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
Initial Thoughts:

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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I still don't think it would provide enough value to be worth the effort, though - the AdMech are the ones who would be doing the work of making the factory, and we already have a lot on our plate there already.
Let's try the prestige angle.
Master crafted Knight Titans. Doing the asking to not step on the artisans toes and for the other to chim in.
Maybe Surt will become more open to the progressive after 'working' with them on the project.

Yes you are right that we have a lot to do in that saction but it will mainly cost diplomatic action. The mechanicus already have the people. Just not formef as a group. The action would be fairly similar to the telephatica action of forming a section. Here: Knight Titan Artisans.
 
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


Didn't we do this one already?
 
Reminder that once this is done, the remaining power armor will be completed by the collegia and does not require Tranth's actions.
But with Thrant it has the possibility to crit.

Without him there is a -80% each year for the collegia to make it. But with all the boni letting the collegia try a few times on ~30% instead of Thrants ~120% is on the action economic side good.

Just a mind game but what if Thrant designs all the DM Armors? That is a major archivement as well. Maybe even trait worthy.
 
Let's try the prestige angle.
Master crafted Knight Titans. Doing the asking to not step on the artisans toes and for the other to chim in.
Maybe Surt will become more open to the progressive after 'working' with them on the project.

Yes you are right that we have a lot to do in that saction but it will mainly cost diplomatic action. The mechanicus already have the people. Just not formef as a group. The action would be fairly similar to the telephatica action of forming a section. Here: Knight Titan Artisans.

Your proposal is to explicitly build a specialized facility for making master crafted Knight Titans. That means building a facility, gathering the right people for the job, and everything else. It'd end up as a multi-year action, and would logically be an AdMech action. I don't buy into it being mainly a diplomacy action.
 
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.
/facepalm
The entire point of the trade option is to find out whether or not animals are worth enough to trade for.

As to 'special', yes. Special like laser breathing T-Rexs, giant semi-immaterial cats and invisible dragons. Things that are big and powerful that the Sirens can't easily get for themselves. Things that Avernus has all over the Emperor forsaken place.
 
But with Thrant it has the possibility to crit.

Without him there is a -80% each year for the collegia to make it. But with all the boni letting the collegia try a few times on ~30% instead of Thrants ~120% is on the action economic side good.

Just a mind game but what if Thrant designs all the DM Armors? That is a major archivement as well. Maybe even trait worthy.
The greed in this.
You can get maybe two actions done in one turn, or you can have one and a chance at the mystery box!
 
@Durin A bunch of questions in coming

1: General Schwartz recommended doing both Phase Tiger actions, and I'd like to do all three. Do we have enough Phase Tigers to do all three this turn, or do we need to delay one of them?

1b: Also, can we expedite any of the Phase Tiger actions?

2: I assume these Telepathic options are still available? (They are past actions that were not listed this turn but are still valid as near as I can tell).

Cheating- Recently Archmagos Explorator Tranth and Headmaster Ridcully have come up with the idea to use Headmaster Ridcully's postcognition to discover more about The Well of Urd and the technologies that make it up. This should be very effective and will hopefully be enough to allow Magos Explorator Tranth to learn how to use technologies otherwise incomprehensible.

Time: 1 year. (must be taken by Headmaster Ridcully, Archmagos Explorator Tranth must have taken and Examine Sub-Systems action this year)
Chance of Success: 30%

Cost: 71,000 Thrones, 710 Material, 7 Promethium, 86 Advanced Material, 9.6 Exotic Material.
Reward: permanently reduce the difficulty of the Examine Sub-Systems or an Examine: Any that was found on The Well of Urd or the Ship Graveyard by one percent per three percent that the action is passed or one percent per five the action is passed by if it is Examine: Any

Research (Species that has completed Biologus research) – Many of the more interesting creatures of Avernus use psychic powers in some manner and while Magos Biologis Saren has discovered as much about them as he can, there is still more to learn. Headmaster Ridcully would like to lead a team of Sanctionites to try to discover more about these species, hopefully including how to mimic their innate powers in some manner.

Time: 1 year
Chance of Success: Unknown (uses learning)

Cost: 81,000 thrones, 8,100 Material, 8.6 Advanced Material.
Reward: More information on chosen species, chance of learning new psychic power.

2b: Some species that I don't believe we have researched into their psychic powers include: Kraken (Telekinesis), Island Turtle (We did part one, was there a part two?), Temple Cats (Divination), Hellflame Coral (Pyromancy), Sun Bettle (Pyromancy?), and Illusionary Pine (Telepathy). Is that an accurate list?

3: While reviewing the Biologos notes, I noticed that a couple projects were recommended including: further research on the Island Turtle shell in the hope of the Mechanicus being able to replicate it, and the poison gas produced by the Dragon Turtles, as it has better battlefield potential than current chemical weapons (disperses faster, allowing faster deployment of troops behind it, and less ecological damage). Can we have some biologos actions to follow up on those things?

4: We had an action last turn "How Did It Happen: which should have added +20% to The Search, is that bonus still in place (since the action didn't list it). So chance of success is now 55% right?

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

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

5: There is no specific Ministorum option to aid Dragon Nest, do we just use a Keeping the Faith action for that?

6: I have a couple drafts for Sound Outs around the colonization effort, can you tell me if there are any problems with them?

Sound Out: Svartalfheim cooperative colonization
Approach Svartalfheim to determine:
1: Is Svartalfheim interested in colonizing one of the captured worlds?
2: If so, would they be open to cooperation with Avernus in the colonization effort?
3: What kind of Advanced Material resources would Avernus be able to get from this colony?
4: What aid would Svartalfheim want from Avernus?

Suggested approach: When approaching Svartalfheim, start from a discussion about the amount of Advanced Material Avernus is importing, and how Avernus has plenty of other resources, but that Advanced and Exotic Materials are the primary resource need for Avernus. So with the discussion on colonies, it seems to Avernus that a colony founded by Svartalfheim is the most likely (and most quickly) to produce significant amounts of Advanced Material. Ask if Svartalfheim is planing to make a bid for one of the captured planets to colonize. If so open a discussion on what Avernus could do to assist, and what Avernus would receive in exchange. If not, instead discuss the situation from the plan of a hypothetical future joint colonization effort.

Suggested plan is that Svartalfheim would be the primary colonizer, with Avernus providing assistance in the colonization effort. In exchange Avernus would get priority access to advanced material produced by the colony, while Svartalfheim gets the raw materials produced (Metal, Promethium). Details to be determined in negotiations. (Rather than try to write something that makes assumptions about the back and forth I think it would be better to depict this discussion as an event that occurs using Rotbart's diplomacy and admin skills, with the resulting deal presented as "the best deal we could get offered" and then let the players decide if they accept the deal or not. So basically we have a list of things we could offer, and things we would like, and then we get back a deal that represents something equitable, perhaps modified by a diplomacy roll or something. Or alternatively three different options, one with high cost and high benefits, one low cost and low benefits, and one medium plan, and then the players choose which one we prefer).

