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
Don't forget that Klovis wanted a disguised fortress in one of the major systems. He might have built one already considering that defence fortresses were kinda hard to get.
 
Since we are starting to look into developing new Ramilies Starforts we might want to see if the Inquisition still wants one.
Or not?
No reason to give the Inquisition more military power.

They have investigative rights everywhere in the Trust and when things beyond their personal fighting-strenght happen it is their job to inform the council so the Trust can act together against that threat.

They are not supposed to have the individual power of the old Inquisition, mainly the internal-spying duties and privieges.
 
They are not supposed to have the individual power of the old Inquisition, mainly the internal-spying duties and privieges.
Its their main duty now and while some of their other powers such as the ability to authorise exterminatus have been revoked they are still the best body for dealing with things.

I'd give the ramillies just to store prisoners and dangerous artefacts securely.
 
I am very wary of the inquisition....

They should not be given any more power then they already have.

Not all inquisitors are klovis.
 
@Durin I'm wondering about these two parts of the last turn results.

There was only one Chaotic Beta, the Diviner in Dis. Yet Jane killed a Beta Biomancer/Telepath. Was this second Beta a Rouge psyker but not Chaotic?

A hundred and eighteen of the Chaotic Psykers consisting of one Beta-level, nine Delta-levels, nineteen Epsilon-levels and eighteen Zeta-levels were killed without causing any significant levels of damage this over the last three years.
A Delta-level caused minor damage before being eliminated, killing 2 Witch Finders, 6 minor Battle Psykers and 2 Veteran minor Battle Psykers

The first Chaos Psyker to cause major damage was a Beta-level Diviner in Dis, who set up a series of events that resulted in the deaths of 51,190,000 militiamen, 7,000,000 Helltroopers, 20,400 Veteran Psyker Hunters, 500 Witch Finders, 4,000 minor Battle Psykers, 1,000 Veteran minor Battle Psykers, 250 Elite minor Battle Psykers, 94 major Battle Psykers, 19 Veteran major Battle Psykers and 12 Elite major Battle Psykers over the course of an entire year. Eventually she was found and killed by High Grandmaster Ridcully himself. You are informed that this psyker was probably the most naturally gifted diviner that Ridcully had ever met, and that it was a real pity that the Changer of Ways had got his claws on her before Ridcully could find her as with proper training she could have matched his own skill.

Jane spent a year leading the hunt for Rogue Psykers on Avernus and was personally responsible for killing a Beta-level Biomancer/Telepath, whose massive power proved no match for her combination of skill, will and experience.
 
On reread I now remember that once upon a time a Beta class psyker, chaotic or otherwise, was a big deal. Now they are barely even a footnote.
No they're still big deals, Jane's just good enough that now we have a chance of dealing with em before they do major damage.

@Durin
While you are here
... mmm now that's something.

@Durin while you are here.
1. Would a bog standard human from say the blood dragon's home world be more likely to be a psyker than an opposite number from Midgard due to a thousand more years of evolution?
1i. If so by how much?
 
I can't wait until we tell other Human powers about our problems. They'll be whining about how one beta psyker almost destroyed their world. We nod our heads and then complain about the 12 Alphas who almost did us in.
 
I can't wait until we tell other Human powers about our problems. They'll be whining about how one beta psyker almost destroyed their world. We nod our heads and then complain about the 12 Alphas who almost did us in.
They've been worrying about bigger things for a while.

The three Ork warlords, Daemon world and Necrons.

Our issues are big, but compared to that a few Beta's are not too big.
 
a chaotic beta out in the wild so to speak, would likely end up either exploding into demons or becoming an extremely terrifying chaos lord. Either of those is something that would be a massive issue for someone who isn't on a fortress world with a lot of their own psyker support.
 
a chaotic beta out in the wild so to speak, would likely end up either exploding into demons or becoming an extremely terrifying chaos lord. Either of those is something that would be a massive issue for someone who isn't on a fortress world with a lot of their own psyker support.
On another world maybe, here I'd give them a week or two before something eats them and if they explode into daemons remember what happened the last time and that was from giant warp gates.

If by luck they do survive they will last until the Deep One in our area casts its irritated gaze in its general direction and folds space into a pretzel... assuming it doesn't just eat em.
 
that's exactly my point. On most other worlds a beta or a beta sized warp rift are existential threats, here they are just a typical disaster a city can except to see every few years.
 
