrones, 40,000,000 Material, 4,000,000 Metal, 2,000,000 Promethium, 680,000 Advanced Material, 7,600 Exotic Material.
Reward: blueprints of the Goliath class Factory Ship


Examine: Sanctus Furorem- Soon work will begin on repairing the Sanctus Furorem, an ancient Mar-Pattern Warlord Titan that was damaged in the Daemonic Incursion. Archmagos Tranth would like to do as much as he can to study that Titan as it is being repaired, both to further his knowledge and to bring Avernus one small step closer to being able to make its own Titans.

Time: 5 years

Chance of Success: 0% (84% after bonuses), must be taken with a Repair: Sanctus Furorem option

Cost: 10,200,000 Thrones, 510,000 Material, 51,000 Metal, 20,400 Promethium, 8,500 Advanced Material, 95 Exotic Material.
Reward: gain information about Titans


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

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

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


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

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

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


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

Time: 1 year.

Cost: 5,500,000 Thrones, 275,000 Material, 75,000 Promethium, 214 Advanced Material


Reverse Engineer Component: Gravatic Array- There are several keep components of the ships that you have examined that will need to be reverse engineered before you can attempt to repair them. This is the next stage of repairing the ships in the Ship Graveyard and is therefore an important step. The Gravatic Command Battleship main weapon, the Gravatic Array is an immensely complex and powerful piece technology. While replicating it currently impossible Archmagos Explorator Tranth hopes that given time and aid from Headmaster Ridcully he will be able to repair the minor damage done to it.

Time: 2 years.
Chance of Success: -140% (-46% after bonuses)

Cost: 12,200,000 Thrones, 610,000 Material, 244,000 Promethium, 384 Advanced Material
Reward: learn how to repair the Gravatic Array


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

Time: 2 years.
Examine: Secondary Engines- The secondary engines are one of the most complex devices on The Well of Urd and if they were not labelled Archmagos Tranth would not even be able to determine their purpose. He hopes that with the aid of Headmaster Ridcully he can learn more about them.

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

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

Time: 1 year

Cost: 8,100 Thrones, 1,640 Material, 41 Metal, 10 Promethium.
Examine: Vortex Torpedoes- One of the most deadly weapons in the ship gravyard are the handful of Vortex Torpedoes that you found scattered throughout. Archmagos Tranth believes that with a few years study he will be able to reverse engineer them enough to produce more, which would give you a devastating new weapon against future invasions.

Chance of Success: -90%. (14% after bonuses)
Reward: Gain blueprints for Vortex Torpedoes, on failure lose d6 Vortex Torpedoes.


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

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

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

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

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

Chance of Success: -65% (39% after bonuses)
Reward: Gain Blueprints of Shield Breaker Round, lose d10 Shield Breaker Rounds
Detailed Survey (Berserk Fungus)- Magos Biologis Maximal is interested in continuing his studies of the Berserk Fungus in order attempt to figure out if It is possible to weaponise it. While it would not be very effective against well equipped armies the ability of Berserk Fungus to make unprepared armies tear themselves to pieces is potentially useful.

Time: 2 years
Chance of Success: Unknown.

Cost: 220,000 Thrones, 11,000 Material, 11,000 Metal, 2,750 Promethium.
Reward: Information on whether weaponising Berserk Fungus is possible

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

Time: 7 years.
Chance of Success: unknown.

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


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

Time: 1 year.
Chance of Success: unknown.

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


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

Time: 1 year.
Chance of Success: 60%

Cost: 40,500 Thrones, 2,025 Material, 405 Metal, 810 Promethium.
Reward: Find out more about wildlife in selected region, possibly discover new interesting species.
Expand and Upgrade: Nechtan – 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 – Four out of Thirteen years completed


Expand and Upgrade: Dorthonion, Silver Lake or Belegost – Currently the three Forge-Citieson Avernus 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.

Time: 12 years.

Cost: 4,221,000,000 Thrones, 4,126,000,000 Material, 4,002,000,000 Metal, 932,000,000 Promethium, 355,467 Advanced Material, 3,367 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


Repair: Sanctus Furorem- Now that Fabricator-General Scott is comfortable with her new position it is time to repair the Sanctus Furorem, an ancient Mar-Pattern Warlord Titan that was damaged in the Daemonic Incursion. This holy act will take a few years but will restore the great Titan to your order of battle, a worthwhile reward.