Things Avernus can offer:
Providing the initial self-defense fleet (mandated at 30 Monitors and 1 Defense Cruiser, but we could easily go higher if that is important to the bid).
Responsibility for constructing the required Orbital Defenses
Assistance in the provision of the initial deployed PDF
Creating a colonist militia program
Provision of up to 30 million colonists from Avernus per a year
If Midgard is willing, the funding of raising additional colonists from Midgard
Cargo space sufficient to transport large numbers of colonists and/or construction equipment (up to 200 cargo space)
Provision of Administrative support in construction and development of the colonies infrastructure, resource extraction (both for Metal mining and Promethium drilling), heath services, and educational systems, etc. (We even have a good candidate to lead a new colony Administratum: Prefetus Tertius Isaac Gros).
Military and fortification assistance (we even have a Marshal who is an expert in defense, Tychon Rakes, who we could send to lead the Munitorum on the new colony if they want something like that).
Support in setting up the colony Arbites system

We are not suggesting with this list that Svartalfheim can't do these things themselves, just that these are our areas of expertise that we have, and what we would be best able to help with. If there are other things that Svartalfheim wants from us we would be willing to consider it.

Things Avernus would like:
When the colony begins producing excess Advanced Material that it is included in what is taxed by the colonizer, that Avernus receives priority in getting Advanced and Exotic Material (understood that Svartlafhiem will get the other resources)
When the colony becomes independent and the 100 year trade deal is being negotiated that Avernus receives preference in getting Advanced and Exotic Materials.
Avernus understands that at first there will be little to no Advanced Material being produced early on in the colony, though we would like some goals as to what will be achieved when.
Additionally, Avernus is willing to accept getting no return in the early years (thus not getting Metal, Promethium, or other resources that are produced earlier in the colonization period) in exchange for larger returns in the later years of the colony. (The most extreme example of this would be something like Avernus forgoing any payment during the colony's dependence period, but getting exclusive rights to the 100 year trade deal).

Sound Out: Muspelheim cooperative colonization
Approach Muspelheim to follow up on Champion Surt's hints about sharing technology, but concern about the Mechanicus:

Suggested approach: When approaching Muspelheim, follow up on his concerns about the Mechanicus, and suggest that since colonization was being discussed at the same time you are wondering if this would be a way to kill two birds with one stone. If Avernus and Muspelheim cooperated in colonizing a world it would provide a place for controlled cooperation. Muspelheim would be able to control the release of technology as the colony develops, allowing a more gradual acclimatization. On Avernus' side we could arrange for only the most progressive Mechanicus members to be assigned to the new colony. (This shouldn't be too hard, since Avernus is where all the amazing Dark Age discovers are being made, I'd expect most Mechanicus members would prefer to stay at Avernus. Though I suppose we should double check with Scott first.) We could even agree to no Mechanicus members on the new colony if Muspelheim insists, but argue strongly that getting the Mechanicus onside is an important thing to do, and that we would prefer to make that part of this effort. Additionally, this could help with advanced material shortage that Avernus has been dealing with, as the speed of Mechanicus production expansion is not able to keep up with the rest of Avernus. But if the new colony world is primarily functioning using Muspelheim technology, this would allow the Mechanics to continue focusing their resources on expansion at Avernus.

Suggested plan is that Avernus would be the primary colonizer, with Muspelheim providing assistance in the colonization effort. Muspelheim would get priority access to material and promethium produced by the colony, while Avernus would get future sources of Advanced and Exotic Materials. Details to be determined in negotiations. (Rather than try to write something that makes assumptions about the back and forth I think it would be better to depict this discussion as an event that occurs using Rotbart's diplomacy and admin skills, with the resulting deal presented as "the best deal we could get offered" and then let the players decide if they accept the deal or not. So basically we have a list of things we could offer, and things we would like, and then we get back a deal that represents something equitable, perhaps modified by a diplomacy roll or something. Or alternatively three different options, one with high cost and high benefits, one low cost and low benefits, and one medium plan, and then the players choose which one we prefer).

Primary things we would want from Muspelheim:
Provision of the production technology, with sufficient colonists to support running and expansion of it.
Joint cooperation in establishing the colony education system
Anything else that Muspelheim would like to offer, or thinks they could help with

Avernus would note that similarly to the suggestion with Svartalfheim Avernus will be taking most of the gains in the later years. Assuming we have already negotiated a deal with Svartalfheim suggest that this may be a plan for the future expansion, and not the current two available colony planets.

Sound Out: Asgard Future Knight Titan Production
Approach Asgard about the expansion in the number of Knight Titans they are ordering. Is this expected to continue?
Then broach the topic of Asgard colonizing another world, does this mean that number of Knight Titans needed will increase?

Discuss how Avernus has concerns, because of the deficit of advanced material in the Avernus economy. Currently Avernus is dependent on trade to sustain our Advance Material usage. Right now meeting the needs of Asgard, including the expanded purchase of Knight Titans is not an issue, but if the demand is going to continue increasing Avernus wants to know so that we can make sure to account for that in our plans.

Expansion is already being implemented in the Avernus Mechanicus cities, and we have a backlog of over fifty years of expansion plans. Because of this Avernus does not see much advantage in diverting those Mechanicus resources to colonization of other worlds. It seems that additional increases in production of Advanced Material will need to come from sources outside the Mechanicus. The main worlds that we see being able to potentially do this are Svartalfheim, Muspelheim, and Nilfheim. We have already approached Svartalfheim and Muspleheim about the possibility of a joint colonization effort.

If either Svartalfheim or Muspelheim have responded with approval, discuss with Asgard the upcoming decision on how to divide the current captured worlds. Mention that while have not confirmed it, we expect that Vanaheim will make a bid, and seeing as they gave up colonization of Fjol to make room for the Space Marines, it seems it will be difficult to deny their bid. Is Asgard planing on making a bid this round? If so, discuss whether Asgard would be willing to wait until the next round in 10 to 15 years after we recapture additional worlds from the Orks, and instead support an expansion by Svartalfheim/Avernus or Avernus so as to get a jump start on increasing production of Advanced Material? (Since it is probably going to take quite awhile before the new colonies start producing any). In exchange Avernus can promise a significant commitment to the next campaign (scheduled in five years) to ensure the capture of sufficient planets, and also support for an Asgard bid for a colony in the next round, perhaps even providing some support for the Asgard colony founding (though we'd like some discussion of how Avernite colonists would fit into the society of a new Asgard/Avernus colony since Avernite and Asgard societies are quite different).

Additionally we'd like to bring up questions on how to improve the construction and maintenance of the Knight Titans Avernus has been providing to Asgard. One idea that has been floated is developing a dedicated facility to the construction of Knight Titans, perhaps increasing their quality. What are areas that the Knights of Asgard would like to see improved? Any thoughts on ideas on this issue? The plans for such a facility might also allow the establishment of Knight Titan construction facilities outside of Avernus, ensuring a continued supply to Asgard in the case of Avernus being cut off from the rest of the Trust in a warp storm. Designing and building such a facility will divert some effort away from the expansion plans. What level priority such be put on the effort to create a facility like this?

