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
Hey, one thing about contacting Dragons Nest, they probably still have their own mechanicus, are we now sufficiently independent that the mechanicuses will try to reform into one big one? And will the existence of a even more senior mechanicus figure give our rebellious figures more to form up around?
 
....

During the next High Council meeting we should arrange for some kind of counter-espionage by deploying fake technology and duds for them. Losing Imperial tech is fine if it's to save our Dark Age technology.
We already did create various protocols and contingencies to prevent the DAoT technologies falling into hard of the enemy during last meeting (or the one before? Can't recall), but due to sheer scale of Nine Worlds (multiple system inhabited by hundreds of billions) it will prove difficult. Though remember that very few people are nearly as good as Tranth at reverse-engineering, and Mechanicus, be it regular or Dark, usually are extremely stingy with secrets, so even if one group manage to acquire some of our tech they will be extremely unlikely to share it with others.
 
I will say that Chaos is full of a bunch of cheating cheaters who cheat.

I'd say on that front I'm most worried about them getting their filthy paws on our naval assets. They already have an absurd advantage in Warp travel, jumping a few tech levels by adding 'Daemon' to our ships would make some fucking scary ships even if they don't manage to reverse-engineer them.
 
yeah spy vs spy.
when they get the tec and the fact they also use demons as 'tec' will create some interesting shenanigans.
plus ridculos probably will 'play' the game 'i spy with my little eye something starting with tec' against the chaos the plus side is that should also work for us, if/when we find more xeno tec (that we can understand) or trade for. hum can the oracule see enough how tao tec work? (i think that he can see but will be unable to understated how that work, plus he probably will need to be luck to see exactly something that actually matter)
question. those eldar use humanity as pawn when need correct? any chance that we can use a imperial ship era with ridiculos on board to negotiated some simple weapons? I am count that the literally cant see that we had improve give their humbris (and I mean that will not try to ask the farsee to see the future), but yeah this 'idea' don't have too much future.
 
when they get the tec and the fact they also use demons as 'tec' will create some interesting shenanigans.
Depends, as some have noted its unlikely for it to get tooooooo far from our area as unlike 1000 years ago there is no central organisation (the imperium) to spread it around, though there are other ways of it leaving our control.

Also just to clarify Daemons are not used as tech, they can possess it and do stuff in it.

question. those eldar use humanity as pawn when need correct? any chance that we can use a imperial ship era with ridiculos on board to negotiated some simple weapons? I am count that the literally cant see that we had improve give their humbris (and I mean that will not try to ask the farsee to see the future), but yeah this 'idea' don't have too much future.
Eldar tend to vary in this verse so its not uniform and with the majority of them dead/under Yneed we're gonna have to throw most of our preconceptions out of the window.

Regardless we know that Biel-tan, Alaitoc and Saim-Hann are still alive (or at least weren't sacrificed to make Yneed) and of them I think only Biel-Tan falls into the category of eldar you're thinking of.
 
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I wonder how salty Vanaheim's going to be if they realize that to the rest of humanity and the galaxy, we're perilously close to the Eldar in a lot of ways.

I mean, we've got a major tech advantage over damn near everyone, our navy is fairly heavily focused on speed and maneuverability (with some real stealth capability too), a ridiculously high standard of living for the galaxy, an isolationist view that focuses on our own survival and a plan to wait for a god to be formed to start putting things right for our guys.

We've even got ridiculous Seer support and a lot of psykers too.
 
Due to the death of Admiral Parnell and a decent portion of high command due to cult activity, the Avernus Navy is currently somewhat disorganized. We have taken temporary command and will step down from the role once the potential replacements are cleared of suspicion. We expect it to take some time until the leadership is back up to strength.
Should have handed control back before the meeting, which I believe takes place in the final year.

During the next High Council meeting we should arrange for some kind of counter-espionage by deploying fake technology and duds for them. Losing Imperial tech is fine if it's to save our Dark Age technology.
Not productive.
The reason we can't hide everything is because some Greater Demons are almost as good Diviners as Ridcully. While Avernus is veiled the rest of the Trust is not. Thus Chaos can eventually just reverse engineer things by examine our factories directly from the safety of the warp.
 
Should have handed control back before the meeting, which I believe takes place in the final year.

It happens in the first year of the turn.

Not productive.
The reason we can't hide everything is because some Greater Demons are almost as good Diviners as Ridcully. While Avernus is veiled the rest of the Trust is not. Thus Chaos can eventually just reverse engineer things by examine our factories directly from the safety of the warp.

Greater Daemons scrying on us to reverse engineer our tech isn't really a worry. Chaos doesn't spoon feed their followers technological and scientific data. If they did the forces of Chaos would already be using DAoT tech, because three of the Chaos Gods were around during the time and would have been able to get the information through their own powers and their Greater Daemons. Tzeentch probably already knows how to create Men of Iron if he was so inclined to give out that information, but he doesn't. The Chaos Gods operate by making their followers earn stuff rather than just giving it to them, and the stuff they do give is going to be things like powers and abilities that further corrupt them. For gaining our tech, the Chaos Gods are going to just tell their followers who they think deserve it "Hey, there's some shiny advanced tech over at *our location*", why don't you go snag it?"

The forces of Chaos will get our tech by gaining examples of it through battle or espionage and then reverse engineering it. If they're particularly lucky they might get some STCs.
 
I will say that Chaos is full of a bunch of cheating cheaters who cheat.

