It's 3 for completing the action, and we can have two iterations of this action running at a time based on the description - remember these things are nearly on the level of our DAoT Battleships. 36 is what Parnell wants in the long run, but obviously that's going to take a while. Once we get larger Void work crews we should be able to build more of them with a single action.
@Durin can Saint Lin aid in the Psyker Hunt in some way?
I'm against sending him off-world and he doesn't have anything to do other than sit around in the Unseen University for five years straight.
Granted I'd rather keep him safe from potential Tzeentchian assassination attempts and the University is perhaps the safest place for that, but still.
Daily speeches to people to stay true to the Emperor, reducing the chance of falling victim to the rogue psykers perhaps?
@Durin Several questions still outstanding, so I collected all of mine here:
1: Last turn Marshal Richards said that the number of available recruits is low (see below). Will expanding the training facilities help right now, or be only partially effective for 20 years or something?
2: Do we need to take any investigative action on the Defense Cruiser failure (see below) or is it automatic?
3: The description above does not match the reward or the action.
4: Since the Ramilies design can be done by either Tranth or Scott that means we ought to be able to have Tranth take over and switch Scott to Fabricator actions, right? Does that mean Fabricator actions are available this turn?
1. it will help now
2. you do not
3. fixed
4. no you can't. the only time when you can end or change a currently underway action is when I specifically say you can. In this case the time needed to get Archmagos Tranth fully briefed on where Scott is up to would take over a year and is not considered worthwhile
That seems really odd since if we find the psykers year one we can't do anything for four years before Lin can get an action to deal with it. Unless finding the psykers will cause a miniturn where we deal with them and therefore not affect any future actions?
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 (+3L, +3D, +2C, +20 to melee related rolls +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
That seems really odd since if we find the psykers year one we can't do anything for four years before Lin can get an action to deal with it. Unless finding the psykers will cause a miniturn where we deal with them and therefore not affect any future actions?
1. Can Rotbart participate in the Where are they? action?
2. Do we need to specify follow-up actions for Where are they?, or are the responces folded into the action?
Hm. @Durin Was this intended to result in a (minor) reduction in Control? As it stands, it seems to only be a modest increase in Learning and a nerf to Control.
1. Can Rotbart participate in the Where are they? action?
2. Do we need to specify follow-up actions for Where are they?, or are the responces folded into the action?
Frederick helps Jane in the first year with the missing psyker while doubling down on it and Ridculy searching at his own space the past and the future. Afterwards they go Spyker Hunting. For added fluff bonus I placed a make time action for Jane in the first year as well.
Open for suggestion to diplo and biologis action.
Munitorum
Slot A (5 year)
Year 1- Champions
Slot B (4 year)
Year 2- Expedite: Expand training facilities
Slot C (1 year)
Year 5- Lessons Learned: Assault OR Phase Infantry Battalions: Planning
I put these in because they would take the longest to finish and we want their boni.
Void
Slot A (Construct - 5 year)
Year 1- Construct: Repair
Slot B (5 year)
Year 1- Bombardment
Year 2- Repeat: Bombardment
Year 3- Move Orbitals
Slot C (1 year)
Year 5- Lessons Learned: Planetary Assault OR Expedite: Build Advanced Orbital Defence Stations
Not much to do. Restoring normality by returning the resorts for our people and continueing building large space stations.
Administratum
Slot A (5 year)
Year 1- Expedite: Underground Railways: Duat
Slot B (3 year)
Year 3- Upgrade Defences: Small Hive (Schwarz choice)
Slot C (1 year)
Year 5- Upgrade Defences: SMall Hive (Schwarz choice)
No Expedite because it is to expansive on our AM. Choosen to do 2 of our 5 small hives. With the ones Thaddeus finish they are ~20% of all our cities.
Diplomacy
Slot A
Year 1- Investigate (Nobels/Ruling Class or whatever Avernus has instead)
Year 2- Repeat: Diplomatic Relations (Quartok)
Year 3- Ear to the ground
Year 4- Repeat: Diplomatic Relations (Svartalfheim)
Year 5- Repeat: Diplomatic Relations (Vanaheim)
Slot B
Year 1- Persons of Interest
Year 2- Repeat: Diplomatic Relations (Quartok)
Year 3- Re-Investigate (Muspelheim)
Year 4- Repeat: Diplomatic Relations (Svartalfheim))
Year 5- Repeat: Diplomatic Relations (Vanaheim)
If not otherwise used the actions here get DD.