There was also the idea floated that perhaps some of the Knight construction could benefit from the expertise of those outside the Mechanicus, such as the artisans of Svartalfheim. We have concerns about how the Mechanicus would react to such an idea, but we would like to know Asgard's thoughts about this.

Overall take the tone that we recognize the great service that the Knights of Asgard provide to the Imperial Trust, and so want to make sure that their needs are responded to, and that Avernus is able to serve them effectively as the supplier of Knight Titans.

6b: Do we need to Sound Out Midgard about recruiting colonists from them for any colony we establish? Or is that something we can just assume? Will it be something we negotiate in a trade deal like before?

6c: I assume to learn who else is planning a bid we just use a Sound Out: Colonization plans (can we give a preference order for who we are most interested in?)

7: The three Iota cities in the desert are said to be near metal deposits. Are they already mining this metal (in the two founded) and will they start right away (in the one being built), or do we need to take some additional action to start that?

8: Could we get a small update of the Regional Information for Duat (Region Iota)? Something like the small paragraph descriptions we got for each of the cities in the other regions?

Now that we have cites built or being built at each location, having a few more details would give us something to start coming up with names for the cities instead of Iota 1, 2, 3, etc.

I also did some quick research about some possible city names, assuming we keep the Egyptian motif.
For cities off the river with major ore deposits:

Ain al-Asil - Small Ancient Egyptian city, based around an oasis in the desert, near large iron deposits
Psobthis\Djesdjes (or Desdes) - Large Ancient Egyptian city, based around an oasis in a large depression in the desert also containing large mountains, with massive iron deposits, major point on trade routes to other regions, beautiful black and white deserts, ruins
Trogodyta\Baranis - Large Ancient Egyptian port, coastal, not on the river, with large iron and titanium deposits nearby, precious gem mines (topaz and emeralds), cave system (source of the term "troglodyte")
Hibis\Hebet - Large Ancient Egyptian city, based around an oasis in a large depression in the desert, large alum deposits
Gebtu - Small Ancient Egyptian city, based around a dry river bed, very close to a large city on the river (Waset) running between small mountains/hills, a major quarry, major trade route

For cities on the lakes:

Swenett - Large Ancient Egyptian city, furthest upstream city, lots of sun, hot and dry (despite being on the river), large stone quarries.
Waset - Ancient Egyptian capital (New Kingdom), ruins, sunny, hot, dry
Buhen - Large Ancient Egyptian fortress, copper processing
Khenu\Khenyt - Major Ancient Egyptian quarry site along the river, between a bunch of mountains, sunny, hot, dry

For cities in the river delta:

Inbu-Hedj - Ancient Egyptian capital (Old Kingdom) on an island at the head of the river delta
Per-Bast - Large Ancient Egyptian city on an island in the middle of the river delta
Djedu - Large Ancient Egyptian city on an island in the middle of the river delta, associated with the creation of the underworld
Zau - Large Ancient Egyptian city in the middle of the river delta, associated with the underworld
Avaris\Hawara - Large Ancient Egyptian city on the edge of the river delta, capital during an intermediate period (in between the Middle and New Kingdom)
Djanet - Large Ancient Egyptian city on the river delta near the coast, capital during the intermediate period (after the New Kingdom?)
Per-Wadjet - Large Ancient Egyptian city on the edge of the river delta, associated with cobras, and Horus
Rhacotis - Large Ancient Egyptian city (later capital) on the coast of the river delta, deep harbor

Thank you very much durin. This quest is a very enjoyable one, and I appreciate all the work you put into it.
 
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To be fair an Astartes in Destroyer armor is probably one of the deadliest single "infantry" the Trust can throw at something. A crit on it would be quite useful.
Thats not what Portec was arguing unless he totally misunderstood Elder Haman.
His argument was lets not let the Collegia do their jobs, because Tranth is able to get crits and they are not.
 
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.

so would a unit of biomancer rough riders on thunder beasts be feasible?
 
Muspelheim's Education system, Niflheim's.. Education system
We did these already, long ago. We upgraded our education curriculum using the Muspelheim system, while Niflheim gave us a copy of Muspelheim's system as a way to deflect our attention.

@Durin:
1) could we create a Telepathica Order of Wildlife to continuously research what type of wildlife makes for good Psychic Materials?
Psychic Materials: Wildlife- There are some materials that channels psychic energies better then others, or in certain ways. Given the sheer variety of psychic wildlife of differing sorts on Avernus Grandmaster Jameson believes that at least some of them will be useful in this manner. She will only be able to examine a single type of creatures at a time, so will take quite some time to examine everything that Avernus has to offer.

Time: 1 year

Cost: 4,000,000 Thrones, 400,000 Material, 4,250 Advanced Materials.
Reward: Determine if any part of selected species is useful as a psychic conductor.
2) If so, could such an Order also do automated evaluation/research on the psychic abilities of any wildlife that Biologis has finished researching?
 
For the anti-psyker psyker orders I think we should create two different ones rather than makes one that isn't focused - one for researching, cataloging and creating anti-psykery/sorcery/general-warp-fuckery techniques and methods, like the Granmaster Aria's Null Zone (tentative name - Ordo Anathema/Anathemancers, since anathema can mean condemnation/excomunication for heresy, giving it a exorcist-y wibe, and most importantly it sounds cool) and another combat focused Order, trained in both more esoteric Anathemantic techniques as well as conventional anti-psyker tactics perfected by our Witch and Psyker Hunters in over hundred years constant fighting (I think Ordo Quietus/Silencers would be a good name for them), their duty being fighting chaotic psykers on Avernus as well as countering/assassinating enemy psykers in more conventional warfare. There would be dome overlap between two orders if a person is both great combatant as well as researcher, but I think having them both focus on their own thing would have much beter results than trying one order do both.
 
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Departmento Munitorum Notables
Last Updated on Turn 83
Under your overall command is anyone in your theater if you are theater commander and anyone under your command
Under your command is anyone in a battle you are the commander of and anyone under your direct command
Under your direct command is anyone in the flank you are commanding and anyone under your personal command
Under your personal command is anyone in your unit (usually regiment)
Martial: This represents how good the general is at commanding his troops in battle. It influences whether they can plan or carry out complex battle plans as well as providing a flat bonus to the rolls of all troops under their command. This is the most important statistic for generals.
Intrigue: This represents how skilled the general is at stealth operations and command stealth operations. This provides a bonus to harassment forces or ambushes carried out by the generals troops. This is mostly important for Light Infantry and Rough Rider Generals.
Administration: This represents the generals administrative and logistical skills, it reduces the amount of supplies that the generals forces need and therefore the upkeep cost. This is most important in siege situations where supply lines are stretched or non-existent.
Learning: This represents how knowledgeable about war a general is. A general with high learning is likely to know the preferred tactics of the enemy, recognize their unit types and know their strengths and weaknesses. This is most important when preparing for a campaign and in the opening stages of a campaign.
Piety: This represents a generals strength of will and resistance to corruption. It reduces the chance that a general will be effected by corrupting and mind affecting effects and therefore becoming a liability. This is most important when dealing with the forces of Chaos or enemies with large numbers of Psykers.
Diplomacy: This represents the generals skills at negotiation and diplomacy. It increases the chance that the general will be able to get a good result from a parley and that a general will be able to work well with allied armies. This is most important when fighting against human opponents and when fighting as part of a combined arms force.
Combat:This represent the generals skills in personal combat. It increase the damage they can do in a fight and their chance of surviving most situations. This is most important when the general is unable or unwilling to avoid the front lines.

