Initial Thoughts:
This ought to be done in year 1.
Well, I want to do all three. Do we have enough Phase Tigers or do we need to wait on one of the before doing it?
Need to expand those enclosures ASAP.
If we start Phase Tigers: Phase Tigers in year 2 it will finish at end of turn, giving us a year 1 slot next turn (always nice to arrange if possible).
Nice. Vanaheim might also be a good source - but I think we already got a lot of information from them.
We should make sure to do this, not sexy, but needed. Perhaps once the descent ships are done?
Notable that these are the defense improvements that require the least AM upkeep.
Just a reminder on these that because of the current metal shortage in the Trust we need to do these defense upgrades in the correct order. First upgrade all the major cites, then all the small hives. Do Dis last because of the massive metal maintenance.
Interesting... of course the relationship between the big three (Asgard, Midgard, and Vanaheim) are of interest. Also, Jotunhiem and Svartlafheim, particularly in how they relate to Asgard, since they seemed in sync last council. Relations between Muspelheim and Nilfheim would be interesting as well.
Yeah, this is why I've been so hesitant to spend an action on the Sirens. If they want human souls, what else can we offer to trade right now? Seems that animal souls won't cut it. Well.. unless we find something special.
Reminder that once this is done, the remaining power armor will be completed by the collegia and does not require Tranth's actions.
Research actions that possibly could be attempted with just double downs and not Ridcully's help. Though considering the cost for failure on the Goliath I tend to think we should get Ridcully's help on that one.
Things that require Ridcully's help with. Means that we need to be a lot more careful with Ridcully's time. Note that we don't have the blueprints for the Super-Exitus Rifle that Jane wants yet...
On the biologos action, those Illusionary Pines seem to have some static defense potential. Possibly even to use off world.
Oh snap... well that has a lot of implications for our future plans.
We can probably squeeze in one more expansion of the Trust (currently planned for ten years time) which would then give us about forty years to prepare them. So we might want to finish off Garkill's domain if we can.
Need to build our alliances with Dragon's Nest and Karnas. Might want to see if we can get an alliance with the Eldar.
Possibly gather up all the Imperial Era weapons surplus (we have massive amounts out on the moons in a surplus depot, and the send a merchant fleet around to all the small independent Imperial Remanent worlds helping them to stock up and prepare better. Hopelly increase their survival chances a little.
Need to focus on getting all our important research done in the next twenty to thirty years or so so that we have time to implement them.
Need to make sure stockpiles are built up... for us that means AM and EM. For Midgard it means food, metal, promethium. Ugh... we need massive metal. Hopefully one of the expansion worlds will have significant metal deposits.
These are the two research actions that require both Ridcully and Tamia.
Maybe do the Receiver Choirs this turn and the Destructive Freq next? Would leave two years open this turn for Ridcully to do divination.
Couldn't find the assist Tranth option, did that get folded into the Divination (Target) option? Was it a one or two year action?
Greater Divination is cool, but we really ought to think carefully about what we should use it on. It ought to be things that have potential to effect us, and that we will interact with. I'd tend to think that there are the following items that we ought to consider:
Threats:
Chaos (particularly Tzeetch and the Abomination)
Tyranids
Necrons
Possible allies:
The Eldar
The Eldar pantheon (maybe)
These are the major time sinks for Ridcully and Jameson. (Songs of War doesn't mention Jameson is required, but I'd be surprised if Gerald can do it).
Ten years of Ridcully being unavailable is pretty costly. Especially with us planning another expansion in ten years.
Tend to think of something like this:
This turn: Receiver Choirs and Divination
Next turn: Destructive Freq and Divination
Following decade: Focus on Divination
Second following decade: Immaterial Resonance
Basically plan to do the ten year research project ten years after expansion efforts (hopefully have a quiet time about then, and be less vulnerable), then we'd have an additional 20 years to prepare whatever he discovers before the galaxy wide threat appears.