@Durin Inquisitor Varquez is known for his strong disdain for planetary law enforcement entities.
1) How does he treat Jane and the Avernite Arbites?
2) Do we know if his views have mellowed out since the Trust's founding?
3) How does Klovis-Ultan rate the Trust's regional Intelligence agencies, particularly Alfheim?
 
Turn Eighty-Eight
Turn Eighty-Eight
One Hundred and Sixty-six years since the Founding of Avernus

The last five years have been rather eventful, both for Avernus and the Imperial Trust as a whole. To start with there was Garkill's rather unsuccessful invasion of Avernus which ended in him dying along with his fleet to previously unknown orbital defence stations, probably creations of the Old Ones. Then there was the counter attack which has taken three of the worlds once claimed by Garkill and spent the last five four years fortifying them, as well as devastating the orbital infrastructure of the remaining five worlds. On Avernus there was Beta-level Diviner who led High Grandmaster Ridcully on a chase lasting over a year during which tens of millions were killed by the Diviners mechanisms, worryingly during this period the number of major psykers found on Avernus plummeted. Then there was the doppelganger which tried to kill Arbitrator Jane Oakheart, forcing her to push far beyond her limts in order to triumph.

General Schwarz has recently returned to Avernus with the expeditionary fore that he led. Now that he has returned he would like to wipe out the last Ork strongholds and then focus on rebuilding the army, which has suffered significant damage in recent years, especially among the Helguard. General Schwarz has proposed two new projects to follow these goals, one to increase your recruitment rate and one to add champions to your command squads.
Choose Three
One Five years, One Four years, One One year

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 – Fifteen out of Sixteen 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

Locked -Two out of Six years completed


Expand training facilities- While Avernus' constant recruitment and training facilities were more then sufficient for the time you spent trapped in the Warp storm it looks like they will not be enough for the coming years. As such General Schwarz has proposed expanding your training facilities and recruitment so that you can double recruitment rate. This will take almost a decade but the increase in recruitment will be more then worth the effort.

Time: 9 years.

Cost: 146,200,000 Thrones, 34,050,000 Material, 34,050,000 Metal, 6,608,000 Promethium, 4,648 Advanced Material.
Upkeep per year: 14,620,000 Thrones, 3,808,000 Material, 3,450,000 Metal, 177,000 Promethium, 232 Advanced Material.
Reward: increase size of training facilities, double recruitment rate


Lessons Learned: Assault- Your forces gained a good deal of experience with the aggressive side of siege warfare in the recent years. General Schwarz tells you that if she focuses on codifying the gathered knowledge he could notably improve your training in siege warfare.

Time: 1 year.

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


Champions- Among the Avernite army there are many soldiers whose skills stand out from their fellows but lack the leadership ability for promotion. General Schwarz has prosed adding the position of Champion to command squads in order to both provide a path of promotion for these soldiers and to allow them better equipment, often including more advanced power armour types for the Helguard.

Time: 10 years

Cost: 253,500,000 Thrones, 42,820,000 Material, 19,710,000 Advanced Material, 29,000 Exotic Material.
Upkeep per year: 23,290,000 Thrones, 3,564,000 Material, 746,400 Advanced Material, 1,450 Exotic Material.
Reward: add 251 Champions to every infantry regiment, each champion is given better equipment, +5 to all combat rolls by infantry


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


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).

Admiral Parnell has recently returned to Avernus with the barely damaged Avernite Fleet, which will no longer be needed to defend the recently captured worlds now that some orbital defences have been put in place. He tells you that over the last four years the Avernite fleet has played a major part in the destruction of all of the orbital industry in what was once Garkill's Domain, reducing the value of the remaining worlds to the other Ork Overlords.
Choose Three
Two Five years, One One year

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 -Fourteen out of Eighteen years completed


Lessons Learned: Planetary Assault- Over the last few years your navy as gained a good deal of experience with attacking hostile planets. Admiral Parnell believes that if he ties he can ensure that the lessons learned from these battles are remembered and are taught to future naval officers.

Time: 1 year.

Cost: 40,000,000 Thrones, 4,000,000 Material, 200,000 Promethium.
Reward: +5 to all rolls when attacking orbital defences and +3 to combat rolls.