Time: 5 years
Chance of Success: 70% (-2 Mechanicus Morale if failed)

Cost: 1,306,000 Thrones, 243,200 Promethium, 5,484 Advanced Material, 1,741 Exotic Material.
Reward: Sanctus Furorem repaired, +1 Mechanicus Morale


Repair and Upgrade: Sanctus Furorem- Now that Fabricator-General Scott is comfortable with her new position it is time to repair the Sanctus Furorem, an ancient Mar-Pattern Warlord Titan that was damaged in the Daemonic Incursion. It would be possible to take this opportunity to carefully upgrade it with the new technologies found in the Avernus system, though such a choice would be rather controversial.

Time: 10 years
Chance of Success: 50% (-2 Mechanicus Morale and +1 Mechanicus Unrest if failed)

Cost: 13,060,000 Thrones, 2,432,000 Promethium, 27,420 Advanced Material, 8,905 Exotic Material.
Reward: Sanctus Furorem repaired and upgraded, +1 Mechanicus Morale, +2 Mechanicus Unrest, more information about Titans, less issues with upgrading future Titans in the same manner


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

Time: 4 years.

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


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

Time: 1 year.
Chance of Success: 50%

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


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

Time: 3 years.

Cost: 38,500,000 Thrones, 539,000 Material, 192,500 Metal, 84,700 Promethium, 1,720 Advanced Material, 96 Exotic Material.
Upkeep per year: 3,850,000 Thrones, 53,900 Material, 19,250 Metal, 17,400 Promethium, 172 Advanced Material, 4.8 Exotic Material.
Reward: 1 Large Mobile Research Facility: Helheim patten, can be taken multiple times
Advanced Ramilies Design: Type- Archmagos Tranth has recently finished reverse engineering the Ramilies Starfort and has sketched out a few different ways that it could be improved with current technology. Both Fabricator-General Scott and him are able to turn these simple ideas into complete plans, though given the size of a Ramilies it will take some time. The current suggestions for a design are pure fortress, orbital defence station, forward operating base variation and orbital artillery, though there maybe other possible purposes.

Time: 10 years.
Chaconne of Success: 10% (74% after bonuses)

Cost: 74,000,000 Thrones, 14,800,000 Material, 740,000 Promethium, 85,000 Advanced Material, 190 Exotic Material.
Reward: Designs for selected type of Advanced Ramilies Starfort

Saint Lin has recently been spending more time in the orphanages of Avernus, taking full advantage of the lack of any urgent need for his presence to spend time with the children. He does however warn you that the Abomination will have discovered him by now, and will try to kill him as it has the other saints of the Emperor. While worrying, as it may result in a Abomination force far larger then anything Valinor can field being sent against you, it does not surprise you to hear that the Abomination is trying to kill of Saints of the True Emperor.
Choose Two
Two Four years

Cure Curse- Saint Lin can make an attempt to cure the Curse of Amnaich the Golden on Chapter Master Julius. While he is unlikely to totally remove it he hopes to weaken it and reduce the impact that it has. Saint Lin tells you that he will be able to attempt to cure the curse multiple times but that each attempt will have a reduced chance of success as the curse adapts to his power.

Time: 1 year
Chance of Success: 10% (-20% for each attempt)

Cost: Free
Reward: reduce effect of the Curse of Amnaich the Golden


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

Time: 1 year.
Chance of Success: 10%

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


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

Time: 1 year
Chance of Success: 30%

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

Despite the fact that he has had a few very close calls with the Avernite wildlife over the last few years High Grandmaster Ridcully remains fit for duty. He informs you that Valinor is currently in disarray at the utterly unexpected slaughter of their fleets, which their seers had predicted a level of success for. Currently Grandmaster Xavier is leading the majority of his Battle Psykers to assist the Imperial Trust forces in assaulting Garkill's former domain.