For Tamia I think the following schedule:
This turn: Receiver Choirs, Mentoring, and misc. research
Next turn: Destructive Freq, Mentoring, and misc. research
Following decade: Songs of War
After that: Power Melody Composition, Mentoring, and misc. research
That means Xavier will have the job of the wards, creating psyker orders, and dealing with any emergencies that crop up.
Reminder that these actions can be expedited, and ought to be the priority to expedite over just about everything else.
Wow, several additional things we could use:
Divination - especially if they can take over the basic "Are we going to be attacked this year?" so that Ridcully can work on other stuff. So important, that maybe that should be the next action for Xavier...
Communication (the Neo-Astropaths)
Craftsmen - focus on developing new psyker crafted wards, and other tools
Wildlife - take over researching the psychic abilities of all the things the biologus has researched.
Oooh... this a cool new option. Sort of feel like letting the QM choose the first few times.
Remember that we have a scheduled communication with Chapter Master Julius about Administative tips and tricks. (Actually I thought that was going to be it's own option).
Recruit For Trust Guard- At the recent High Council Meeting there was an agreement to expand the size of the Imperial Trust Guard. Marshal Richards would like to prepare the Avernite contingent of this force immediately, and believes that she will be able to finish in only three years due to your recently expanded recruiting grounds.
Time: 3 years.
Cost: 645,000,000 Thrones, 86,900,000 Material, 1,960,000 Promethium, 5,670,000 Advanced Material, 2,680 Exotic Material.
Reward: increase contribution to Imperial Trust Guard by intended amount
This ought to be done in year 1.
Phase-Tiger Riders: Helguard Companies-One of the ways in which you could deploy Phase-Tiger Riders is to create independent companies of them that will at as elite scouts and saboteurs, making full use of the abilities of their mounts. This will open up a range of new tactical options that were previously limited to the far rarer Battle Psyker Infiltration Regiments. General Richards wants to train twenty five companies to begin with.
Time: 6 years
Cost: 669,000 Thrones, 20,30 Material, 1,130 Promethium, 11,700 Advanced Material, 11 Exotic Material.
Upkeep per year: 133,800 Thrones, 4,050 Material, 565 Promethium, 1,173 Advanced Material, 0.54 Exotic Material.
Reward: train 25 Phase-Tiger Rider Companies
Phase-Tiger Riders: Helguard Squads- One of the ways in which you could deploy Phase-Tiger Riders is to add a five man squad to every Scout Infantry Company. This would add to to a few hundred Phase-Tiger Riders per regiment and would provide a significant boost to the stealth and short ranged deadliness of Scout Infantry Regiments.
Time: 5 years
Cost: 1,620,000 Thrones, 49,100 Material, 2,730 Promethium, 28,300 Advanced Material, 24 Exotic Material.
Upkeep per year: 325,000 Thrones, 9,810 Material, 545 Promethium, 2,830 Advanced Material, 1.2 Exotic Material.
Reward: add 40 Phase-Tiger Squads to each Scout Regiment
Phase-Tiger Riders: Phase-Tigers- Colonel Brindos of the Phase-Tigers has recently put forward a request to mount his entire force on Phase-Tigers. Given their skill, speciality and familiarity with Phase-Tigers this would be a worthwhile use of Phase-Tigers, despite the fact that it will use a quarter of your Phase-Tigers.
Time: 4 years
Cost: Free
Upkeep per year: to small to mention
Reward: supply the Phase-Tigers with Phase-Tiger mounts
Well, I want to do all three. Do we have enough Phase Tigers or do we need to wait on one of the before doing it?
Need to expand those enclosures ASAP.
If we start Phase Tigers: Phase Tigers in year 2 it will finish at end of turn, giving us a year 1 slot next turn (always nice to arrange if possible).