Hye Richards of the Helltroopers
Age: 176, rejuved to 20

M: 18+14=32 (+60) Martial bonus- Marshal Richards is one of the est tacticians on Avernus, able to reliably win battles with most foes.
I: 13+1=14- Marshal Richards is mediocre at covert operations.
A: 12+7=19- Marshal Richards is skilled administrator who can usually ensure that her fores are fully supplied.
L: 16+4=19- Marshal Richards is highly knowledgeable about war and can recognise and counter most of the forces used by enemies of the Imperium,
P: 11+5=16- Marshal Richards is a believer in the revelations of Saint Lin, though not a devot one.
D: 16- Marshal Richards is a competent diplomat and can work well with others.
C: 18+18=36 (+470 Combat bonus)- Despite her preference for avoiding the front lines when forced to fight Marshal Richards can wipe out entire units of elites with carefully placed shots from her Neutron Rifle.
(49/7+1=8)
General (+4M, +1A, +2C -1D, -1I)- Hye Richards has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus.
Avernite Centenarian
(+5C, +1P, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Hye Richards has proven herself to be both expert warrior and bearer of a strong will.
Avernus Officers Academy Professor
(+6M, +4A, +3L, +2P, +3C, +5 to morale of force under her command, her subordinates are more likely to gain stats and triats)- Marshal Richards spent several decades as a professor of tactics in the Avernus Officers Academy. This is a good indication of her tactical skills which are among the best on Avernus and has given her a lot of respect from the officer under her command, many of them Avernus Officers Academy Graduates.
Master Marksman (+1M, +2I, +5C, +50 to ranged combat rolls)- During her time on Avernus Marshal Richards has develop her skills with ranged weapons until she is one of the best shots on Avernus, a rather elite group.
Leads from the back
(+3M, -1C, -5 to morale of force under her command, less likely to die in battle) - Marshal Richards prefers to command her forces from a location well behind the front lines. This allows her to command without the level of distractions that those who lead from a more forward position suffer from but has given her an undeserved reputation of cowardice.
Imperial Tactician
(+3M, +2A, -1C, -5 to morale of force under her command)- Before being promoted to Marshal Hye Richards spent several decades as a member of the General Staff as a Tactician. During this time she developed her tactical and administrative skills to a high level but her lack of direct command experience shows.
Avernus Cursed (
+3C, far less likely to die, more likely to suffer wildlife attacks) - Marshal Richards has survived dozens of situations and wounds that would have killed an ordinary woman, with Avernus almost seeming to bear a grudge against her.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Marshal Richards has had her faith and combat skills tested.
Administrator
(+2A) - Marshal Richards has developed a real skill for efficiently administrating her forces.
Mentor
(+1L, +1D, increased quality of subordinates, +5 to morale of the forces under her command)- In her time as the leader of the Avernite Helltroopers Marshal Richards has developed a reputation for finding and developing talent in her subordinates, often acting as a mentor to the most gifted such as Syr.

Hye Richards was a Lieutenant in the Leithan Drop Troopers of little real experience and a great deal of potential in the initial colonisation of Avernus. One decade later she was a respected major with a reputation for tactical skill which led to her being chosen as one of the initial instructors for the Avernus Officers Academy. Over the next several decades she alternated between working in the Avernus Officers Academy and regular duty. This continued for four decades until she was promoted to Major-General and had to take on a full time position as a regular soldier. Despite this she has continued to act as a regular guest lecturer for Advanced Tactics and is considered to be one of the best lectures that has worked in the Avernus Officers Academy.

Unlike many Avernite Officers Marshal Richards prefers to command from a location well away from combat so she can properly focus on her command role, which her earned her a reputation for cowardice among some. This reputation is completely spurious and she is one of the most skilled and courageous warriors of Avernus and has earned her postion among the elite of the Avernite military.

Sixty-five years after the founding of Avernus Lieutenant-General Hye Richards was given command of the Avernite Helltroopers and with it the position of second in command of the Avernite military. This makes her the third person to hold this position in the last four years.

Marshal Lucina Eichel of the Dis PDF
Age: 141, rejuved to 25

M: 16+14=30 (34)(+50 or +65 martial bonus)
I: 7+6=13
A: 17+4=22
L: 13+5=18
P: 4+5=9
D: 16-1=15
C: 14+18=32(+420 combat bonus)
(45/7+.5=6.5)
General (+4M, +1A, +2C -1D, -1I)- Lucina Eichel has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus.
Avernite Centenarian
(+5C, +1P, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Lucina Eichel has proven herself to be both expert warrior and bearer of a strong will.
Avernus Officers Academy Graduate
(+3M, +3A, +2L, +2P, +3C)- Marshal Eichel is a graduate from the Avernus Officers Academy and therefore has a though education in military matters.
Master Rifleman
(+2M, +1I, +5C, +50 to ranged combat rolls with rifles)- Marshal Eichel has always wielded rifles of some variant into combat and has developed a real mastery of their use. She is one of the most deadly warriors of Avernus when using her master-crafted neutron rifle and can fire from the hip with unerring accuracy.
Know the Battlefield
(+2M, +1I) - Her time defending Dis has taught Marshal Eichel the importance of having a deep understating the the battlefield, and how useful such an understanding is in avoiding ambushes.
A Sixth Sense (+2I, +2C less likely to be ambushed, slightly less likely to die) - Marshal Eichel has always had a sixth sense for danger and can often feel it approaching. This sense has been determined by Headmaster Ridcully to be a subconscious Mu-level Psyker.

Master of Defence (+2M, additional +4M when defending, +25 to morale of force under his command when defending)- Marshal Eichel has always been most comfortable when defending and has developed her skills in this field into a true mastery over her time on Avernus.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Marshal Eichel has had her faith and combat skills tested.
In the Enemies Shoes (+1M, +2I, +3L)- Marshal Eichel has developed a real talent for putting herself in the shoes of the enemy commander and predicting what he will do.


Lucina Eichel was born a mere nine years after Avernus was colonized and is therefore one of the oldest Avernite born children, due to not many children surviving the first years. She survived in large part due to her sixth sense which saved her from the dangers of Avernus dozens of times. After losing her entire family and all of her friends to the first Magma Wyrm attack when she was twenty Lucina Eichel decided to devote her life to protecting others from the pain she had suffered. She immediately applied to the Avernus Officers Academy and though herself into her training, eventually graduating near the top of her class.