Stealth Attack Craft- After seeing the use of the stealth Attack Craft by the Vanir Navy Admiral Parnell has seen how useful they could be for the Avernite Navy due to their ability for first strikes. Even with some assistance from Vanaheim it will take some time to train up your first crews due to how different their training needs to be from a normal attack craft. Admiral Parnell would prefer to have around a third of your attack craft consist of stealth variants, due to the fact that they are not as useful in an open battle.

Time: 8 years

Cost: 93,600,000 Thrones, 3,024,000 Material, 2,890,000 Promethium, 358,600 Advanced Material, 22,300 Exotic Material
Upkeep per year: 4,680,000 Thrones, 151,200 Material, 18,819,000 Promethium, 17,930 Advanced Material, 446 Exotic Material.
Reward: Can train stealth attack craft, train 120 Wraith Interceptor Wings and180 Assassin Stealth Bomber Wings

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- Midgard has requested that you build them some warships while they are working on getting their shipyards built up enough to be useful. While this would tie up your shipyards for a while it would be both economically useful and strengthen Midgard.

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- Now 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 for Avernus and Deiphobe


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

Despite the continuing deficit in Thrones Edvin remains confident in the strength of the Avernite economy, though has has proposed a few projects that will strengthen it. These projects are the expansion of the underground rail network to both Duat and The Azure Islands, though the latter choice involves digging worryingly deep. One thing that Edvin mentions is that once the current projects finish your promethium and metal surpluses will sky-rocket, allowing you to trade even more to the rest of the Imperial Trust.

Chief Administrator Edvin Dieuwer gains trait Veteran (+2C)- Edvin Dieuwer has fought in more life or death struggles then many Imperial Guard Veterans, experience that has helped hone his already good combat skills.
Choose Three
One Five years, One Three years, One Two 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- Six 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 -Seven out of Nine years completed


Thaddeus Expertise: Upgrade Defences: Casarrondo, Malea, Yphax, Beirut- 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 Cities' defences to Incredibly heavy (level 7)

Locked – Three out of Five years completed


Underground Railways: Duat- Currently your underground railways connect all of your continental cities bar those in Duat. Edvin has put forward a proposal to change this. Expanding the underground railway network to Duat will provide a major economic boost to the region as well as providing a massive increase to the regions defensibility by adding to your main transport network.

Time: 9 years.

Cost: 240,000,000 Thrones, 80,000,000 Material, 200,000,000 Metal, 40,000,000 Promethium, 8,000 Advanced Material.
Upkeep per year: 96,000,000 Thrones, 16,000,000 Materiel, 40,000,000 Metal, 8,000,000 Promethium, 800 Advanced Material.
Reward: Expand rail network to Duat, +10% Thrones and +5% production in Avernus Spine, Lindon, Everglades, Elysium and Aridia, +80% Thrones and +37% production in Duat.


Underground Railways: Azure Islands- Currently your underground railways connect all of your continental cities bar those in Duat. Edvin has put forward a proposal to put in some deep lines connecting them to the Azure Islands by going under the sea floor. While this would expand the network to the Azure Islands in your experience going to deep on Avernus has its consequences. The question is whether the added flexibility of the Azure islands being part of your main railway network is worth the risk.

Time: 18 years

Cost: 4,800,000,000 Thrones, 1,600,000,000 Material, 4,000,000,000 Metal, 800,000,000 Promethium, 160,000 Advanced Material, 9,300 Exotic Material.
Upkeep per year: 1,920,000,000 Thrones, 320,000,000 Materiel, 800,000,000 Metal, 160,000,000 Promethium, 16,000 Advanced Material, 415 Exotic Material.
Reward: Expand rail network to Azure Islands, +5% Thrones and +2.5% production in Avernus Spine, Lindon, Everglades, Elysium and Aridia, +40% Thrones and +18.5% production in The Azure Islands, increased risk of wildlife.


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 informs you that an agreement has been made by the lower council for the worlds conquered in the recent campaign to remain in Imperial Trust control for the next decade until the High council Meeting. This time will be used o bring their defences up to a sufficient level and wipe out the remaining Ork infestations.
Choose Two
Two Five 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.