Advice: Chapter Master Julius- Admiral Sarnow believes that the Avernite Navy can learn a lot from the Chapter-Fleets of the Adeptus Astartes, who fulfilled the same role in the Old Imperium. As such he would like to spend a few years learning what he can from Chapter Master Julius, and his Master of Fleets Agrippa. This will hopefully teach you more about the best uses of Elite Void Infantry and Planetary Assault.
Time: 4 years
Chance of Success: 70 (uses diplomacy)
Cost: 8,000,000 Thrones
Reward: Information on Planetary Assault and Boarding tactics, advice
Nice. Vanaheim might also be a good source - but I think we already got a lot of information from them.
Construct: Escorts- Admiral Parnell has put forward several suggestions of what to make next with your shipyards. The quickest of these suggestions is to build a collection of escorts to fill your order of battle. This would involve repairing a bit over two hundred escorts over three years and is the fastest way to bring your fleet up to full strength.
Time: 3 years.
Cost: 512,000,000 Thrones, 96,200,000 Material, 2,130,000 Promethium, 363,000 Advanced Material, 2,550 Exotic Material.
Upkeep per year: 21,100,000 Thrones, 3,950,000 Material, 2,180,000 Promethium, 37,200 Advanced Material, 105 Exotic Material.
Reward: repair 104 Squire Frigates (Half Destroyed), repair 104 Page Frigates (Half Destroyed), repair 17 Legionnaire Destroyers (mostly intact),
We should make sure to do this, not sexy, but needed. Perhaps once the descent ships are done?
Build Advanced Orbital Weapons Platforms: Deiphobe- The fastest orbital defences that you could build are orbital weapons platforms. Admiral Parnell tells you that he could make around two hundred at a time over three or four years, which could provide a major boost to the orbital defences of Deiphobe. Admiral Parnell tells you that the shipyards of Deiphobe are the most valuable orbital infersructure in the system and that you should consider even further strengthening their defences.
Time: 4 years.(can be taken multiple times)
Cost: 396,600,000 Thrones, 99,26,000 Material, 49,530,000 Metal, 13,200,000 Promethium, 81,600 Advanced Material, 1,900 Exotic Material.
Upkeep per year: 19,932,200 Thrones, 4,963,200 Material, 2,476,320 Metal, 660,000 Promethium, 1,632 Advanced Material, 19 Exotic Material.
Reward: build 200 Advanced Orbital Weapons Platforms over Deiphobe
Notable that these are the defense improvements that require the least AM upkeep.
Upgrade Defences: Dis- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. He suggests starting with Dis, which while far more expensive then any other Hive is still affordable and would provide increased protection to both your largest population centre and your governmental centre.
Time: 12 years.
Cost: 18,700,000,000 Thrones, 18,100,000,000 Material, 17,100,000,000 Metal, 3,990,000,000 Promethium, 6,850,000 Advanced Material, 45,600 Exotic Material.
Upkeep per year: 187,000,000 Thrones, 181,000,000 Material, 171,000,000 Metal, 39,900,000 Promethium, 68,500 Advanced Material, 456 Exotic Material.
Reward: Upgrade Dis' defences to Incredibly heavy (level 7)
Upgrade Defences: Small Hive- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. Another option would be to start with one of the Small Hives that act ass your regional centres. This would be far cheaper then starting with Dis while still protecting a large number of citizens, especially in the case of The Fens and Garden Grove.
Time: 8 years.
Cost: 2,070,000,000 Thrones, 2,020,000,000 Material, 1,900,000,000 Metal, 428,000,000 Promethium, 1,710,000 Advanced Material, 11,400 Exotic Material.
Upkeep per year: ,0,700,000 Thrones, 20,200,000 Material, 19,000,000 Metal, 4,280,000 Promethium, 17,100 Advanced Material, 114 Exotic Material.
Reward: Upgrade selected Small Hives' defences to Incredibly heavy (level 7)
Upgrade Defences: Four Major Cities- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. The final option would be to start with your major cities, which would be far quicker and cheaper to upgrade then the Hives. You could upgrade four cities at a time, allowing you to quickly reinforce the defences of your most vulnerable cities.