As an officer her tactical skill, calm head and sixth sense provided to be an effective combination and she quickly rose though the ranks, reaching the lofty rank of colonel at the young age of thirty-five, a mere dozen years after graduating. This quick rise was in large part due to the reputation that she earned during the First Battle of Manavik on Midgard, where she led the remnants of her battalion in a desperate defense for over six hours after all senoir officers were killed. Over the following years Colonel, and later Brigadier Eichel continued to distinguish herself, often working under the command of her old teacher Major-General Richards who acted as somewhat of a mentor to her. Brigadier Eichel distinguished herself again fighting against Waaagh Garkill, earning herself a promotion to Major-General and the respect of many senior Avernite officers. Four years later she found herself as one of the senior Avernite officers commanding the siege infantry tasked with protecting against night attacks, a task she excelled at. It was in large part due to this that she was selected to succeed Lieutenant-General Richards when she was promoted.

Marshal Eichel is a bland, plain faced woman who could blend into almost any crowd. This blandness does not apply to her personality which is driven and cynical, having little purpose other then to protect those under her charge and little faith in those who have not proved themselves to her. She is generally plain spoken and has a sense of honesty that makes her surprisingly personable, being able to quickly form a good working relationship with those around her.
Marshal Samanta Khol 'The Ice Queen" of the Avernus Spine PDF

Age: 150, rejuved to 25

M: 18+12=30 (+50 martial bonus)
I: 13+1=14
A: 15+6=21
L: 17+5=22
P: 14+6=20
D: 6+1=7
C: 13+20=33 (+440 combat bonus)
(50/7+1=8)
General (+4M, +1A, +2C -1D, -1I)- Samanta Khol has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus.
Avernite Centenarian (
+5C, +1P, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Samanta Khol has proven herself to be both expert warrior and bearer of a strong will.
Master of the Blade
(+2M, +1D, +5C, +50 to melee combat rolls)- Marshal Khol has always had a natural talent for swordsmanship and has develop said talent into Mastery. While not anywhere near the best swordsman on Avernus that is purely because of the quality of competition she has.
Avernus Officers Academy Graduate
(+3M, +3A, +2L, +2P, +3C)- Marshal Khol is a graduate from the Avernus Officers Academy and therefore has a though education in military matters.
Pious
(+2P) - Marshal Khol has always been devoted to the Emperor and has thrown herself behind the New Imperial Trusth since it has been revealed.
Administrator
(+2A) - Marshal Khol is a skilled Administrator who always ensure that her force are well supplied and organised.
Beautiful (
+2D, slightly more likely to persuade people of the opposite sex) – Samanta Khol is beautiful in a cold, manner with raven colored hair and snow white skin.
Time were tough then …
(+3C, -1D, -1I) - Marshal Khol was born shortly after settlement and her early life consisted of a level of hardship and death that has yet to be equalled in Avernite History. This has helped shape her into the cold, deadly woman that she is.
Hard to Kill (+1C, less likely to die) - Marshal Khol has proven to be particularly hard to kill, even compared to the other senior officers of Avernus.
Ice Queen (
+1M, +2I, +10 to morale of military forces under her command, far less likely to suffer from emotion based effects) - Samanta Khol rarely show emotions and always maintains a cold exterior demeanour despite whatever she is feeling. This trait combined with her beauty, skill and the effort she puts into keeping as many of her men alive as possible has earned her the nickname of "Ice Queen". Over her decades of command Marshal Khol has proven that she cares deeply about her men who are willing to follow her into the gate of hell despite the rumours that plagued her early career.
Proven Commander (+1M, +5 to morale of military forces under her command) –Over the years Marshal Khol has proven to her people that even if she is not the warmest of commanders she is skilled enough to save many of their lives. This has given her a level of grudging support from her forces.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Marshal Khol has had her faith and combat skills tested.
Ruthlessly Pragmatic (+1M, +1I, -1D, -5 morale to troops under her command)- During the defence of Helm's Deep Marshal Khol led almost every soldier under her command to their deaths, with only a single regiment surviving out of the over two hundred that begun the battle. Despite this the siege was indubitable a success, with the majority of the civil an population suvving and the city remaining mostly intact. The ruthless pragmatism that it took to order her men to certain death so that more of the civilians would be able to live has left is mark on the already cold Marshal, and on her reputation.
Widely Read
(+1D, +3L)- Marshal Khol has taking to spending what free time she has studying a wide range of topics. As a result of this she has picked up a large amount of knowledge about a whole range of topics, some of which has proven to be useful.

Samanta Khol was born, in a tent in the settlement that was eventually named Helm's Deep but was then known as Alpha-Three, a mere thirteen days after Avernus was settled making her one of the first children born on Avernus and quite possibly the oldest still surviving, given how many children died in the first five years. During her early years she saw the deaths of pretty much every other child and saw first hand exactly how hard life was before the cities of Avernus were fully set up. It is in these years that her cold mask was formed as a way to shield her from the death that she was surrounded with.

At the age of fifteen Samanta Khol applied for the Avernite Officers Academy and was accepted despite her young age due to her brilliant scholastic records and aceing of the entry tests, both academic and physical. She was the youngest member of the Academy for her entire time there which combined with her stunted social skills and cold mask led to her remaining socially isolated, a common condition for her.

A mere nine months after graduating at the age of eighteen Samanta Khol was immediately thrown into the First Battle of Dis where she proved herself by taking command of her company after the captain and senior Lieutenants were killed. She was promoted to Capitan for her actions making her the youngest Captain in Avernite history, having reached that age while still nineteen. She continued to rise though the ranks with remarkable speed despite her totally lack of social skills due to her tactical and administrative skills as well as her personal bravery and master of the sword. At the age of twenty-four she was promoted to colonel after exemplary action fighting the Necrons at Dorthonion. In the following recruitment drive she was promoted to Brigadier and given command of a full brigade at the age of twenty-nine. She continued to rapidly rise though the ranks until reaching the rank of Lieutenant-General at the age of thirty-seven. Since then she has commanded the PDF of Avernus Spine with great skill despite the rumours that have gathered about her and her poor social skills.

In person Marshal Samanta Khol is every bit the 'Ice Princess' that rumour paints her as, though you can see a bit of emotion behind her mask. She is incredibly confidant and always fights her battles with a level of tactical acumen that is rarely seen outside of the greatest generals, always taking into account al aspects of the terrain and forces under her command. This is only just enough to counter the fact that she has absolutely no social skills and is one of the least inspiring generals that you have met. You think that if she can develop a few more social skills and become a better leader, rather then commander, she has the potential to become one of the best genrals in the Nine Worlds
Marshal Paolo Donovan of the Azure Islands PDF
Age: 256, rejuved to 25

M: 18+10=28 (+42 martial bonus)
I: 16-2=13
A: 12+3=15
L: 12-2=10
P: 10+3=13
D: 14+1=15
C: 15+15=30(+350 combat bonus)
(23/7+.5=3.5)
General (+4M, +1A, +2C -1D, -1I)- Paolo Donovan has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus.
Avernite Centenarian (
+5C, +1P, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Paolo Donovan has proven himself to be both expert warrior and bearer of a strong will.
Skilled Swordsman (+2C, +20 to combat rolls in melee) - Marshal Donovan wields his power sword with a degree of skill, though he is in no way one of the great swordsmen of Avernus.
Born Leader
(+2M, +3D, +10 to morale rolls to all forces under his command)- Marshal Donovan has always been able to take command of those around him and lead them to victory. He has an instinctive understanding of leadership that few posses.
From the ranks
(+3M, +4C -1D, -1I, -2L) Marshal Donovan has over the course of his carrier risen from a conscripted underhive gangster to one of the highest ranking officers on Avernus. This experience has left him with a welt of combat experience but lacking the etiquette that more formally trained officers posses
Gunslinger (+1C, +10 to combat rolls with pistols) - Marshal Donovan developed a talent for the use of pistols as a ganger, a talent he has kept thought his career.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Marshal Donovan has had his faith and combat skills tested.
Administrator
(+2A) - Marshal Donovan has developed a real skill for efficiently administrating his forces in his time as the leader of the Azure Islands PDF.