Not many investigative actions because Durin does not like to have to many of them. Those three have the lowest opinion of Avernus (3, 8, 8 respectively)
Arbites
Slot A (5 years)
Year 1- Double Down: Repeat: Where are they?
Year 2- Psyker Hunting OR reaction to result of "Where are they?"
Year 3- Expedite: Oakheart's School of Swordsmanship
Heavy focus with doubling action through Personal. Of course one Hunting action before the second try at building her school or whatever better works in respons.
Mechanicus
Explorator Slot (4 year)
Year 2- Advanced Astartes Power Armour: Raider
Biologis Slot
Year 2- Preliminary Examination (Hellflame Coral)
Year 3- Preliminary Examination (Illusory Pine)
Year 4- Preliminary Examination (Mirage Palm)
Year 5- Preliminary Examination (Avalache Shrub)
Fabricator Slot - Full
General Slot - Full
Lots of plants to look into. Mainly to get an better overview.
Ministorum
Slot A (Year 5)
Year 1- Repeat: Those in the Shadows
Year 5- Cure Curse
Slot B (Year 5)
Year 1- Repeat: Those in the Shadows OR the action that "Where are they?" produces.
Year 5- Cure Curse
Put a OR here if it may help because our saint is a valid response to chaos situations.
The Curse has no DD because it can not have one (its cost is free).
Astra Telepahtica
Ridculy Slot-
Year 1- Where are they?
Year 2- Double Down: Where are they? OR Mentoring: Beta
Year 3- Double Down: Research: Destructive Frequencies
Year 5- Divination: Attacks
Jameson Slot-
Year 1- Research: Black Crystal Items (Breastplate)
Year 3- Double Down: Research: Destructive Frequencies
Year 5- Mentoring: Beta OR Mentoring: Gammas
Xavier Slot-
Year 1- Simple Anti-Pyker Wards: Void Shields
Year 4- Masterwork Force Weapons: Primaris Psykers
Ridcully gets +90 to all divinations. If that is not enough a DD will most likely not help either. Just to be sure he gets one on his second try.
Personal
Slot A (Attention - 5 year)
Year 1- Ork Infestation: Assault (Elysium south of Yphax, Avernus Spine between Casarrondo and Gormec)
Year 2- Ork Infestation: Assault (Everglades to the west of Okefenokee, Everglades near The Bayou)
Year 3- Repeat: Ork Infestation: Assault (any two that failed) OR Jetbikes: Planning
Slot B (Attention - 5 year)
Year 1- Double Down: Repeat: Where are they?
Year 2- Psyker Hunting OR reaction to result of "Where are they?"
Year 3- Lessons Learned: Assault
Year 4- Lessons Learned: Planetary Assault
Year 5- Specialist Grenadiers (Ranger): Planning
These regiments specialise in Avernus wilds -both to fight it and to use it. Set up as Avernus-only regiments their usefullness off planet is low but on planet they are the go to choice for operations away from the city walls. This means that they handle in peacetime worrisome wildlife and protect VIPs from them while in wartime use their knowledge of the terrain and the wildlifes behavior to engage enemy armies in prolonged harrassing attacks.
Quest mechanics wise they should end with an addtinional bonus to fighting wildlife, an additional bonus to engage in harrassing, an additional/consistent bonus to homeground advantage and the ability to use wildlife in their harrassing attacks either as an additional bonus or as an additional attack (like the bombartment cacti had during the ork ground invasion). On the downside they can not really (as in at all) perform offworld (or outside their homeground) because they are to focused on their terrain and the dangers and probaly get mali in any engagement not beeing harrassing or skreening against it. Positively they really stack all possible boni in their area of expertise and would perform really well.