Time: 6 years.
Cost: 1,040,000,000 Thrones, 1,010,000,000 Material, 950,000,000 Metal, 228,000,000 Promethium, 1,710,000 Advanced Material, 11,400 Exotic Material.
Upkeep per year: 10,400,000 Thrones, 10,100,000 Material, 9,500,000 Metal, 2,280,000 Promethium, 17,100 Advanced Material, 114 Exotic Material.
Reward: Upgrade selected Major Citie' defences to Incredibly heavy (level 7)
Just a reminder on these that because of the current metal shortage in the Trust we need to do these defense upgrades in the correct order. First upgrade all the major cites, then all the small hives. Do Dis last because of the massive metal maintenance.
Investigate Relationship (Group One, Group Two)- Inquisitor Klovis-Ultan is willing to spend some time investigating the relationships of organisations, planets or peoples within the Imperial Trust. This could provide important military, political and economic information.
Time: 1 year
Chance of Success: 50%
Cost: 4,000,000 Thrones
Reward: information on relationship between two groups
Interesting... of course the relationship between the big three (Asgard, Midgard, and Vanaheim) are of interest. Also, Jotunhiem and Svartlafheim, particularly in how they relate to Asgard, since they seemed in sync last council. Relations between Muspelheim and Nilfheim would be interesting as well.
Sirens Trade (Write In)- There are several bit of knowledge that the Sirens that have that could be of great use to the humans of Avernus. While at the moment they will only trade it for human souls there is a chance that you could find something else that they would consider valule enough to bargain for.
Time: 1 year.
Cost: 490,000 Thrones.
Reward: Determine whether write in is valuable enough to the Sirens to conduct trade negotiations
Yeah, this is why I've been so hesitant to spend an action on the Sirens. If they want human souls, what else can we offer to trade right now? Seems that animal souls won't cut it. Well.. unless we find something special.
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
Reminder that once this is done, the remaining power armor will be completed by the collegia and does not require Tranth's actions.
Reverse Engineer Component: Hyper Plasma Reactor: Part Three- Now that he knows how to replicate the Hyper Plasma Reactor Archmagos Tranth hopes that he can figure out how to resize it for use in other ships and settings. Given the sheer complexity and half understood nature of the Hyper Plasma Reactor this will be a long and very expansive project, with a large chance of failure. However a success will allow for the construction of Hyper Plasma Reactors in a whole new range of warships, which would allow you to significantly increase the shields, engines and firepower of portions of your fleet in exchange for making them more fragile. According to Admiral Parnell that trade off would be a massive boon to fast, agile fleets such as Vanaheim's.
Time: 15 years.
Chance of Success: -80% (39% after bonuses)
Cost: 3,900,000,000 Thrones, 390,000,000 Material, 39,000,000 Metal, 19,500,000 Promethium, 3,400,000 Advanced Material, 38,000 Exotic Material.
Reward: learn how to resize the Hyper-Plasma Reactor
Examine: Kinetic Weapons: Part Two- The Kinetic Weapons are some of The Well of Urd's most deadly weapons. Archmagos believes that with half a dozen more years work he should be able to figure out how to reproduce them, giving your largest warships a deadly new weapon and putting you one step closer to figuring out how to upgrade the rest of your Gravatic Accelerators.
Time: 6 years
Chance of Success: -85% (9% after bonuses)
Cost: 400,000,000 Thrones, 20,000,000 Material, 2,000,000 Metal, 1,000,000 Promethium, 340,000 Advanced Material, 3,600 Exotic Material.
Reward: learn how to make more of The Well of Urd Kinetic Weapons.