Paolo Donovan was born an underhiver in one of the Hives of Zerus, he does not know which one. Like many underhivers he joined one of the local gangs, the Donovan Bad Boyz from which he takes his surname, at a young age before quickly rising to be one of the gangs leaders. He remained in this gang until he was caught by a press gang in his late teens and conscripted into the 89th Regiment of the Zerusian Iron Guard. Paolo Donovan excelled in boot camp, showing the innate leadership that became a hallmark of his career.

Within a year of joining the Iron Guard Paolo Donovan had been promoted to his squads sergeant a position he excelled in. Over the two decades Sergeant Donovan gained a reputation as being one of the most dependable NCO's in the regiment and was eventually promoted to Colour Sergeant. He remained in this position for another two decades until the Defence of Xorn VI where a bad chef poisoned the regiments officers the night before the battle with a poorly prepared delicacy. Given that the 89th Zerusian Iron Guard was the only regiment assigned to that planet, Colour Sergeant Donovan, as the regiments senior sergeant took command of the regiment. It took two weeks for the 89th Zerusian Iron Guard to exterminate the Feral Orks threatening the mining planet securing a vital resource for the region and earning Colour Sergeant Donovan a promotion of Colonel and the attention of High Command. Over the following decades the 89th Zerusian Iron Guard earned a reputation as one of the best regiments in the army and their commander earned a reputation as one of the best tacticians in the army. Due to this reputation it came as no surprise when Colonel Donovan was promoted over the heads of more experienced officers to Brigadier.

It was this promotion over the heads of more experienced and better connected officers that resulted in Brigadier Donovan being assigned to Avernus, where he was expected to die. He defied expectations and despite being as as singed to Storms End, one of the most dangerous locations on Avernus he manged to hold his ground and lead his men to victory after victory. Brigadier Donovan was on the sidelines of the first major campaigns that Avernus participated in but proved his worth in the Siege of Barovik on Midgard and in the Assault on Fjol IV. It came as no surprise to anyone when he was selected to replace Lieutenant-General Volkov as the commander of the Azure Islands PDF.

Marshal Paolo Donovan is a plain spoken man who at first seems more like a veteran sergeant then the general that he is, at least until you see him in battle. In battle Marshal Donovan truly come alive, bellowing orders and inspiring his men to do better while ensuring that they are they are not outmaneuvered by their foes.
Marshal Tanner Pope of the Lindon PDF
Age: 136, rejuved to 25

M: 14+12=26 (+34martial bonus)
I: 21+11=32
A: 16+1=17
L: 14+2=16
P: 16+3=19
D: 17
C: 18+15=33 (+380 combat bonus)
(37/7+.5=5.5)
General (+4M, +1A, +2C -1D, -1I)- Tanner Pope has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus.
Avernite Centenarian (
+5C, +1P, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Tanner Pope has proven himself to be both expert warrior and bearer of a strong will.
Survivor of the Pink Skies
(+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Marshal Agani has had her faith and combat skills tested.
Grandmaster of the Shadows
(+5M, +8I, +2C, +40 to stealth rolls for forces under hisr direct command)- Marshal Pope is incredible at stealth warfare, being able to sneak soldiers past all but the most alert sentries while almost casually picking off enemy scouts and patrols. Even Arbitrator Oakheart is not as skilled at commanding covert operations as Marshal Pope.
Leads from the front
(+3C, +1D, +10 to morale of force under her command, more likely to die in battle)- Marshal Pope has proven to be a skilled leader who where possible leads from the front, never asking his men to do something he will not do himself.
Cunning
(+2I)- Marshal Pope has always been very cunning, often managing to find a way around his problems rather then tackle them directly.
Know Your Enemy
(+1M, +2L)- Marshal Pope was taught the importance of knowing your enemy by his mentor. After her death he has honoured her teaching and studied the foes of the Imperial Trust in depth.
Warrior of the Shadows
(+2M, +2I, +2C)- Marshal Pope has always been a cunning man, finding ways around problems rather then dealing with them directly. He has figured out how to use this tendency in many aspects of war, ranging from grand command to personal combat.

Tanner Pope was born to a middle class family in Mirkwood fourteen years after the founding of Avernus. Like many Avernites he joined the military as soon as he was old enough, being joining the Avernite Officers Academy at the age of eighteen. His performance in the Officers Academy was good but not record breaking, a theme that has followed him throughout his career.

Despite being involved in most of the major battles of Avernus' history Tanner Pope never distinguished himself enough to be put on the promotion fast track, instead steadily gaining rank as he gained experience. This changed when at the age of sixty he was promoted to Colonel and given command of the 7th Helltrooper Light Infantry Regiment, which went on to becoming one of the most decorated regiments of its type. The high success rates and low casualties of his regiment quickly attracted attention and within a decade of reaching colonel he was promoted to Brigadier and assigned to the PDF of Lorien.

Brigadier Pope still had this position nine years later in the First Daemonic Incursion, during which he found himself the senior officer of the city after the deaths of both of his superiors within the first two days of the combat. As such he was in command when Lieutenant-General Agani and the Phase-Tigers arrived in the wake of their desperate flight from Mirkwood, to whom he quickly surrendered command once she was proven to be untainted.

In the aftermath of the First Daemonic Incursion Brigadier Pope quickly found himself promoted to Major-General and becoming a protege to Lieutenant-General Agani. This state of affairs continued for the next fifty-five years until the death of his mentor and his promotion to fill her shoes, as the only officer in Lindon as skilled in stealth as her.