I'd say on that front I'm most worried about them getting their filthy paws on our naval assets. They already have an absurd advantage in Warp travel, jumping a few tech levels by adding 'Daemon' to our ships would make some fucking scary ships even if they don't manage to reverse-engineer them.
"The machine spirit guards the knowledge of the ancients." If I remember my lore correctly, Chaos has difficulty corrupting or possessing particularly complex pieces of machinery. The Watsonian answer is, IIRC, that machine spirits are badass and can react violently when getting corrupted. The Doylist answer is that if everything were that easy for Chaos there'd be no challenge for those playing Black Crusade.
 
Turn Eighty-Nine Results
Turn Eighty-Nine Results
One Hundred and Seventy-five years since the Founding of Avernus

Over the last five years the surviving Orks and the wildlife have killed an average of two point two million Avernite soldiers a year, above your average losses but a improvement over the previous years.


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

Complete

General Schwarz has recent;y completed a major expansion to your military training and recruitment apparatus. He tells you that he should now be able to train around ten million soldiers a year in normal conditions and ten times that at a time as part of a major recruitment drive. This will allow you to lose over a percent of your forces a year without issue and replace even massive losses within a decade. Hopefully it will be enough to keep your forces up to full strength in the years to come.


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, improved unit stats

Locked – Nine out of Ten years completed

General Schwarz has finalised the organisational position of the champions and written them into the Standard Operating Procedures. However given that each Champion can choose their own equipment within rather broad limits they will remain a bit of a wild factor that each officer will have to decide how to use. As well as the classic melee champion there are a number of snipers, heavy weapons troopers and riflemen among the ranks of the champions. One thing that General Schwarz does notice is that at the moment there are no champions for units above Division, and that mos divisions do not have champions yet. This is mostly because the higher ranking champions are usually chosen from the ranks of the lower champion and there has not been enough time for these promotions to have occurred to that level. He expects this to change over the next few decades.


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

Complete

General Schwarz has found two effective ways to add Phase-Tiger Riders to your military. The first is to create dedicated company sized formations which will be deployed as elite scouts and saboteurs while the second involves attaching a five man Phase-Tiger Rider unit to every Scout Company, where they will fulfil the same role. The first option would provide new tactical choices by allowing you to deploy Phase-Tiger Riders in areas where conventional foes could not reach while the second would improve the flexibility of your scout Regiments. General Schwarz suggests using both.


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 determining 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

Locked – One out of Three years complete

For the last year General Schwarz has been overseeing a board looking into how to best mount his Helguard Rough Riders on Jetbikes. He has currently created a few initial unit compositions and is now working on refining them and designing a Standard Operating Procedure for Jetbike Regiments. He tells you that between their speed, agility and the combination of the weapons built into the Jetbike and redesigned Melta Lances the Jetbikes will be a deadly rapid reaction force able to operate at range and in melee with equal proficiency.

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

Complete

A bit over a year ago Admiral Parnell's last project, the construction of half a dozen Advanced Orbital Defence Stations was completed. This is another step on the path to balancing your orbital defences with heavy firepower in order to better counter Super-Capitals. With these and the Defence Stations you oversaw the construction of you are half way to the point hat Admiral Parnell called sufficient.


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

Locked – Five out of Seven years completed

For the last five years you have been overseeing the repair of the warships damaged or lost during Waaagh Garkill. Progress has been good and you expect that the final ships will be fully repaired within a year, well before they are likely to be needed.


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: 17 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 – Two out of Seventeen years completed

The first project of your new Admiral has been the construction of a new Large Shipyards, which when completed will be your fourth. Progress has been steady as your experienced void construction teams move though well practised plans. It is expected that the shipyards will be completed in fifteen years as originally planned.


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.

Complete

The second project for your new admiral was gathering the lessons leaned from the recent campaigns and changing your training and Standard Operating Procedures to reflect what you have learned. While this was delayed far past usual due to the death of Admiral Parnell there were still more then enough veterans of the campaign to pass on the lessors learned about dealing with orbital defences.


Personal Attention: 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

Complete

You recently oversaw the opening of another half dozen Advanced orbital Defence Stations, split evenly between Avernus and Deiphobe. These Defence Stations will act as the linchpins of your orbital defences, using their long ranged weapons and massive armour to support the lighter platforms and discourage harassment and blitzkrieg.


Personal Attention: 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

Locked – Three out of Eight years completed

For the last three years you have been working on adding Stealth Attack Craft to the Avernite Navy. This is a major process and you have received assistance from both Muspelheim and Vanaheim in order to both train your initial pilots, who require a pretty different set of skills and instincts then a normal attack craft, and to add them to your Standard Operating Procedure. Training is going well and several decisions have been made about how you will use your stealth attack craft, which is currently set to e mostly alpha strikes and to take advantage of the chaos of battle to reach critical target.

The population of Avernus grew by an average of 1.59% over the last five years, which brought the system's population over eleven billion for the first time. A quarter of this growth was counteracted by the migration to Fjol IV.
The population of Dis has grown by an average of 1.63% over the last five years, bringing the population over one and a half billion.
The population of Avernus' Spine has grown by an average of 1.01% over the five years, despite a rise in Blink Spider deaths.
The population of The Azure Islands has grown by an average of 1.41% over the last five years, brining the population over one point two billion.
The population of Lindon has grown by an average of 2.29% over the last five years, bringing the population over a billion.
The population of the Everglades has grown by an average of 0.19% over the last five years as a result of a rise in wildlife attacks, despite this the population rose to over eight hundred million.
The population of Elysium has risen by an average of 2.49% over the last five years, with another hundred million of its citizens being forced to migrate.
The population of Aridia has grown by an average of 1.73% over the last five years, keeping the population over one point one billion.
The population of Duat has grown by an average of of 0.51% last five years, with the drop being due to a series of defence breaches by the wildlife. It says a lot about Avernus that Orks need superheavy assets to stand a chance of breaching your defences but the wildlife still manages it.