Examine: Goliath Class Factory Ship: Part Two- Currently a single Goliath Factory Ship is in the Avernus system with no way to make more. Archmagos Tranth tells you that with a decades study he would probably be able to figure out how to replicate it, which as well as providing a major addition to yur fleet potentional to operate without supply lines is the first step to reverse engineering the unknown technologies continaed within.
Time: 10 years
Chance of Success: -70% (24% after bonuses, failing by over 25% damages Goliath Factory Ship and increases Mechanicus Unrest by 1)
Cost: 800,000,000 Thrones, 40,000,000 Material, 4,000,000 Metal, 2,000,000 Promethium, 680,000 Advanced Material, 7,600 Exotic Material.
Reward: blueprints of the Goliath class Factory Ship
Examine: Vortex Torpedoes- One of the most deadly weapons in the ship gravyard are the handful of Vortex Torpedoes that you found scattered throughout. Archmagos Tranth believes that with a few years study he will be able to reverse engineer them enough to produce more, which would give you a devastating new weapon against future invasions.
Chance of Success: -90%. (14% after bonuses)
Reward: Gain blueprints for Vortex Torpedoes, on failure lose d6 Vortex Torpedoes.
Examine: 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
Research actions that possibly could be attempted with just double downs and not Ridcully's help. Though considering the cost for failure on the Goliath I tend to think we should get Ridcully's help on that one.
Examine: Graviton Weapons: Part Two- The Graviton Weapons are The Well of Urd's most deadly weapons, able to wipe out the crews of any unshielded warship in a disturbingly short period of time. Archmagos Tranth believes that with enough work he may be able to figure out how to reproduce them, giving your largest warships a deadly new weapon and putting you one step closer to figuring out how the Gravatic Array functions.
Time: 6 years
Chance of Success: -125% (-31% after bonuses)
Cost: 400,000,000 Thrones, 20,000,000 Material, 2,000,000 Metal, 1,000,000 Promethium, 340,000 Advanced Material, 3,600 Exotic Material.
Reward: learn how to make more of The Well of Urd Gravatic Weapons.
Reverse Engineer Component: Gravatic Array- There are several keep components of the ships that you have examined that will need to be reverse engineered before you can attempt to repair them. This is the next stage of repairing the ships in the Ship Graveyard and is therefore an important step. The Gravatic Command Battleship main weapon, the Gravatic Array is an immensely complex and powerful piece technology. While replicating it currently impossible Archmagos Explorator Tranth hopes that given time and aid from Headmaster Ridcully he will be able to repair the minor damage done to it.
Time: 2 years.
Chance of Success: -140% (-46% after bonuses)
Cost: 12,200,000 Thrones, 610,000 Material, 244,000 Promethium, 384 Advanced Material
Reward: learn how to repair the Gravatic Array
Examine Sub-System: Secondary Engines– Examine one of the Sub-Systems of The Well of Urd in an attempt to gain a better understanding of it. This will determine whether you can repair the sub-system and whether you are able to copy it. The secondary engines are one of the most complex devices on The Well of Urd and if they were not labelled Archmagos Tranth would not even be able to determine their purpose. He hopes that with the aid of Headmaster Ridcully he can learn more about them.
Time: 2 years.
Chance of Success: -110% (-16% after bonuses)
Reward: Gain information about Secondary Engines, first step on the path to creating your own version of Secondary Engines.
Examine: Vortex Grenades- The Vortex Grenade is without a doubt the most powerful hand held weapon that humanity have ever built. Ten of them have been found in the ship graveyard and there are most likely many more undiscovered. While Archmagos Tranth will not be able to figure out how to make them without Headmaster Ridcully's post-cognition with it he may be able to.
Chance of Success: -140% (-26% after bonuses)
Reward: Gain Blueprints of Vortex Grenades, lose d10 Vortex Grenades.