Slot C (Thaddeus - 3 year)
Year 3- Thaddeus Expertise: Upgrade Defences: Four Major Cities (Schwarz choice)
Slot D (Other - 5 year)
Year 1- Spend Time With (Jane)
Year 2- Spend Time With (Ridculy)
Year 3- Spend Time With (Syr)
Year 4- Spend Time With (Xavier)
Year 5- Spend Time With (Scott)
The assault option has a base chance of 40%. Because of four targets it lowers to 10%. The Bombardment already gives +24% and will most likely increase to +29% or higher this turn thereby negating the increased difficulty of assaulting four places. Frederick gives +40% and +5% for palace bringing the chance to 74%. Without an DD to risky so only two targets with 94% chance or higher.
Expedite:
Year 1- Expedite: Underground Railways: Duat
Year 2- Expedite: Expand training facilities
Year 3- Expedite: Oakheart's School of Swordsmanship
Year 4- Expedite: Oakheart's School of Swordsmanship
Year 5- Expedite: Oakheart's School of Swordsmanship OR Expedite: Build Advanced Orbital Defence Stations
Double Down:
Year 1- Double Down: Repeat: Where are they?
Year 2- Double Down: Repeat: Where are they? OR Double Down: Where are they? (Telepathica) OR Diplomatic
Year 3- Double Down: Repeat: Where are they? OR Double Down: Research: Destructive Frequencies
Year 4- Double Down: Repeat: Where are they? OR Diplomatic
Year 5- Double Down: Repeat: Where are they? OR Diplomatic
Frederick helps Jane in the first year with the missing psyker while doubling down on it and Ridculy searching at his own space the past and the future. Afterwards they go Spyker Hunting. For added fluff bonus I placed a make time action for Jane in the first year as well.
The "Where Are They?" action already incorporates the psyker hunting aspect so doing the separate Psyker Hunting action is needless. In fact it's detrimental right now because the Psyker Hunting action focuses on new rogue psykers, while the threat we're facing is existing rogue psykers in hiding.
5 Years
Y1: Ork Infestation: Assault (All Strongholds), twice (see PA) - REPEAT IF FAILED
Y2 - Y5: Expand Training Facilities (4/9)
4 Years
Y2: Lessons Learned: Assault (1/1)
Y3 - Y5: Champions (4/10)
1 Year
Y5: Phase Infantry Battalions: Planning (1/5)
Void Command (5,5,1)
5 Years
Y1: Bombardment (1/1)
Y2 - Y5: Build Advanced Orbital Defence Stations (4/7)
5 Years
Y1 - Y5: Construct: Mass Conveyors and Escorts (5/5)
1 Year
Y5: Expand Shipyards: Large (1/17) - EXPEDITE
Adeptus Adminstratum (5,3,2)
5 Years
Y1 - Y5: Underground Railways: Duat (5/8) - EXPEDITE
3 Years
Y3 - Y5: Upgrade Defences: Four Major Cities (Nagrod, City of Glass, Roke Island, The Unseen University) (3/5) - EXPEDITE
2 Years
Y4 - Y5: Upgrade Defences: Four Major Cities (Storm's End, Lorien, Mirkwood, Doriath) (2/6)
Diplomacy (5/5)
5 Years
Y1: Request Aid from Inquisition
Y2: Sound Out (Next Moves)
Y3: Persons of Interest (1/1)
Y4: Ear To The Ground
Y5: Persons of Interest (1/1)
5 Years
Y1: Re-Examine (King Zaren)
Y2 - Y3: Re-Investigate (Asgard) (2/2)
Y4: Diplomatic Relations (Vanaheim) - DOUBLE DOWN (IF NOT USED ELSEWHERE)
Y5: Diplomatic Relations (Svartalfheim) - DOUBLE DOWN (IF NOT USED ELSEWHERE)
Request Aid from Inquisition: It appears that the Change of Ways has a major plot going on involving Avernus. Notify the Inquisition and ask for their aid.
Sound Out (Next Moves): With the success of the campaign against the Orks, what should be the next military/diplomatic move for the Imperial Trust?
Adeptus Arbites (-)
5 Years (Drop Oakheart's School of Swordsmanship)
Y1: Where are they? - REPEAT UNTIL CONCLUDED.