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.

Complete

Three years ago Edvin informed you that the final underground railway connecting Duat to Aridia had been opened. The addition of Duat to your main transportation network has done wonders for its economy, which while still smaller then any of the other regions has a similar productivity per person. Perhaps more important though it the defensive benefits that being able to be quickly reinforce in times of danger provides, or even evacuated if given a bit of warning, though it would be an administrative nightmare to evacuate ten of millions at a time without prior preparation.


Upgrade Defences: Nagrod, City of Glass, Roke Island, The Unseen University- 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)

Complete

Three years ago Edvin finished upgrading the defences of your Psyker Cities, which are now ringed by a layer of defences wider then the city itself. You are certain that these defences will be enough to protect your psyker cities from almost any assault barring extended siege, which they do not have the population to withstand for more then a decade or two. Given that the Psyker cities represent the centres of learning for the Avernite Psykers which are one of Avernus' greatest and most unique resources these defences are only barely sufficient.


Upgrade Defences: Storm's End, Lorien, Mirkwood, Doriath- 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)

Complete

One year ago Edvin's efforts to upgrade the defences of Storm's End, Lorien, Mirkwood, Doriath were completed. These cities include one of your most isolated cities and three from within the central region of Avernite civilisation. In many ways the upgrading of the cities orbital defences are more important for the central cities, as that adds to the firepower that can be brought to bear against anyone using massed orbital bombardment.


Expand Thundabeast Pens- Currently your Thundabeast Pens can hold a hundred thousand Thundabeasts at a time, which while more then enough for most purposes will likely be insufficient once you start deploying them with military forces, especially given how the power of a Thundabeast shield increases with the number of Thundabeasts in the area. As such Edvin has suggested that he expand the current pens fourfold, which should take decades to fill.

Time: 5 years

Cost: 490,000,000 Thrones, 100,000,000 Material, 100,000,000 Metal, 10,000,000 Promethium, 207,500 Advanced Material.
Upkeep per year: 40,000,000 Thrones, 10,000,000 Material, 10,000,000 Metal, 1,000,000 Promethium, 20,750 Advanced Material.
Reward: Expand your Thundabeast pens to allow up to 400,000 Thundabeasts at a time

Locked- Three out of Five years completed

For the last three years Edvin has been overseeing the expansion of your Thundabeast Pens fourfold. This will allow you to increase your herd sizes to around four hundred thousand, which should be enough to supply Thundabeast Riders with sufficient mounts. Work is going well on the expansions, which require thicker defences due to the increased amount of Thundabeasts contained within. Tyrant-Lizard make regular attempts to get at the small Thundabeast Herds that you keep, considering them more vulnerable them members of a large herd.


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

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

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

Locked- Two out of Seven years completed

For the last two years Edvin has been overseeing the founding of another city in the deserts of Duat. He tells you that this is a far easier process then founding the earlier cities due to the fact that he has nearby cities to support the construction efforts, at lot more knowledge of the dangers of Duat and a large number of soldiers native to the region to defend his construction site.


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

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

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

Locked- One out of Seven years completed

For the last year Edvin has been overseeing the founding of another city by the final lake in Duat. He has currently surveyed the ground and is working on setting up the foundations, a process he expects to finish next year. Between this and the other city that is being built in Duat the region is starting to take it place as a fully developed region of Avernus, all that remains is to expand a city into a small hive to act as the regional capital.


Thaddeus Expertise: Upgrade Defences: Bonud, Babylon, True Grit, Iota One- 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)

Complete

Two years ago Thaddeus oversaw the final stages of upgrading the defences of the cities of Bonud, Babylon, True Grit and Iota One. This leaves only a dozen of your major cities left without upgrades defences, many of which are in the process of having their defences upgraded.


Thaddeus Expertise: Upgrade Defences: Iota Two, Iota Three, Iota Four, Iota Five- 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 Six years completed

For the last three years Thaddeus has been working on upgrading the defences of the remaining four cities of Duat. He has already torn down many of the now obsolete defences and is in the process of replacing them with more advanced versions. You are told that despite having several hole the current defences are every bit as strong as they were before he started work three years ago.

The Thirteenth Meeting of the High Council of the Imperial Trust has recently occurred, during which several matters of import were debated.

Byzantium, the homeworld of the Vargairian Guard has finished being fully established and given a position on the Low Council.

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

Time: 1 year
Chance of Success: 30% (-2 for every point of opinion, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

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

Complete
year two d100=40+15(Diplomacy)-16(relationship)=39: Fail
year two Re-roll d100=76+15(Diplomacy)-16(relationship)+15(Paragon of Divination)=75: Success

Thanks to some useful advice from High Grandmaster Ridcully Inquisitor Klovis-Ultan was able to explain the recent events on Avernus in a way that regained the lost trust from Niflheim. It seems that the trick was the emphasis the incredible amount of planning that the Changer of Ways puts into its plots and how hard it is to stop them once they start.