Marshal Tanner Pope is a quite man who always seems to be watching his environment, and the people within it. It takes a while to get him talking but when you do you find that his observations of those around him are highly accurate and that he has a quick wit and a sharp tongue.
Marshal Marija Paulson of the Everglades PDF
Age: 275, rejuved to 25

M: 13+16=29 (+46 martial bonus)
I: 13+6=19
A: 15+4=19
L: 17+12=29
P: 15+8=23
D: 11+1=12
C: 13+26=42 (+755 combat bonus)
(67/7+1.5=11.5)
General (+4M, +1A, +2C -1D, -1I)- Marija Paulson has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus.
Avernite Centenarian (
+5C, +1P, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Marija Paulson has proven herself to be both expert warrior and bearer of a strong will.
War-Scholar of Biharti
(+2M, +4L, +1P, +3C) - Marshal Paulson is a War-Scholar of Bihanti, a member of an ancient sect believes that you must strengthen both your mind and your body to truly master war.
A most deadly education
(+3I, +3L, +4C) - Marshal Paulson has from a young age researched the various methods of ranged death, when she fights this knowledge is put into action.
Grandmaster Sniper
(+2M, +3I, +8C, +80 to ranged combat rolls)- Marshal Paulson is without a doubt the best shot on Avernus, and quite possibly in the Imperial Trust, being able to reliably hit vital locations on targets that most sniperswould struggle to hit. Combined with her habit of leading for the front many an opposing general has fallen in the opening stages of a fight against her forces.
Leads from the front
(+3C, +1D, +10 to morale of force under her command, more likely to die in battle)- Marshal Paulson has proven to be a skilled leader who where possible leads from the front, never asking her men to do something she will not do herself.
Master Tactician
(+5M, +1A, +1L, +25 to units under your command) Marshal Paulson is a master tactician whose plans can ensure even the most powerful of foes is defeated.
Skilled Administrator (+2A) - Marshal Paulson is a skilled Administrator who always ensure that her force are well supplied and organised.
Last Man Standing
(+1I, +3C, even less likely to die) - Marshal Paulson has been the only survivor of several major attacks, proving beyond all doubt how hard she is to kill.
Pious
(+2P)- Her time on Avernus given Marshal Paulson a strong belief in the strength of the human spirit and in the Imperial Truth. She is confident that the Emperor is counting on the people of the Imperial Trust and will not disappoint him.
Hero of The Fens
(+2M, +1D, +4P, +1C, +5 to all rolls against daemons, +1 M when defending, +5 to morale of all troops under her command, +5 to all rolls by troops under her command against deamons)- During the First Daemonic Incursion all cities came under heavy attack and all cities suffered major losses. All cities but one that is,thanks to the leadership of Marshal Paulson and the heroism of Arbitrator Jane Oakheart the attackers of The Fen's failed to get past its walls, instead meeting their end on Arbitrator Oakheart's deadly blade and at the guns of the defenders.
Highly Learned
(+4L)- Marshal Paulson has continued to further her education since coming to Avernus, securing her place as one of Avernus' most educated people outside of the Adeptus Mechanicus.
Unorthodox Tactician (+2M) - Marshal Paulson easily comes up and implements tactics that are simultaneously incomprehensible and incredibly effective.


Marija Paulson was born into the officer caste of Biharti and so was fated to either become a officer or be cast out in shame from her birth. As it was she flourished in the ranks of the War-Scholars and her studies of War, in particular the methods of ranged death, earned her much respect among the War-Scholars. At the age of forty-five she was given a commission in the Biharti Steel Guard as a lieutenant where she proved to be a skilled leader, quickly being promoted to colonel over the next few decades. She was a recently promoted a colonel when her regiment was assigned to Avernus. On Avernus she developed her skill with a gun into becoming one of the most deadly snipers on the planet, as well as leading her regiment well. She was promoted to Major General fifty years after landing, a promotion that was delayed by her preference of leading from the front rather then commanding.

In person Marshal Paulson is a not very talkative at first but once you get her going she displays every bit as much interest in military history and tactics as her predecessor. However this similarity breaks down as you get to know her and find that she loves combat and testing her skills in battle,as a warrior as well as as a commander. She i far more flexible then her predecessor and would make a great scout commander or commander of the vanguard.

Marshal Dieter Bruhn of the Elysium PDF
Age: 245, rejuved to 25

M: 14+13(15, 17)=27(29, 31) (+38,+46 or +55 martial bonus)
I: 16
A: 17+8=26
L: 17+2=19
P: 14+5=19
D: 13
C: 16+13=29 (+325 combat bonus)
(43/7=6)
General (+4M, +1A, +2C -1D, -1I)- Dieter Bruhn has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus.
Avernite Centenarian
(+5C, +1P, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Dieter Marshal Bruhn has proven himself to be both expert warrior and bearer of a strong will.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons (+1 Control if relevant))- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Marshal Bruhn has had his faith and combat skills tested.
Highly Professional
(+2M, +3A, +2C, +1I, +1L, +1P, +1D) - Bruhn is the image of a professional officer, skilled in all the aspects of command, highly disciplined and totally loyal.
General Schwarz's Protege (+3M, +2C, +10 to melee rolls with a sword, very loyal to General Schwarz) – Bruhn has been General Schwarz's protege since he was a junior Lieutenant assigned to the already well known General. He has learnt an enormous amount in this time and has become the skilled general and warrior that he is entirely as a result of his mentor.
Master of the Blade (+2M, +1D, +5C, +50 to melee combat rolls)- Bruhn has been the student of General Schwarz for well over a hundred years. In this time he has received extensive training with the blade, reaching a level of skill where he can easily be called a master.
Expert Administrator (+3A) - Marshal Bruhn is a skilled Administrator who always ensure that his force are well supplied and organised, even in difficult conditions.
Armour Expert
(+1M, +1L, additional +2M when commanding mechanised forces)-Marshal Bruhn has always commanded forces made up primarily of armour. This experience has honed his skill for commanding Imperial Armour to a fine edge.
Dependable
(+1A, +1P, +1C, +5 morale for troops under his command) - Marshal Bruhn is a dependable man who always comes though for those that trust in him, even in the hardest of circumstances.
Aggressive
(+2 Martial when attacking)- Marshal Bruhn has developed a preference for taking the fight to his enemy in his time in Elysium, believing that the best defence is a good offence.

Dieter Bruhn as born to an old and respected Terivarnii noble family and was therefore raised in a life of luxury and on the stories of military glory. Like many young Terivarnii nobles he attended the respected Terivarnii Officers Academy and joined the PDF as a Lieutenant. Also like many others he was selected, by lot, to join the Terivarnii Armour. Much to his suprise he was honored with a post in the 5,693 Terivarnii Armour Regiment, a regiment that while young had grown greatly in fame over the last few hundred years spent as the honour guard of the famous General Leopold Schwarz, one of the greatest human armour commanders in the Segmentum.

Lieutenant Bruhn was even more surprised when he found out that rather then being put in command of a tank squadron like many of his peers he was attached to the command staff of the General himself, albeit as a messenger. In his time as a messenger for General Schwarz Lieutenant Bruhn met countless senior officers, ranging from the highly disciplined Cadians to the fierce Catachans. In part as a reaction to those he would be expected to meet Lieutenant Bruhn started to develop a level of discipline himself, a trait that he worked on improving for the rest of his career. It was this discipline, so unusual for the nobly born junior officer of the Terivarnii that attracted the attention of General Schwarz, and later his patronage. Over the next sixty years he alternated between field command positions and positions within the General's staff, preforming well and getting promoted all the way to colonel.

As a member of General Schwarz's personal entourage Colonel Bruhn accompanied him back to Terivarn upon his retirement where he continued to act as his aide. Colonel Bruhn found that after being involved, however periphery with the war councils of Imperial Crusades that the political games and maneuvering that the nobles of Terivarn engaged in were petty and wasteful. This change in perspective led to him having trouble fitting into the life that he once led on Terivarn, a difficulty made more severe by the fact that many of his peers were married with children by the time that he returned. As such he was more then willing to join his general in the Avernus colonization effort.