Tamia Jameson upgrades trait Master of Telepathy (+2I, +1D, -2 Power, +5 Control, +50 to all Telepathy rolls, can use more powerful Telepathic effects) to Grandmaster of Telepathy (+3, +2D, -3 Power, +8 Control, +80 to all Telepathy rolls, can use more powerful Telepathic effects)– Tamia Jameson's mastery of telepathy is unmatched in the Imperial Trust, being able to both bend the will of entire armies in battle and slip past all but the strongest of mental defences.
Two Locked Choose One
One Four years

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

Time: 10 years.

Cost: 3,661,000,000 Thrones, 366,100,000 Material, 91,500,000 Metal, 36,010,000 Promethium, 250,000 Advanced Material, 56,020 Exotic Material.
Upkeep per year: 36,608,000 Thrones, 3,660,800 Material, 1915,200 Metal, 366,080 Promethium, 5,000 Advanced Material, 560 Exotic Material.
Reward: Psyker Quarters in each city able to hold 0.01% of the cities maximum population (currently 1,820,000), +20 to rolls of Witch Sniffers, double effect of Battle Psykers on Chaos Psyker rolls (+10 to all rolls, +20 to rolls against gamma+), double Battle Psyker casualties against Chaos Psykers, +50% Witch Sniffer casualties again Chaos Psykers, +0.5% Witch Sniffer and Battle Psyker deaths per year, -2 Civilian morale, leads to new options

Locked – Six out of Ten years completed


Campaign- Currently Grandmaster Xavier and the majority of the Battle Psykers are deployed with the Imperial Trust Guard in what was once Garkill's Domain. They will spend the next four years on deployment until the captured worlds have been secured and have had basic fortifications put in place.

Time: 4 years

Cost: Free
Reward: army assists Imperial Trust in taking and holding new worlds

Locked – Zero out of Four years completed

Divination: Attacks- Headmaster Ridcully could spend some time attempting to predict any incoming attacks on the Imperial Trust. While he tells you that it will be easy for him to spot that an attack is coming finding more information such as the size, composition, location and exact timing will take more time and effort.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: Information on incoming attacks for the next five years, each success provides more information.


Divination (Target)- Headmaster Ridcully is almost as skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the neighbouring sectors without putting any scouts at risk. Valinor, Dragons Nest and the Orkish domains seem to be the best options to investigate this way.

Time: 2 years.
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: Information on selected polity, location ect. The narrower the target the more information.

Focused Divination (Target, Area)- High Grandmaster Ridcully is almost as skilled at seeing the present as he is at predicting the future. This allows him to investigate specific aspects of one of the neighbouring nations, such as their military composition, leaders or even the best times to attack them.

Time: 2 years.
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: Gain selected information on selected polity, location ect. The narrower the target the more information.


Masterwork Force Weapons: Primaris Psykers- Now that the Artisans of Nogrod are ready it might be a good idea to request some better force weapons for your Primaris Psykers. It would take six years to make masterwork weapons for your Primaris Psykers, which would provide a major boost to their applicabilities.

Time: 6 years

Cost: 254,000 Thrones, 5,400 Advanced Material, 1,210 Exotic Material, 12.7 Relic Material.
Upkeep per year: Varies
Reward: All Primaris Psykers equipped with Masterwork Force Weapons, increase force weapon bonus to +100


Simple Anti-Pyker Wards: SAM Batteries- Now that the Artisans of Nogrod are ready it is time to start adding wards to some of your key buildings and defences. One of the key defences are the SAM batteries that provide long ranged AA to your cities. Warding them will reduce the chance that an enemy psyker will be able to disable them at a key time while still being relatively cheap.

Time: 2 years.

Cost: 392,000 Thrones, 18,000 Advanced Material.
Upkeep per year: 19,600 Thrones, 900 Advanced Material
Reward: All Sam Silos have simple Anti-Psyker Wards applied to them, slightly reducing the number of psychic powers that can apply to them and giving a +10 bonus to all attempts to resist those powers that can get though


Simple Anti-Pyker Wards: Void Shields- Now that the Artisans of Nogrod are ready it is time to start adding wards to some of your key buildings and defences. One of the most important parts of your defences are the Void Shield Generators that provide the majority of the cities defences against artillary and orbital bombardment. Warding them will reduce the chance that an enemy psyker will be able to disable them at a key time while still being relatively cheap.