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

Time: 1 year
Chance of Success: 30% (-2 for every point of opinion, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

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

Complete
year three d100=56+15(Diplomacy)-16(relationship)=55: Fail
year three Re-roll d100=21+15(Diplomacy)-16(relationship)+15(Paragon of Divination)=34: Fail
year four d100=42+15(Diplomacy)-16(relationship)=41: Fail
year four Re-roll d100=9+15(Diplomacy)-16(relationship)+15(Paragon of Divination)=22: Fail
year five d100=82+15(Diplomacy)-16(relationship)=81: Success

It took almost three years of effort and a massive amount of advice from High Grandmaster Ridcully for Inquisitor Klovis-Ultan to calm King Zaren after the recent near disaster. It seems that King Zaren's good opinion of the Avernite intelligence services has its downsides, and he believes that the only way for them to have so comprehensibly fail is for them to have been infiltrated. It took a of of assurances and evidence to change King Zaren's mind on this.


Re-Investigate (Vanaheim)- 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 other 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,

Complete
year three d100=51+15(diplomacy)+40(spy network)=106: Success

Inquisitor Klovis-Ultan spent a few years gathering information on how Vanaheim has changed over the time since the founding of the Imperial Trust. The biggest change is the massive increase in Vanaheim's orbital infrastructure. As well as Vanaheim's shipyards and orbital defences having grown tenfold the number of orbital cities has over doubled. Now around two thirds of the population of Vanaheim lives in the orbital cities protected by a set of orbital defences an order of magnitude more powerful then any others in the Imperial Trust. Culture wise Vanaheim has become the centre of the conservative movement in the Imperial Trust, though the conservatives in no way dominate the political debate, and by the standards of the Imperium would be considered wildly progressive. In large part this conservatism is a result of the growth in influence of the Navy, which has always been one of the most conservatives forces in Vanaheim due to its preference for time proven tactics and modes of thought.


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)

Complete
year four d100=79+15(diplomacy)=94: Success

Inquisitor Klovis-Ultan spent a year trying to gather information on Major-General Viktor Mineyev, the commander of the Black Irons and one of the few founding members to be still alive. Major-General Mineyev is a grim, fatalistic man who seeks to expunge his sins by dying in battle, and has somehow survived over a hundred years on the front lines with this attitude. As the longest lived of the three commanders of the Black Irons Major-General Mineyev has been responsible for a great deal of the divisions culture and attitude, and was behind the push to recruit both the most ruthless of Avernus' soldiers and the deathseekers.


Sound Out (Chapter Master Julius, Trading Administration tips and tricks)- 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.


Complete
year five d100=74+15(diplomacy)=89: Success

Inquisitor Klovis-Ultan contacted Chapter Master Julius and carefully sounded him out on trading administrative tips and trick with you. Despite his Astartes pride it seems that Chapter Master Julius respects your achievements with Avernus enough to be open to the idea, and will expect you to make contact with him in the year to come.

Jane reports that the number of Chaos Cultists found per year has remained steady around a hundred and fifty.

Of the one thousand, seven hundred and eighty-eight major Psykers located over the last five years one hundred and fifty-five of them were Chaotic.
A hundred and forty of the Chaotic Psykers consisting of two Beta-levels, seven Gamma-levels, nineteen Delta-levels, fifty-three Epsilon-levels and fifty-nine Zeta-levels were killed without causing any significant levels of damage this over the last three years.
At least fourteen of the Chaos Psykers including four Gamma-levels and ten Delta-levels were dragged though warp rifts that closed behind them.
A Beta-level caused minor damage before being eliminated, killing 40,000 PDF Troopers, 11,000 Helltroopers, 24 Witch Finders, 80 minor Battle Psykers, 48 Veteran minor Battle Psykers, 5 Elite minor Battle Psyker and 3 major Battle Psykers, .

The untainted major Psykers included 3 Beta,levels, 18 Gamma-levels, 112 Delta-levels, 485 Epsilon-levels and 1,015 Zeta-levels.
204,617 minor Psykers were located by the Witch Finders over the last five years. This was average of little over forty thousand a year, very close to the number that is estimated to be born each year.


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 – Twenty-Six out of Thirty-Five years completed

Jane has continued to train the Super-Elite Operatives over the last five years and tells you that she is now in the process of giving them their final training in stealth, assassination and related topics. The Super-Elite Operatives are now among the most deadly humans on Avernus, though they lost another hundred and nine of their number. This leaves three hundred and eighty-eight operatives in the program, though Jane expects that at least half of them will drop out over the final decade.


Double Down: How did it happen?- A few years ago it was discovered that the missing Chaos Psykers had made it onto your flagship and corrupted or mind controlled a great portion of its crew, including your Admiral and a good deal of his staff. Jane would like to spend a few years trying to piece together exactly how this happened and what could be done to prevent a repeat.

Time: 5 years (will require that you restart Oakheart School of Swordsmanship if not taken as a Personal Attention)
Chance of Success: 20% (-5% per year delayed)

Cost: 16,000,000 Thrones, 2,000,000 Materials, 415 Advanced Materials.
Reward: Information on how the Psykers got into your fleet and how to prevent that happening again, +20 to The Search Success Chance

Complete
year five d100=87+22(intrigue)+5(traits)+20(double)=134: Success

Jane has spent the last five years trying to determine how the Chaos Psykers got onto your flagship. After several years of failure she had a major breakthrough when backtracking Admiral Parnell's actions. It turns out that the Defence Cruiser lost to Ork firepower in the aftermath of Waaagh Garkill was not due to incompetence of the captain but due to psykers managing to teleport into orbit, drift past the Void Shields and dominate the bridge crew. From what Jane can gather this technique was being tested on the Defence Cruiser and was later used to board the Fólkvangr. The only counter to this tactic that Jane can come up with is adjusting Advanced Warp Scanner to give warning to all teleportation in the nearby region.