Examine: Super-Exitus Rifles- he second new piece of archeotech were incredibly advanced sniper rifles, which use gravatic impulses to shoot a variety of ammunition types, of differing sizes, at anything from hundreds of meters per seconds to hundreds of kilometres per second. This weapon has the most advanced targeting scope that Archmagos Explorator Tranth has ever heard of, making the Exitus Rifle seem simple. These weapons, currently being called Super-Exitus Rifles, have a variable shot selector which currently has three forms of remaining ammunition. This design is incredibly complex and Archmagos Explorator Tranth will need major support from Headmaster Ridcully to revere engineer it and would prefer not to make an attempt until his understanding is better.
Chance of Success: -130% (-26% after bonuses)
Reward: Gain Blueprints of Super-Exitus Rifle, lose d6 Super-Exitus Rifles
Things that require Ridcully's help with. Means that we need to be a lot more careful with Ridcully's time. Note that we don't have the blueprints for the Super-Exitus Rifle that Jane wants yet...
On the biologos action, those Illusionary Pines seem to have some static defense potential. Possibly even to use off world.
Currently High Grandmaster Ridcully wishes to finish off his research into Neo-Astropathic Choirs by determining ho to make a Choir out of Neo-Astropathic Receivers. He has also suggested forming orders within the Adeptus Astra Telepathia, both militant and not in order to better focus his psykers on the more important tasks. As a final matter High Grandmaster Ridcully has seen visions of an approaching threat on the galactic scale, though it still remains distant and has no clue as to what it is. While you should make preparations for disaster Ridcully estimates that there is at least half a century until the threat makes itself known.
Oh snap... well that has a lot of implications for our future plans.
We can probably squeeze in one more expansion of the Trust (currently planned for ten years time) which would then give us about forty years to prepare them. So we might want to finish off Garkill's domain if we can.
Need to build our alliances with Dragon's Nest and Karnas. Might want to see if we can get an alliance with the Eldar.
Possibly gather up all the Imperial Era weapons surplus (we have massive amounts out on the moons in a surplus depot, and the send a merchant fleet around to all the small independent Imperial Remanent worlds helping them to stock up and prepare better. Hopelly increase their survival chances a little.
Need to focus on getting all our important research done in the next twenty to thirty years or so so that we have time to implement them.
Need to make sure stockpiles are built up... for us that means AM and EM. For Midgard it means food, metal, promethium. Ugh... we need massive metal. Hopefully one of the expansion worlds will have significant metal deposits.
Research: Neo-Astropathic Receiver Choirs- High Grandmaster Ridcully believes that it will be possible for him and Grandmaster Jameson to create a methord for Neo-Astropathic Receivers to create Choirs, which should extend the range of your Neo-Astropaths by another few Light-Years. While not urgent this research will prove useful in determining how far the Imperial Trust can safely expand, so it may be useful to do it sooner rather then later.
Time: 3 years (takes both Ridcully and Tamia's actions)
Chance of Success: 20% (uses average of learning)
Cost: 200,000,000 Thrones, 2,000,000 Material, 4,150 Advanced Material, 415 Exotic Material.
Reward: Allows the formation of Neo-Astropathic Receiver Choirs.
Research: Destructive Frequencies- Headmaster Ridcully and Primaris Jameson have found that as well as some frequencies strengthening each other there are some frequents that weaken others. They would like to spend a few years confirming their theories on these frequencies.
Time: 2 years (takes both Ridcully and Tamia's actions)
Chance of Success: 50% (uses average of learning)
Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on how destructive Psychic Frequencies function
These are the two research actions that require both Ridcully and Tamia.
Maybe do the Receiver Choirs this turn and the Destructive Freq next? Would leave two years open this turn for Ridcully to do divination.
Greater Divination (Focus)- High Grandmaster Ridcully is more skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums or even the activity and compositions of pantheons of gods. .
Time: 1 year. (can only be taken once per turn)
Chance of Success: 10%
Cost: 4,000,000 Thrones
Reward: Information on focus. The narrower the target the more information.