Time: 3 years.

Cost: 2,350,000 Thrones, 108,000 Advanced Material.
Upkeep per year: 118,000 Thrones, 5,410 Advanced Material
Reward: All Void Shield Generators have simple Anti-Psyker Wards applied to them, slightly reducing the number of psychic powers that can apply to them and giving a +10 bonus to all attempts to resist those powers that can get though


Advanced Wards: Fólkvangr- Now that the Artisans of Nogrod are ready it is time to start adding wards to some of your key buildings and defences. One option is to add advanced wards to the Fólkvangr, your flagship and by far the most powerful ship in the Avenite Navy. This will both make telaport attacks onto the ship far harder and make it harder for hostile psykers or daemons to effect the ship, as well as slightly reducing the level of danger in Warp travel.

Time: 5 years.

Cost: 9,470,000 Thrones, 544,000 Advanced Material, 6,080 Exotic Material.
Upkeep per year: 474,000 Thrones, 27,200 Advanced Material, 304 Exotic Material
Reward: Advanced Wards on the Fólkvangr, greatly reducing the chance of successfully teleporting onto the ship or using psychic powers targeted at or into the ship, +100 to the chance of anyone on the ship resisting a psychic power used from outside the ship


Basic Wards: Fleet- Now that the Artisans of Nogrod are ready it is time to start adding wards to some of your key buildings and defences. One option is to add basic wards to your entire fleet, which will provide a significant level of resistance to both teleport attacks and hostile psykers, though it will be time consuming and expensive.

Time: 8 years.

Cost: 21,300,000 Thrones, 979,000 Advanced Material, 10,940 Exotic Material.
Upkeep per year: 1,010,000 Thrones, 49,000 Advanced Material, 547 Exotic Material
Reward: Basic Wards on all Warp capable ships, moderated reducing the chance of successfully teleporting onto the ship or using psychic powers targeted at or into the ship, +30 to the chance of anyone on the ship resisting a psychic power used from outside the ship


Psychic Materials: Wildlife- There are some materials that channels psychic energies better then others, or in certain ways. Given the sheer variety of psychic wildlife of differing sorts on Avernus Grandmaster Jameson believes that at least some of them will be useful in this manner. She will only be able to examine a single type of creatures at a time, so will take quite some time to examine everything that Avernus has to offer.

Time: 1 year

Cost: 4,000,000 Thrones, 400,000 Material, 4,250 Advanced Materials.
Reward: Determine if any part of selected species is useful as a psychic conductor.


Songs of War- Given how useful Songweaving is for large psychic choirs Priamris Jameson suggests training a few Choirs of Battle psykers in its use and composing some powers for combat. This will take some time but the reward of five large choirs trained in songweaving could be enough to change the course of entire campaigns.

Time: 10 years

Cost: 400,000,000 Thrones, 42,500 Advanced Material, 95 Exotic Material.
Reward: 5 Songweaving Choirs formed, several powers composed for each choir


Research: Destructive Frequencies- Headmaster Ridcully and Primaris Jameson have found that as well as some frequencies strengthening each other there are some frequents that weaken others. They would like to spend a few years confirming their theories on these frequencies.

Time: 2 years (takes both Ridcully and Tamia's actions)
Chance of Success: 50% (uses average of learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on how destructive Psychic Frequencies function


Research: Neo-Astropathic Choirs- Headmaster Ridcully believes the recent discoveries he and Tamia have made will allow for the formation of Neo-Astropathic Choirs, which will massively boost the range of your Neo-Astropaths. He plans on using a combination of Songweaving, what has been found about resonating frequencies and everything he knows about psychic frequencies to do this.

Time: 7 years (takes both Ridcully and Tamia's actions)
Chance of Success: 10% (uses average of learning)

Cost: 390,000,000 Thrones, 3,900,000 Material, 8,509 Advanced Material, 959 Exotic Material.
Reward: Allows the formation of Neo-Astropathic Choirs.