Advanced Astartes Power Armour: Raider- 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

Complete
d100=86+39(learning and traits)+60(buildings)+15(other bonuses)=200: Critical Success

Four years ago Archmagos Tranth finished the designing for Raider Advanced Astartes Power Armour. As well as being stronger and tougher then normal Rider Armour this design can go two months without refuelling and is even faster and more agile due to not having to worry about G-forces as much. This armour design will allow Assault Marines to close with the enemy at lightning speed, dodge even area attacks and maintain flight for extended periods.


Double Down: 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

Complete
year two d100=98+44(learning and traits)+60(buildings)+25(other bonuses)+20(double Down)=247: Critical Success

Archmagos Tranth spent a year reverse engineering Shield Breaker Rounds for Super-Exitus Rifles. He was highly success in this endeavour and actually managed to modify them enough to work with Impaler Sniper's as well, allowing for a much wider distribution. However while the Shield Breaker Round is able to pierce most force fields, excluding heavy duty Void Shields and some of the stranger psychic effects, it is to expensive to produce for regular or even elite forces. Providing some to your Helguard Snipers and Veteran Psyker Hunters will be possible but even that will not be cheap.


Double Down: Advanced Astartes Power Armour: Recon- 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: 4 years
Chance of Success: 20% (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

Locked- Three out of Four years completed

For the last three years Archmagos Tranth has been working on creating a version of Recon Advanced Power Armour for the use of the Adeptus Astartes. Due to the amount of work he has done on the Elite and Raider variants this is a far easier task then it could have been, and he expects to finish within a year.
In-Depth Examination (Hellflame Coral)- Magos Biologis Maximal is interested in continuing his studies of the Hellflame Coral in order attempt to figure out more about its ability to store energy, including if it has any limits.

Time: 3 years
Chance of Success: Unknown.

Cost: 220,000 Thrones, 11,000 Material, 11,000 Metal, 2,750 Promethium.
Reward: Information on Hellflame Coral

Complete

year two d100=50+17(learning)+60(buildings)+20(scanner)+10(Rune Priests)-20(ocean) =137: Success

Magos Biologis Maximal spent a few years studying the energy storage ability of the Hellflame Coral. He found out that there seems to be a maximum amount of energy that the corals flame reaches, meaning that there is a limit on the power that they use to contain the energy. He also mentions that the thermal energy seems to act strangely when it is compressed by this power, though he struggles to describes how in words you can understand. Sort of solid is the closest that you can understand.


Preliminary Examination (Illusory Pine) – 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.

year three d100=51+17(learning)+60(buildings)+20(scanner)+10(Rune Priests) =158: Success

Magos Biologis Maximal spent a year examining the Illusory Pine of Lindon. He found that the illusions they project are entirely mental and that someone who fails to resist or see though them will see and hear as if the landscape was different. Interestingly enough the Illusory Pine does not seem to use this power either aggressive or defensibly, and in fact seems to be totally mindless. It is possible that with enough study of the Illusory Pine Magos Biologis Maximal will figure out a way to control what it projects, which could make them a useful tool in the right circumstances. They are also one of the few Avernite lifeforms that may be safe to take offworld.


Double Down: In-Depth Examination (Sun Beetle)- Magos Biologis Maximal is interested in continuing his studies of the Sun Beetle in order to determine more about the strange energy that they use to reinforce their lasers.

Time: 3 years
Chance of Success: Unknown.

Cost: 220,000 Thrones, 11,000 Material, 11,000 Metal, 2,750 Promethium.
Reward: Information on strange energy used by Sun Beetles

Locked- Two out of Three years completed

For the last two years Magos Biologis Maximal has been investigating Sun Beetles in an effort to determine more about the strange energy they use to reinforce their lasers. He does mention that the recording that Archmagos Tranth put together on the Old Ones Defence Stations do show them using the same form of energy to support their lasers, so it can be generated technologically.
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

Complete
year two d100=57+17(learning and traits)+60(buildings)+20(double down)=154: Success
year two re-roll d100=47+17(learning and traits)+60(buildings)+20(double down)+15(Paragon Diviner)=159: Success

Three years ago Fabricator-General Scott finished work on the Forward Operating Base variant of the Advanced Ramilies. Her design is everything she aimed for, a fortress able to conduct major repairs on everything short of a Grand Cruiser and some repairs on Grand Cruisers and even Battleships along with being able to totally rebuild Cruisers. Defensively the Advanced Ramilies Forward Operating Base is equipped with six battleship grade weapons batteries, three dozen battleship lances and six Superlances as well as dozens of attack craft bays. This is enough firepower to see off a small fleet by itself and at least a third of it can cover every approach, making assaulting even an unescorted Advanced Ramilies Forward Operating Base a formidable prospect. On the logistical front the Advanced Ramilies can conduct maintenance for multiple armies of Midgardian Iron Guard and store ten gigatons of material, the equivalent of several hundred Mass Conveyors. On the downside it will take decades to build a single Advanced Ramilies Forward Operating Base which will cost as much as a Command Battleship to build and maintain.



Expedite: Forge-Cathedral: Nechtan- Now that the first Hive Forges have been built Fabricator-General Scott can begin work on a Forge-Cathedral. This would massively increase the amount of Advanced Material you can produce allowing for your advanced weapons to be deployed in greater numbers. Mag Mell has recently grow to the size where it can support a Forge-Cathedral as well as its current Cathedral-Forge.

Time: 9 years.