Y2-Y5: Oakheart's School of Swordsmanship
Mechanicus (Explorator 4, Biologis 4)
Explorator - 4 Years
Y2 - Y5: Advanced Astartes Power Armor: Raider - DOUBLE DOWN IF NOT USED ELSEWHERE
Biologis - 4 Years
Y2: Preliminary Examination (Hellflame Coral) (1/1) - REPEAT IF FAILED
Y3: Detailed Survey (Hellflame Coral) (2/2)- REPEAT IF FAILED
Y5: In-Depth Examination (Hellflame Coral) (1/3)
Adeptus Ministorum
5 Years
Y1: Those in the Shadows
Y2: Those in the Shadows
Y3: Those in the Shadows
Y4: Those in the Shadows
Y5: Cure Curse
5 Years
Y1: Those in the Shadows
Y2: Those in the Shadows
Y3: Those in the Shadows
Y4: Those in the Shadows
Y5: Cure Curse (Twice)
Adeptus Astra Telepathica (5/5/5)
Ridcully - 5 Years
Y1: Where are they? - REPEAT UNTIL CONCLUDED, DOUBLE DOWN EACH TIME
Y2: IF RIDCULLY IS FREE - Mentoring: Gammas
Y3 - Y5: Research: Neo-Astropathic Choirs - DOUBLE DOWN
Tamia - 5 Years
Y1-Y2: Research: Black Crystal (Breastplate)
Y3: Research: Neo-Astropathic Choirs IF RIDCULLY BUSY - Psychic Materials: Dragon Turtles
Y4: Research: Neo-Astropathic Choirs IF RIDCULLY BUSY - Psychic Materials: Phase Tigers
Y5: Research: Neo-Astropathic Choirs IF RIDCULLY BUSY - Psychic Materials: Illusionary Pines
5 Years
Y1: Personal Attention - Ork Infestation: Assault (All Strongholds) - REPEAT IF FAILED
Y2: Personal Attention - Lessons Learned: Planetary Assault
Y3 - Y5: Personal Attention - Move Orbitals
5 Years
Y1: Personal Attention - Where are they? - REPEAT UNTIL CONCLUDED
Y2 - Y5: Personal Attention - Build Advanced Orbital Defence Stations
3 Years
Y3 - Y5: Thaddeus Expertise: Upgrade Defences: Bonud, Babylon, True Grit, Iota One
5 Years
Y1: Spend Time With: Syr
Y2: Spend Time With: Gerald Xavier
Y3: Spend Time With: Headmaster Ridcully
Y4: Spend Time With: Arbitrator Jane
Y5: Spend Time With: Saint Lin
Compiled Double Downs (In priority order, DD the action on the left if possible, then move down to the right if actions aren't possible/done for some reason.)
Y1: Where are they? (Telepathica)
Y2: Where are they? ELSE Advanced Astartes Power Armor: Raider
Y3: Where are they? ELSE Research: Neo-Astropathic Choirs ELSE Preliminary Examination (Hellflame Coral) ELSE Detailed Survey (Hellflame Coral)
Y4: Where are they? ELSE Research: Neo-Astropathic Choirs ELSE Diplomatic Relations (Vanaheim)
Y5: Where are they? ELSE Research: Neo-Astropathic Choirs ELSE Diplomatic Relations (Svartalheim)
Compiled Expedites
Y1: Underground Railways: Duat
Y2: Simple Anti-Psyker Wards: Void Shields
Y3: Upgrade Defences: Four Major Cities (Nagrod, City of Glass, Roke Island, The Unseen University)
Y4: Simple Anti-Psyker Wards: SAM Batteries
Y5: Expand Shipyards: Large
Okay, some minor changes; An action on burning through orks in munitorum, and Rotbart spending an extra action on Where are they? Added a Mentoring: Beta so as to better fit in Expedite options.
Bombardment is taken to boost the Assault on the Ork strongholds.
I'm uncertain on Void Command actions, as I understand we can only take 1 Construct Action? I also understand we were planning on quite a number of Large Shipyards?
I like the general plan, but there are a few things I'd switch up.
For the Explorator actions, I'd really like to get shieldbreaker rounds reverse engineered. With DD it's over a fifty percent chance of working (plus reroll), and it's only a one year commitment. The rounds seem like they're pretty dedicated hero-killers (specifically having the ability to get through all sorts of shielding), and the other specialty round at least was able to be fired from an Impaler, so we wouldn't necessarily need to wait until we managed to get the Super-Exitus rifle figured out before using it.