Late last year Jane had her closest brush with death so far on Avernus when she came across what was either the Changeling or a new type of Avernite creature. The creature was disguised as one of her students when she revived a warning from High Grandmaster Ridcully. After receiving the warning she challenged the creature disguised as her student only to find it transformed into a copy of her. She describes the following fight as going up against someone with all of your skills while being faster, stronger, tireless and able to regenerate from fatal wounds. The fight pushed her beyond what she though were her limits multiple times until she finally pulled off an impossible move and decapitated her doppelganger, which then disappeared. After reporting her encounter both Saint Lin, High Grandmaster Ridcully and Grandmaster Jameson were called in to confirm her identity with help from the Black Crystal Jewellery. Jane's skill with the sword has sky-rocketed after this event and she has developed the ability to somehow cut though Warp effects.

Jane upgrades trait Grandmaster of the Blade (+3M, +1D, +1I, +8C, +80 to melee combat rolls)- to Paragon of the Blade (+5M, +2D, +2I, +12C, +80 to melee combat rolls) -Arbitrator Jane Oakheart has honed her talents with the blade against everything that the rogue psykers of Avernus can throw at her, and the daemons that they often summon as well as some of the most deadly wildlife that Avernus can produce. Combined with her drive to improve herself and her great will she has managed to push her skills beyond superhuman into the real of the impossible.
Jane combines traits True Mastery Comes from Teaching (+1C, +10 to melee combat rolls, +10 to attempts to teach Blade Master related traits) and Skilled Teacher (+3L, +3D, +2C, +20 to melee related rolls, +20 to rolls to teach, students more likely to get useful traits) into Mentor ( +20 to rolls to teach which is doubled for blade related skills, students more likely to get useful traits)- Jane is an incredible mentor, able to bring out the best of her students, allowing a surprising number of them to reach mastery themselves.
Jane gains Combat Paragon Trait Terror of the Damned (can cut Warp effects with blade, permanently wounds and kills demons, inflicts terror to Chaos)- After a lifetime of hunting down and killing psykers and daemons Jane Oakheart has somehow developed the ability to cut the Warp itself with her blade. This allows her to do anything from cutting down psychic powers to permanently wounding and even killing daemons.
Jane gains Swordsmanship Paragon Trait The Inevitable (can dodge anything totally, kills anything that isn't a paragon or colossus on crit, x50 damage on crit,, double damage)- Jane Oakheart is the creator and paragon of the Oakheart style of swordsmanship, which emphases quick kills and dodging incoming attacks. She has developed these skills to the point where she can kill almost anything with a single blow when given a good enough opportunity and can dodge attacks that should be impossible to dodge.
Two Locked Choose None

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 – Sixteen out of Thirty-Five years completed


Oakheart 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

Locked – One out of Nine years completed


Where are they?- The number of major Psykers found on Avernus plummeted over the last five years, while the number of minor psykers stayed the same. Jane strongly suspects that this means that almost half of the psykers that would have been found over the last five years are still alive and active somewhere. Given the existence of the Beta-level Diviner affiliated with the Changer of Ways and the doppelganger that may have been the Changeling which almost killed her she suspects that the Changer of Ways is running a plot on Avernus of some type. She is willing to delay the Oakheart School of Swordsmanship

Time: 1 year (can be repeated)
Chance of Success: Unknown

Cost: 16,000,000 Thrones, 2,000,000 Materials, 415 Advanced Materials.
Reward: Information on what happened to the missing major Psykers, end Oakheart School of Swordsmanship action


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.

According to Fabricator-General Scott there is currently a fierce debate in the Adeptus Mechanicus between those who want to study the Old Ones technology that was recently revealed and those who want to destroy it. She has not taken sides in this argument instead make the eminently reasonable point that until you find the technology both ideas are impossible and it does not look like the Defence Stations are going to be found.
Two Locked Choose Two
Two Four years
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.

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

Locked – Four out of Five years completed

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: Secondary Engines– 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. 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.

Time: 2 years.

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
In-Depth Examination (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

Locked – Two out of Three years completed

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

Time: 7 years.
Chance of Success: unknown.

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


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

Time: 1 year.
Chance of Success: unknown.

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


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 – Eight out of Thirteen years completed


Advanced Ramilies Design: Forward Operating Base- 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

Locked- Three out of Ten years completed
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 continued to spend what time he could in the orphanages of Avernus, though the threat that the Changer of Ways has been plotting against Avernus means that he is always ready to be deployed on a moments notice. He has also been spending some time beating down those factions of the Church that want to aggressively spread the New Imperial Truth to the galaxy, which would paint a massive target on Avernus' head when the Emperor's Instructions where to survive, not spread his word.
Choose Two
Two Five 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

Currently High Grandmaster Ridcully is as worked up as you have ever seen him, telling you that the missing major psykers are part of a threat to Avernus larger then any he has seen since the First Daemonic Incursion. He demands permission to investigate these matters, far more forceful then he has ever been with you. Other then Ridcully's predictions the main activity in the Adeptus Astra Telepathica is the founding of the Psyker Quarters, which now house a full fifth of the Psykers of Avernus.