Cost: 1,183,000,000 Thrones, 295,700,000 Material, 118,300,000 Metal, 5,914,000 Promethium, 24,480 Advanced Material, 2,736 Exotic Material.
Upkeep per year: 118,272,000 Thrones, 29,568,000 Material, 11,827,200 Metal, 591,360 Promethium, 2,448 Advanced Material, 274 Exotic Material.
Reward: Increase base AM production by 50%, increase AM production by 6,300 (250k), can have either Cathedral-Forge or Forge-Cathedral

Locked – Five out of Eight years completed: Expedited

For the last three years Fabricator-General Scott has been overseeing the construction of a Forge-Cathedral in Nechtan, which has recently been expanded into a Forge Hive. Current;ly the superstructure has been completed and work has begun on installing the internal machinery, a task that will take another two years.


Expedite: Forge-Cathedral: Mag Mell- Now that the first Hive Forges have been built Fabricator-General Scott can begin work on a Forge-Cathedral. This would massively increase the amount of Advanced Material you can produce allowing for your advanced weapons to be deployed in greater numbers. Mag Mell has recently grow to the size where it can support a Forge-Cathedral as well as its current Cathedral-Forge.

Time: 9 years.

Cost: 1,183,000,000 Thrones, 295,700,000 Material, 118,300,000 Metal, 5,914,000 Promethium, 24,480 Advanced Material, 2,736 Exotic Material.
Upkeep per year: 118,272,000 Thrones, 29,568,000 Material, 11,827,200 Metal, 591,360 Promethium, 2,448 Advanced Material, 274 Exotic Material.
Reward: Increase base AM production by 50%, increase AM production by 6,300 (250k), can have either Cathedral-Forge or Forge-Cathedral

Locked – Three out of Eight years completed: Expedited

For the last three years Fabricator-General Scott has been overseeing the construction of a Forge-Cathedral in Mag Mell, which is now big enough to support both it and the existing Cathedral-Forge. Currently the foundations have been laid and the superstructure is under construction and expected to be completed within the next year. According to Fabricator-General Scott work will finish in five years time as scheduled.

The Search- A large collection of Chaos Psykers had high level access to the Avernite Navy for what could have been years, time in which many could have been exposed to mematic infection. Saint in wishes to examine all those who could have been infected in order to eradicate traitors and unwitting dupes that the Changer of Ways has planted in your Navy. This will take some time but cleaning your navy is worth the effort.

Time: 1 year (can be repeated, can be taken multiple times a turn without doubling)
Chance of Success: 35%

Cost: 4,000,000 Thrones
Reward: remove corruption for 5% of your Navy

Complete
year one d100=57+51(piety)=108: Success
year one d100=50+51(piety)=101: Success
year two d100=94+51(piety)=145: Critical Success
year three d100=61+51(piety)=112: Success
year four d100=44+51(piety)=95: Success
year five d100=89+51(piety)=140: Critical Success
40% of Navy cleared

Saint Lin has devoted a bit over half of his time over the last five years to searching for Chaos corruption in your navy. In this time he has cleared forty percent of your navy and found several hundred cells, ranging from lone cultists to an entire Shadow Frigate that was Chaotic. The cells aim ranged from spreading corruption to stealing technology or betraying their comrades at key times.


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

Time: 1 year
Chance of Success: 30%

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

Complete
year two d100=7+51(piety)=58: Fail
year three d100=31+51(piety)=82: Success
year four d100=48+51(piety)=99: Success
year five d100=94+51(piety)=145: Critical Success
+20 to chance of psykers passing

Saint Lin spent four years at the Unseen University helping the students strengthen their faith in preparation for the trials. As usual he had a massive impact and was responsible for a major rise in the number of students who passed the trails, especially among the more powerful psykers.

The Alpha Psyker Ophelia has recently passed the trials as an Elite Primaris, she is best at Pyromancy but is skilled at all the disciplines, including crafting.
               