Battle Preparations- It is highly likely that you will find yourself in a war as soon as the Warpstorm ends and Primaris Xavier has suggested putting the Battle Psykers though last minute training in preparation. While this will have no long term effect in the short term it will hone the edge of their psykers abilities.

Time: 1 year
Chance of Success: 40% (uses Martial, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 22,000,000 Thrones, 11,000 Material, 1,100 Promethium, 10,625 Advanced Material, 116 Exotic Material.
Reward: +5 to all Battle Psyker Rolls for the next decade


Honing an Edge- It is highly likely that you will find yourself in a war as soon as the Warpstorm so it might be a good idea for the heroic Psykers of Avernus to focus on preparing themselves. While normally the time just before a war is not a good time for military forces leadership to spend a year meditating and training themselves when the leader is as powerful a weapons as a heroic psyker it becomes a good option.

Time: 1 year
Chance of Success: 40% (uses Control, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: Free
Reward: +10 to all battle rolls by Heroic Psyker who takes the action for the next decade


Research: Immaterial Resonance- One of the most intriguing discoveries of Headmaster Ridcully and Primaris Jameson is that some patterns in the Materium resonate with the Immaterium effecting it. This is likely the bases of runes and some rituals, both Chaotic and non-Chaotic. Headmaster Ridcully would like to spend a decade studying it. He can not promise any useful results even if he is successful but given that this is a possible path to several major breakthroughs he thinks it is worth the risk.

Time: 10 years (must be taken by Ridcully)
Chance of Success: 20% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on how some things in the Materium resonate with the Immaterium


Research: Power Melody Composition- The recent joint research project between Headmaster Ridcully and Primaris Jameson made several major discoveries, one of which is that the closer the melody of songweaving matches the required frequencies of a power the more effective the power is. While the exact mechanisms of this increase are as yet not understood Primaris Jameson thinks that she will be able to figure out how to compose melodies that match the powers used.

Time: 7 years
Chance of Success: 40% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Primaris Jameson figures out how to compose a melody that matches the power better.


Mentoring: Beta- Given the high rate of failure for the more powerful psykers Headmaster Ridcully would like to have one of his best psykers mentor the next Beta-level 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 point of success increases chance of the Beta-level psyker passing the trails by 1%


Mentoring: Gammas-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%


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

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

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

You are currently rather busy as a result of both work you delayed until after Waaagh Garkill and dealing with the issues that your current Ork infestation cause. However even this workload is not enough to prevent you from worrying about Syr, who is currently off on her first major campaign. While you are confident in both her skills and those of her bodyguards, who you hand-picked from among the best of the Governor's Own, in war even great skill can't protect you from everything. A single unlucky shot could bring her down or she could be killed when the ship she is on is destroyed. While you understand the reasons behind needing to send her off to war it remains hard.
Choose Four
Three Four years, One Three years

Thaddeus Expertise: Ion Shields: All Hives- 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 – Seven out of Eight years completed

Thaddeus Expertise: Upgrade Defences: Any- 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 upgrading of the defences of one your cities.

Time: As Project

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

Locked – Seven out of Eight years completed

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

Time: as project.

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


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

Time: 1 year.
Chance of Success: Unknown

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


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

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


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

Time: 1 Year.
Chance of Success: 50%

Cost: 3,600 Thrones
Reward: +1 to Civilian and Military Morale.
  Thrones Material Metal Promethium Advanced Material EM Food RM
Net Income 1,514,633,264 1,694,942,448 876,096,616 874,308,258 4,135,169 43,098 3,015 2
Currant Reserves 238,828,718,056 68,030,432,334 7,383,900,706 24,506,949,049 16,543,388 52,540 157,638 15
 
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Governor Rotbart gains Paragon Trait: n steps ahead - (does not have to specify number or composition of forces until they either are isolated or engage in combat)- Governor Rotbart is a master reading the flow of a war and determining what will happen well in advance. As a result of this he is always able to position his forces to maximum effect, often taking advantage an an enemies actions before the opposing general knows what he will do.
Wow, Schrodinger's Deployment. Theres a lot of room for Creed style antics here.