Divination: Attacks- Headmaster Ridcully could spend some time attempting to predict any incoming attacks on the Imperial Trust. While he tells you that it will be easy for him to spot that an attack is coming finding more information such as the size, composition, location and exact timing will take more time and effort.
Time: 1 year
Chance of Success: 50%
Cost: 4,000,000 Thrones
Reward: Information on incoming attacks for the next five years, each success provides more information.
Divination (Target)- Headmaster Ridcully is almost as skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the neighbouring sectors without putting any scouts at risk. Valinor, Dragons Nest and the Orkish domains seem to be the best options to investigate this way.
Time: 2 years.
Chance of Success: 30%
Cost: 4,000,000 Thrones
Reward: Information on selected polity, location ect. The narrower the target the more information.
Focused Divination (Target, Area)- High Grandmaster Ridcully is almost as skilled at seeing the present as he is at predicting the future. This allows him to investigate specific aspects of one of the neighbouring nations, such as their military composition, leaders or even the best times to attack them.
Time: 2 years.
Chance of Success: 30%
Cost: 4,000,000 Thrones
Reward: Gain selected information on selected polity, location ect. The narrower the target the more information.
Couldn't find the assist Tranth option, did that get folded into the Divination (Target) option? Was it a one or two year action?
Greater Divination is cool, but we really ought to think carefully about what we should use it on. It ought to be things that have potential to effect us, and that we will interact with. I'd tend to think that there are the following items that we ought to consider:
Threats:
Chaos (particularly Tzeetch and the Abomination)
Tyranids
Necrons
Possible allies:
The Eldar
The Eldar pantheon (maybe)
Research: Immaterial Resonance- One of the most intriguing discoveries of Headmaster Ridcully and Primaris Jameson is that some patterns in the Materium resonate with the Immaterium effecting it. This is likely the bases of runes and some rituals, both Chaotic and non-Chaotic. Headmaster Ridcully would like to spend a decade studying it. He can not promise any useful results even if he is successful but given that this is a possible path to several major breakthroughs he thinks it is worth the risk.
Time: 10 years (must be taken by Ridcully)
Chance of Success: 20% (uses learning)
Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on how some things in the Materium resonate with the Immaterium
Research: Power Melody Composition- The recent joint research project between Headmaster Ridcully and Primaris Jameson made several major discoveries, one of which is that the closer the melody of songweaving matches the required frequencies of a power the more effective the power is. While the exact mechanisms of this increase are as yet not understood Primaris Jameson thinks that she will be able to figure out how to compose melodies that match the powers used.
Time: 7 years
Chance of Success: 40% (uses learning)
Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Primaris Jameson figures out how to compose a melody that matches the power better.
Songs of War- Given how useful Songweaving is for large psychic choirs Priamris Jameson suggests training a few Choirs of Battle psykers in its use and composing some powers for combat. This will take some time but the reward of five large choirs trained in songweaving could be enough to change the course of entire campaigns.
Time: 10 years
Cost: 400,000,000 Thrones, 42,500 Advanced Material, 95 Exotic Material.
Reward: 5 Songweaving Choirs formed, several powers composed for each choir
These are the major time sinks for Ridcully and Jameson. (Songs of War doesn't mention Jameson is required, but I'd be surprised if Gerald can do it).
Ten years of Ridcully being unavailable is pretty costly. Especially with us planning another expansion in ten years.
Tend to think of something like this:
This turn: Receiver Choirs and Divination
Next turn: Destructive Freq and Divination
Following decade: Focus on Divination
Second following decade: Immaterial Resonance
Basically plan to do the ten year research project ten years after expansion efforts (hopefully have a quiet time about then, and be less vulnerable), then we'd have an additional 20 years to prepare whatever he discovers before the galaxy wide threat appears.
For Tamia I think the following schedule:
This turn: Receiver Choirs, Mentoring, and misc. research
Next turn: Destructive Freq, Mentoring, and misc. research
Following decade: Songs of War
After that: Power Melody Composition, Mentoring, and misc. research
That means Xavier will have the job of the wards, creating psyker orders, and dealing with any emergencies that crop up.