Trials​

Alpha​

Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Passed​

1​

1​

6​

51​

296​

629​

118,283​

Attempted​

1​

1​

9​

70​

394​

811​

147,854​

Percent passed​

1​

100.00%​

66.67%​

72.50%​

75.00%​

77.50%​

80.00%​
             

13​

Regular​

10​


Veteran​

2​


Primaris​

Beta​

Gamma​

Delta​

Beta​

Gamma​

Delta​

Biomancer​

0​

1​

1​

0​

0​

0​

Diviner

0​

0​

1​

0​

0​

0​

Pyromancer​

0​

0​

1​

1​

0​

0​

Telekinetic​

0​

0​

2​

0​

0​

0​

Telapath​

1​

0​

2​

0​

0​

0​

Daemonologist​

0​

1​

1​

0​

0​

0​
                                         

217​

Normal​

248​




Veteran​

-41​




Elite​

0​




Master​

9​




Battle Psyker

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

0​

0​

2​

20​

41​

0​

0​

-1​

-2​

-8​

0​

0​

0​

-1​

0​

0​

0​

0​

1​

1​

Diviner

0​

0​

1​

10​

20​

0​

0​

0​

0​

-3​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

Pyromancer

0​

1​

1​

17​

36​

0​

0​

0​

-6​

-13​

0​

0​

0​

1​

3​

0​

0​

0​

1​

1​

Telekinetic

0​

0​

1​

14​

29​

0​

0​

-1​

1​

-4​

0​

0​

0​

-1​

0​

0​

0​

0​

1​

1​

Telapath

0​

0​

1​

9​

14​

0​

0​

0​

0​

2​

0​

0​

0​

0​

-1​

0​

0​

0​

0​

1​

Daemonologist

0​

0​

1​

10​

20​

0​

0​

0​

-2​

-4​

0​

0​

0​

0​

1​

0​

0​

0​

0​

1​
             

19,616​

Trainee

Normal

Veteran

Elite

Master

Grandmaster

Minor Battle Psykers

47,313​

21,421​

-4,457​

2,455​

197​

1​
                               

271​

Normal

186​




Veteran

78​




Elite

7​




Sanctionite

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

0​

0​

1​

13​

27​

0​

0​

1​

5​

11​

0​

0​

0​

0​

1​

Diviner

0​

0​

1​

10​

17​

0​

0​

0​

2​

8​

0​

0​

0​

0​

1​

Pyromancer

0​

1​

0​

8​

20​

0​

0​

1​

4​

6​

0​

0​

0​

0​

1​

Telekinetic

0​

0​

1​

14​

25​

0​

0​

1​

4​

11​

0​

0​

0​

1​

1​

Telapath

0​

0​

1​

10​

11​

0​

0​

1​

3​

10​

0​

0​

0​

0​

1​

Daemonologist

0​

2​

0​

7​

20​

0​

0​

1​

4​

6​

0​

0​

0​

0​

0​
           

24,013​

Trainee​

Normal​

Veteran​

Elite​

Master​

Minor Sanctionites​

47,313​

15,502​

7,836​

671​

4​
                               

47​

Normal​

19​

0​

0​


Veteran​

25​




Elite​

3​




Neo-Astropaths

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Neo-Astropaths​

0​

0​

0​

6​

3​

0​

0​

1​

3​

9​

0​

0​

0​

0​

1​

Neo-Astropathic Receivers​

0​

0​

1​

4​

5​

0​

0​

0​

3​

9​

0​

0​

0​

0​

1​
           

1,696​

Trainee​

Normal​

Veteran​

Elite​

Master​

Witch Finder​

22,474​

-3,062​

3,830​

915​

12​
             


Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Inquisition​



2​

12​

26​

1,183​

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.

Complete
year Four d100=5+24(learning and traits)+20(double Down)+15(Roke Island)=64: Fail
year Four re-roll d100=43+24(learning and traits)+20(double Down)+15(Roke Island+15(Paragon Diviner)=117: Success

After seven year of research High Grandmaster Ridcully and Grandmaster Jameson managed to create Neo-Astropathic Choirs of the most basic type. As well as reducing the risk of sending a message these Choirs can boost the range of a Neo-Astropath significantly, though the returns start diminishing quickly as more Psykers are added to the choir. From what they can tell the second Neo-Astropath in the Choir adds half his total range, the third add a third and so on. While not massive this will allow a choir of four Zeta-level Neo-Astropaths to reach a Neo-Astropathic Receiver nine Light-Years away, which would allow them to cover a quarter of all basic routes in the Imperial Trust. While they could not make it work just jet High Grandmaster Ridcully and Grandmaster Jameson believe that it is possible to create choirs of Neo-Astropathic Receivers, and hope to continue their efforts in this task.


Mentoring: Alpha- Given the high rate of failure for the more powerful psykers High Grandmaster Ridcully would like to have one of his best psykers mentor the first Alpha-level in the years leading up to her trials. This will hopefully be enough to increase her chance of passing by a significant degree.

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

Cost: Free
Reward: each point of success increases chance of the Alpha-level psyker passing the trails by 1%

Complete
d100=92+45(control)=137: Critical Success +99 to success chance

High Grandmaster Ridcully spent a year with Ophelia helping her prepare for the trials. He mentioned to you that she should have passed without any assistance from him, Tamia or Xavier and become a Battle Psyker, but due to the tutoring that has been provided will instead be a skilled Primaris Psyker.


Mentoring: Alpha- Given the high rate of failure for the more powerful psykers High Grandmaster Ridcully would like to have one of his best psykers mentor the first Alpha-level in the years leading up to her trials. This will hopefully be enough to increase her chance of passing by a significant degree.

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

Cost: Free
Reward: each point of success increases chance of the Alpha-level psyker passing the trails by 1%

Complete
d100=40+27(control)+5(Omakes)=72: Success +22 to success chance

Grandmaster Jameson spent a year with Ophelia helping her prepare for the trials. Her close relationship with Ophelia helped her in this process, and is credited as one of the reason that Ophelia set records in her trial, along with sheer power.


Mentoring: Alpha- Given the high rate of failure for the more powerful psykers High Grandmaster Ridcully would like to have one of his best psykers mentor the first Alpha-level in the years leading up to her trials. This will hopefully be enough to increase her chance of passing by a significant degree.

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

Cost: Free
Reward: each point of success increases chance of the Alpha-level psyker passing the trails by 1%

Complete
d100=73+27(control)+5(Omakes)=105: Success +55 to success chance

Grandmaster Xavier spent a year with Ophelia helping her prepare for the trials. His experience with being the most powerful psyker around even when young proved to be highly useful in preparing her for how to deal with situations outsie of the experience of her teachers, which will be rather common given her sheer power.


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

Locked – Four out of Six years completed

Due to the progress lost with Xavier took a year away from the project to tutor Ophelia work on providing the Masterwork Force Weapons for Avernus' Primaris Psykers is still a few years off completion with only a hudnred and twenty of the Force Weapons ahving been made.

Personal Attention: Build Advanced Orbital Defence Stations- You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

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

Complete

You recently oversaw the final stages of the construction of half a dozen Advanced Orbital Defence Stations, which will provide a significant boost to Avernus' orbital defences.


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

Time: as project.

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

Locked- Three out of Eight years completed

For the last three years you have been working on adding Stealth Attack Craft to the arsenal of the Avernite Navy. While this will take some time the added options that they provide makes it more then worth the wait.