For psyker actions, I'd say we basically need Ridcully to do a Divination for future attacks at the end of the current five year period. Maybe have him and Tamia do the destructive frequency research instead of the melody composition?—the Immaterial Resonance research at least seems like it would have a decent chance of getting buffed with a success there, and depending on when we manage to finish dealing with the direct fallout of the missing psykers it would potentially give us all of next turn for long-term research without being blind to attacks.
Your first personal action is missing anything for years 3-5—potentially less depending on how long it takes to finish dealing with the missing psykers, but wasting a slot would suck.
Also, I am STRONGLY against starting the city upgrades either while the missing psykers are still missing OR at the end of the turn for the long ones (Dis and the hive expansions). We get a major defensive malus for the first third of the process (four years for Dis), and we don't want to get hit while that happens. That's a real issue because we've been told that whatever the psykers are up to is as much of a danger as the first Daemonic Incursion (making being without fully functional defenses being Bad News in case we aren't able to shut it down), and our scrying for external threats only means we're reasonably certain that nothing will be invading us until five years from now (other than the psyker or Warp stuff, and five years from now will give us two years in which our capital's defenses are compromised and we might be facing an invasion).
Okay, I'll fill that in with.. something. But we really can't have Ridcully doing Divinations every 5 years, as we're going to want him doing research actions (that take 10, 7, 2) years. Shuffling actions around with the Where are they? thing unsolved is also somewhat complicated.
The only Adminstration Actions are: City Defense Upgrade, Found City, Railway Line (Duat), Railway Line (Azure Islands), Economic Focus. I'm already taking Railwlay Line (Duat), so, I don't know what else to fill it in with, if I'm not taking City Defense Upgrade.
I think the matter should be resolved by T3, latest, though?
I'm a bit tired on this planmaking, I'm hoping someone can start making edits to it, haha. DD with conditionals is a pain.
For the Explorator actions, I'd really like to get shieldbreaker rounds reverse engineered. With DD it's over a fifty percent chance of working (plus reroll), and it's only a one year commitment. The rounds seem like they're pretty dedicated hero-killers (specifically having the ability to get through all sorts of shielding), and the other specialty round at least was able to be fired from an Impaler, so we wouldn't necessarily need to wait until we managed to get the Super-Exitus rifle figured out before using it.
Okay. The reason I don't want to put Shieldbreaker rounds is that we might not conclude the Where Are They action satisfactorily in Y1, in which case which case the DD and reroll would be assigned to it on Y2, where it is definitely more immediately important. The Power Armor options are basically guaranteed success, which is a safe option, given we might want reroll/DD elsewhere.
For psyker actions, I'd say we basically need Ridcully to do a Divination for future attacks at the end of the current five year period. Maybe have him and Tamia do the destructive frequency research instead of the melody composition?—the Immaterial Resonance research at least seems like it would have a decent chance of getting buffed with a success there, and depending on when we manage to finish dealing with the direct fallout of the missing psykers it would potentially give us all of next turn for long-term research without being blind to attacks.
I don't think so in regard to Divination. Our major threats (Valinor, Ork Domain 1, 2, Garkill) are all curtailed pretty badly of late, with Valinor losing a good chunk of their navy and an internal crisis, while Ork Domains 1 & 2 are fighting over the remains of Garkill's domain, while Garkill himself is dead.
I think I'll have a look at how I can shuffle actions and DD for conditionals around Where Are They to fit Tamia and Ridcully, later. Going to be a pain to fill Tamia's actions, though.
Also, I am STRONGLY against starting the city upgrades either while the missing psykers are still missing OR at the end of the turn for the long ones (Dis and the hive expansions). We get a major defensive malus for the first third of the process (four years for Dis), and we don't want to get hit while that happens. That's a real issue because we've been told that whatever the psykers are up to is as much of a danger as the first Daemonic Incursion (making being without fully functional defenses being Bad News in case we aren't able to shut it down), and our scrying for external threats only means we're reasonably certain that nothing will be invading us until five years from now (other than the psyker or Warp stuff, and five years from now will give us two years in which our capital's defenses are compromised and we might be facing an invasion).