High Grandmaster Ridcully combines traits Learned (+4L, +1 Control), Respected Scholar (+4L) and Cult Hunter (+2I, +1P, +1 Control) into trait Seeker of Knowledge (+2I, +10L, +1P, +1 Control)- High Grandmaster Ridcully has spent much time gathering knowledge of both the Warp and the galaxy in general.
Grandmaster Jameson gains trait Leader (+1M, +2A)- In her time as the leader of the Central Department Tamia Jameson has developed her leadership skills by a good amount.
Choose Three
Three Five years

Where are they?- The number of major Psykers found on Avernus plummeted over the last five years, while the number of minor psykers stayed the same. Ridcully is convinced that this is a disaster waiting to happen, though he can not confirm why. He demands permission to devote all of his time to trying to uncover this plot, which until recently was hidden by the actions of his recent opponent, either intentionally or not.

Time: 1 year (can be repeated)
Chance of Success: Unknown

Cost: 4,000,000 Thrones
Reward: Information on what happened to the missing major Psykers

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 very relieved that Syr came back from the recent campaign alive and mostly intact, though the promotion is not exactly unexpected. However it does open the possibility that Syr could be in a position to take a place as one of the Marshals of Avernus if there is an opening in a few decades. While it may be seen as favouritism as long as Syr has thoroughly proven herself as a Lieutenant-General there will be few complaints.
Choose Four
Three Five years, One Three years

Thaddeus Expertise: Upgrade Defences: Casarrondo, Malea, Yphax, Beirut- 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 – Three out of Five 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 Exotic Material Food Relic Material
Gross Income 6,754,592,390 10,246,417,773 12,700,281,226 5,263,307,763 14,871,170 200,855 16,433 10
Current Reserves 236,457,512,905 67,533,627,213 7,805,348,981 27,044,924,707 14,356,875 132,484 169,698 23
 
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Oh man I kinda wish it was the changeling just so Tzeentch will lose one of his most powerful hero units

But this is worrying looks like the sky shall be blue and ever changing pretty soon
 
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@Durin Inquisitor Varquez is known for his strong disdain for planetary law enforcement entities.
1) How does he treat Jane and the Avernite Arbites?
2) Do we know if his views have mellowed out since the Trust's founding?
3) How does Klovis-Ultan rate the Trust's regional Intelligence agencies, particularly Alfheim?
1. hostility at first and now he seems to treat her like an Inquisitor, there is actually a few rumours going around that she is one
2. a bit due to repeated displays of competance
3. 1st: Niflheim and Muspelheim - I am sure that have Intelligence agencies but can't find any proof
2nd: Avernus- It seems that the close monitoring of the entire planet for cultists makes an incredible counter intelligence agency, though offworld Avernite intelligence is merely good
3rd: Vanaheim- the high level of political intrigue results in a large number of experienced spies
4th: Jotunheim- well trained and motivated spies but have the same problem that Averites do with starting out
Other: Asgard, Alfheim Midgard and Svartalfheim have few intelligence agencies worth the name externally and only decent internal agents.
 
Holy shit.
+1C, +10 to melee combat rolls, +10 to attempts to teach Blade Master related traits) and Skilled Teacher (+3L, +3D, +2C, +20 to melee related rolls, +20 to rolls to teach, students more likely to get useful traits) into Mentor ( +20 to rolls to teach which is doubled for blade related skills, students more likely to get useful traits)
Is Mentor supposed to not grant stats? It's combined traits have stats.
 
So may I suggest post poning the Oakhart school of swordsmanship for this entire turn so that we can go all in on Ridcully and Jane finding the missing psykers to prevent another daemon invasion?
 
You know, looking at the Governer's stats, I hope he gets a Paragon Combat trait to go with his Martial trait. We're only a few points away, and I have no doubt it would be as wonderfully bullshit as Jane's is.

@Durin, is that new trait for Ridiculy the reward for the omakes, or something else?
 
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