Thaddeus Expertise: Upgrade Defences: Bonud, Babylon, True Grit, Iota One- 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.

Complete

Three years ago Thaddeus oversaw the final stages of upgrading the defences of Bonud, Babylon, True Grit and Iota One.


Thaddeus Expertise: Upgrade Defences: Iota Two, Iota Three, Iota Four, Iota Five- 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 Six years compelted

For the last three years Thaddeus has been working on upgrading the defences of the remaining cities of Duat.


Run Helheim Void Command- With the death of Admiral Parnell and a good deal of his staff, and the arrest of the remainder on suspicion of taint you have found yourself running Helheim Void Command on top of your other duties. You will have to continue these duties for another two years until enough of the senior officers can be cleared to resume their duties.

Complete

For two hectic years you ran Helheim Void Command, which even with most of the fleet grounded was a massive task. In the end it took leaving non-urgent work for later and working sixteen hour days to allow you to manage this along with all of the other responsibilities that the Governor of Avernus has.


Attend High Council Meeting- The next meeting of the High Council is scheduled for early next year. This meeting will be particularly important as several major decisions about the Imperial Trust's military and foreign policy need to be made, along with a possible modification to tax rates.
Time: 1 year
Cost: Free
Reward: Attend Security Council Meeting

Complete


You attended the Thirteenth Meeting of the High Council of the Imperial Trust, where several major topics were discussed.


New Admiral- With the death of both Admiral Parnell and his designated successor you will have to choose a new Admiral to command Avernus' fleet and run Helheim Void command. Unfortunately this will have to wait for a year until Saint Lin can go though the candidates and check them for corruption.

Complete

As soon as Saint Lin had cleared the senior naval officers of corruption, or half of them anyway, you appointed a new Admiral to lead Helheim Void Command. It took a while for the admiral to take up his position and form a proper staff but everything has now been put in order and Helheim Void Command has been running as usual for several years now.


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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year three d100=56+5(Palace)+15(diplomacy)=76: Fail

You spent a good bit of time with Syr in the year after stabilising the navy during which you talked with her about changing careers. You found that while she enjoys her life in the army and views command experience to be one of the most important skills for the Governor of Avernus she understands that she may need a more varied experience base. While she would prefer to return to the army at some point Syr is more then willing to change careers if you request it of her.


Reassign Syr (Career)- Now that Syr has spent a good period of time in the mlitary and risen to Lieutenant-General it would be possible to reassign her to a new career in order to better prepare her for taking over as Governor of Avernus when the time comes, though leaving her in the army has its own advantages. The main possibilities are transferring her to the navy, the Administratum or the security forces.

Time: 1 year

Cost: Free
Reward: Syr moves into new career

Complete

After discussing matters with Syr you requested that she retire from the army and move on to a new career.


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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year five d100=22+5(Palace)+15(diplomacy)=42: Fail

You spent spent much of the last year with Jane, who is currently working rather hard to ensure that there can not be a repeat of the recent events with Chaos Psykers. As well as modifying Advanced Warp Scanners to provide greater coverage she has plans to train elite Psyker Hunters and start making use of Shield Breaker Rounds for anti-psyker duties.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 232,080,856,745 72,063,460,705 17,856,503,020 31,341,255,195 3,903,547 262,395 186,131 20 10,515,508,568
Net Income 717,853,528 6,295,000,123 22,216,556,595 8,266,447,742 7,595,730 122,716 16,451 7 834,114,491
Percent of Income used 94.84% 46.74% 8.49% 5.96% 44.20% 35.53% NA 27.31% NA
Remaining 232,798,710,273 78,358,460,828 40,073,059,615 39,607,702,937 11,499,277 385,111 202,582 27 11,349,623,059
Percent Growth 0.31% 8.74% 124.42% 26.38% 194.59% 46.77% 8.84% 36.35% 1.59%
 
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Damn, even more Psykers dissapeared.
We have to keep investigating how that happens before we get them back as Chaos-Sorcerers leading an army against us.
 
Archmagos Tranth spent a year reverse engineering Shield Breaker Rounds for Super-Exitus Rifles. He was highly success in this endeavour and actually managed to modify them enough to work with Impaler Sniper's as well, allowing for a much wider distribution. However while the Shield Breaker Round is able to pierce most force fields, excluding heavy duty Void Shields and some of the stranger psychic effects, it is to expensive to produce for regular or even elite forces. Providing some to your Helguard Snipers and Veteran Psyker Hunters will be possible but even that will not be cheap.

Yay.
 
Probably character sheet, but extra training will just come in time, she's already only one point off becoming heroic after all.
I think last time we got someone with such a good start we could train her immediatly, that was Tamia.
Of course Durin doesn't want more actions for that category, so she'd have to be trained into a field-leader for the battle-psykers or a crafter or some other function that doesn't get extra-actions.
 
or we could sacrifice Tamia to start the branch that Vanaheim wanted but we didn't have the heroic to spare to found it
 
@Durin - it looks like you missed the action to add a Forge Cathedral to Nectan in Year 1.

SLOT C - Year 1 (Fabricator General)
-Y1: Forge-Cathedral: Nechtan
-- EXPEDITE YEAR 1
SLOT D - Year 3 (Free)
-Y3: Forge-Cathedral: Mag Mell
-- EXPEDITE YEAR 3
 
though it would be an administrative nightmare to evacuate ten of millions at a time without prior preparation.
@Durin, could this be an Administratum project? It might not solve all the issues but it should make evacuation drastically easier. It's not something we'll make much use of but the kind of situation where evacuation is necessary is one where we want to minimise complications.
 
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