Advanced Wards: Fólkvangr- Now that the Artisans of Nogrod are ready it is time to start adding wards to some of your key buildings and defences. One option is to add advanced wards to the Fólkvangr, your flagship and by far the most powerful ship in the Avenite Navy. This will both make telaport attacks onto the ship far harder and make it harder for hostile psykers or daemons to effect the ship, as well as slightly reducing the level of danger in Warp travel.
Time: 5 years.
Cost: 9,470,000 Thrones, 544,000 Advanced Material, 6,080 Exotic Material.
Upkeep per year: 474,000 Thrones, 27,200 Advanced Material, 304 Exotic Material
Reward: Advanced Wards on the Fólkvangr, greatly reducing the chance of successfully teleporting onto the ship or using psychic powers targeted at or into the ship, +100 to the chance of anyone on the ship resisting a psychic power used from outside the ship
Basic Wards: Fleet- Now that the Artisans of Nogrod are ready it is time to start adding wards to some of your key buildings and defences. One option is to add basic wards to your entire fleet, which will provide a significant level of resistance to both teleport attacks and hostile psykers, though it will be time consuming and expensive.
Time: 8 years.
Cost: 21,300,000 Thrones, 979,000 Advanced Material, 10,940 Exotic Material.
Upkeep per year: 1,010,000 Thrones, 49,000 Advanced Material, 547 Exotic Material
Reward: Basic Wards on all Warp capable ships, moderated reducing the chance of successfully teleporting onto the ship or using psychic powers targeted at or into the ship, +30 to the chance of anyone on the ship resisting a psychic power used from outside the ship
Reminder that these actions can be expedited, and ought to be the priority to expedite over just about everything else.
Create Psyker Order (Purpose or Speciality, Department if Any)- It is possible for you to create an Order of Psykers within the Adeptus Astra Telepathica. This Order will either have a purpose and develop as needed to fulfil this purpose or it will have a speciality and develop that speciality. For example an Order of Healers would have the speciality of Healing and focus on devolving your knowledge of Physic Healing and teaching your Healers while an Order of Daemon Hunters would have the purpose of combating Daemons and would recruit those with the will and talent to combat Daemons.
Time: 6 years
Cost: 200,000,000 Thrones, 2,000,000 Material, 4,150 Advanced Material, 415 Exotic Material.
Reward: Allows the formation of an Order of Psykers with selected purpose or speciality within the selected department, more options.
Wow, several additional things we could use:
Divination - especially if they can take over the basic "Are we going to be attacked this year?" so that Ridcully can work on other stuff. So important, that maybe that should be the next action for Xavier...
Communication (the Neo-Astropaths)
Craftsmen - focus on developing new psyker crafted wards, and other tools
Wildlife - take over researching the psychic abilities of all the things the biologus has researched.
Knowing Avernus (Write in or QM's Choice)-In the years since founding Avernus has developed in many ways, some of which you have not been able to pay attention to. It may be a good idea to spend some time learning about the smaller organisation that make Avernus so unique and about Avernite culture.
Time: 1 year. (no more then twice per turn please)
Reward: Get information about selected aspect of Avernite culture or organisation
Oooh... this a cool new option. Sort of feel like letting the QM choose the first few times.
Spend Time With (Person)- One of the ways that you can spend what little free time that you have is by spending some time with you friends and advisers. This would be a good way for you to relax and improve your relationship with your co-workers, as well as possible learn or teach something.
Time: 1 year.
Chance of Success: Unknown
Cost: Free (can be taken multiple times)
Reward: Spend time with selected character, chance of improving your relationship, chance of boosting your own or selected characters
Remember that we have a scheduled communication with Chapter Master Julius about Administative tips and tricks. (Actually I thought that was going to be it's own option).
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