Reward: slightly increases military casualties
Welcome to the Imperial guard, where casualties are a reward.:V
a Miracle of the Machine-God by both the Avernite Navy and by the Mechanicus.
Praise the dice.
Master of Telepathy (+2I, +1D, -2 Power, +5 Control, +50 to all Telepathy rolls, can use more powerful Telepathic effects) to Grandmaster of Telepathy (+3, +2D, -3 Power, +8 Control, +80 to all Telepathy rolls, can use more powerful Telepathic effects)
Why does this reduce power?

I think this was a good turn.
 
UPDATE SUDDEN UPDATE!!

"The Great"-(+5I, +9L, +10P, +7D, +3 to all other stats, +1 to all morales, -10% cult formation, +10 morale to all forces under his command)- In recent years Governor Fredrick Rotbart ha been called Rotbart the Great by both his own people and by the rest of the Imperial Trust. This is in recognition of his management of Avernus, as it has grown from a small colony to one of the major powers in the Imperial Trust in a short time despite several major invasions. To make matters even more impressive it has managed to become one of the better places to live in, despite the ever present threat of the wildlife.
Governor Rotbart gains Paragon Trait: n steps ahead - (does not have to specify number or composition of forces until they either are isolated or engage in combat)- Governor Rotbart is a master reading the flow of a war and determining what will happen well in advance. As a result of this he is always able to position his forces to maximum effect, often taking advantage an an enemies actions before the opposing general knows what he will do.
NICE... dat paragon trait.

The Phase-Tigers gain an additional +5 to all rolls and +5 to stealth rolls
And the Phase Tigers are yet more BS I LOVE EM :D

l twenty-one Avernite capital ships destroyed in the recent conflict are intact enough to be repaired. Given that it was expected that at least a third of the sips would be totally destroyed this is being considered a Miracle of the Machine-God by both the Avernite Navy and by the Mechanicus.
Lucky.

Jane's trait Expert Psyker Hunter (+1M, +1I, +2C, +50 to rolls against Psykers) is upgraded to Master Psyker Hunter (+2M, +2I, +3C, +80 to rolls against Psykers) -Arbitrator Jane Oakheart is a master at locating and fighting rogue psykers, having set up and led an organisation that routinely engages and kills even Delta-level Psykers.
Sweeet.

Oakheart's School of Swordsmanship- Jane Oakheart is one of the the best swordsman in the Imperial Trust, a position she earned on sheer skill and experience. She has recently suggested establishing a School of Swordsmanship in Dis where her self-created style is taught to Avernite swordsmen. This would take some time as she will not be able to teach full time, so will want to train half a dozen instructors to a high enough level that she is confident that they will be able to teach her style. Given that this style was honed against rogue psykers this will prove to be a particular boon to the Psyker and Witch Hunters whose duty it is to hunt them down.

Time: 10 years

Cost: 32,000,000 Thrones, 3,200,000 Materials, 33,200 Advanced Materials, 732 Exotic Materials
Upkeep per year: 3,200,000 Thrones, 320,000 Materials, 1,660 Advanced Materials, 14.6 Exotic Materials
Reward: Improved chance of sword traits for new Avernite characters, +5 to rolls against Chaos Psykers, Oakheart style of swordsmanship preserved, new options

YES YES!!!

The Adeptus Mechanicus are alternating between terror and awe as they consider the orbital defences that made a brief appearance over Avernus.
Poor admech :).

Chance of Success: Unknown, possibly zero
Encouraging

which their seers had predicted a level of success for.
Dammit they've got em too.

Oh well their seers are shit. SHIIIIT.

Our seers are best seers :D

Tamia Jameson upgrades trait Master of Telepathy (+2I, +1D, -2 Power, +5 Control, +50 to all Telepathy rolls, can use more powerful Telepathic effects) to Grandmaster of Telepathy (+3, +2D, -3 Power, +8 Control, +80 to all Telepathy rolls, can use more powerful Telepathic effects)– Tamia Jameson's mastery of telepathy is unmatched in the Imperial Trust, being able to both bend the will of entire armies in battle and slip past all but the strongest of mental defences.
OHHH

Why does this reduce power?
Its a control based skill.

As you might imagine the less power you have the better you can control it.
 
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