In his time on Avernus Dieter Bruhn has flourished in the service of his general, continuing to switch between field and staff positions and continuing to climb though the ranks until he was selected to take the place of his mentor fifteen years after the founding of Avernus, a position that he remained in for seventeen years. Since then he has acted as Lieutenant-General Schwarz's second in command, a position he excelled in.

When you meet Lieutenant-General Bruhn in person he is exactly as you expected him to be, a solid, dependable officer that reminds you heavily of Pask. Despite this there are several differences, with Marshal Bruhn's noble upbringing showing itself in his speech and education, which covers far more then just matters of war.
Marshal Callahan Christianson of Aridia PDF
Age: 205, rejuved to 25

M: 14+13=27 (+38 martial bonus)
I: 15+4=19
A: 10+6=16
L: 10
P: 14+5=19
D: 15-1=14
C: 13+21=33 (+440 combat bonus)
(48/7+.5=7.5)
General (+4M, +1A, +2C -1D, -1I)- Callahan Christianson has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus.
Avernite Centenarian (
+5C, +1P, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Callahan Christianson has proven himself to be both expert warrior and bearer of a strong will.
Avernus Officers Academy Graduate
(+3M, +3A, +2L, +2P, +3C)- Marshal Christianson is a graduate from the Avernus Officers Academy and therefore has a though education in military matters.
From the ranks
(+3M, +4C -1D, -1I, -2L) Marshal Christianson is a veteran of hundreds of fights and is skilled at leading men into battle, and surviving said battle.
Leads from the front
(+3C, +1D, +10 to morale of force under her command, more likely to die in battle)- Marshal Christianson always leads his men from the front,fighting among the common troopers were he claims that he can feel the flow of the battle better. Whether or not this is true t is undisputed that his men fight harder when their general is fighting beside them.
Master of Scouts
(+3M, +6I, +15 to scouting rolls)- Marshal Christianson has proved to be an master of training and deploying his scouts. This has led to him usually being able to blind the opposing general while knowing exactly where the enemy is.
Skilled Administrator (+2A) - Marshal Christianson is a skilled Administrator who always ensure that his forces are well supplied and organised.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons (+1 Control if relevant))- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Marshal Christianson has had his faith and combat skills tested.
Skilled Marksman
(+2 Combat, +20 to ranged combat rolls) - Marshal Christianson is a skilled marksman who can reliably hit even challenging targets.

When the Avernus was first colonised Lieutenant Callahan Christianson was a recently promoted member of the Xanthus 34th​, one of the Rough Rider Regiments assigned to Aridia. He was one of the most experienced members of that regiment having served four over four decades during which he slowly climbed the ranks from private to Captain.

Lieutenant Christianson was promoted all the way to major in the first decade of colonisation mostly due to severe attrition among the senior ranks. When the Avernite Officers Academy was first established he was judged as having insufficient education for his rank and was one of the initial class. Interestingly enough he was a member of then Major Hye Richards' class and despite some early friction, about being taught by a woman decades younger then him and the same rank, they developed the beginnings of a long lasting friendship during this time.

After returning to active duty Major Christianson proved to be one of Aridia's better officers distinguishing himself against both the Sons of War and the Necrons. He was promoted to colonel after the attack of the Sons of War and to Brigadier after the Necron invasion. For the next several decades Brigadier, later Major-General Christianson was one of Aridia's better leaders until he was promoted to Lieutenant-General after the death of his predecessor.

Marshal Christianson is a rough spoken soldier who many consider to be a veteran sergeant upon first meeting, which he does not consider to be an insult in any way. He is slow to anger but when he loses his temper his rages are things of legend among his subordinates, with tales of how he verbally flayed fools under his command being commonly told.
Marshal Tychon Rakes of the Duat PDF
Age: 170, rejuved to 25

M: 17+7(11)=24(28) (+27 or +42 marital bonus)
I: 16-1=15
A: 18+1=19
L: 10
P: 17+3=20
D: 13
C: 16+13=29 (+275 combat bonus)
(25/7=4)
General (+4M, +1A, +2C -1D, -1I)- Tychon Rakes has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus.
Avernite Centenarian (
+5C, +1P, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus Tychon Rakes has proven himself to be both expert warrior and bearer of a strong will.
Survivor of the Pink Skies
(+2P, +1C, +5 to all rolls against daemons (+1 Control if relevant))- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Marshal Rakes has had his faith and combat skills tested.
Leads from the front
(+3C, +1D, +10 to morale of force under her command, more likely to die in battle)- Marshal Rakes always leads his men from the front,fighting among the common troopers were he claims that he can feel the flow of the battle better. Whether or not this is true t is undisputed that his men fight harder when their general is fighting beside them.
Master of Defence (+2M, additional +4M when defending, +25 to morale of force under his command when defending)- Marshal Rakes is one of the best defensive commanders on Avernus, always knowing when a positions needs to be reinforced or abandoned as well as how to best launch spoiling assaults on the besieger.
Skilled Marksman
(+2 Combat, +20 to ranged combat rolls) - Marshal Rakes is a skilled marksman who can reliably hit even challenging targets.

Tychon Rakes was born to a upper class family on the planet of Zerus twenty years before the colonisation of Avernus. He joined the Officers Academy as soon has he was old enough and was a newly graduated Lieutenant when Avernus was colonized. Much to many of his soldiers surprise he manged to survive and prosper on Avernus, eventually becoming a respected officer. He continued to slowly rise in the ranks for the next few decades until he reached the rank of colonel after his superior fell in the assault on Barovik during the First Siege of Midgard.

Due to the skill that he had always displayed in defensive operation Colonel Rakes was reassigned to a position in one of the first Avernite Siege Infantry Brigades, where he quickly proved to be one of the most gifted officers. He remained there until Waaagh Garkill, where he took command of his brigade after the Brigadier was killed during the defence of The Fens from the main Ork attack. In recognition of his astute command of his brigade for the rest of the engagement he was promoted to Brigadier after the end of the campaign.

Brigadier Rakes and the 9th Helltrooper Siege Infantry Brigade next saw combat in the Assault on Fjol IV, where they were one of the most successful of the Siege Infantry Regiments in the Avernite Army, which attracted the attention of several senior officers. For the following few decades Brigadier Rakes was shifted though several posts in preparation for promotion, which came about six years before the First Daemonic Incursion.

Major-General Rakes was the commander of the defenders of Arbor during the First Daemonic Incursion, and as such came under heavy attack. Being one of the northernmost cities Arbor suffered some of the lightest casualties in the Incursion, a fact that is almsot solely credited to Major-General Rakes command. After going over his after action reports his defence of Arbor started to be used as a textbook example of defending a city from a Daemonic Incursion, and he became known as one of Avernus' greatest defensive experts.

As such it was not surprising when he was slated to command the defenders of Iota One when it was first founded, and was given command over the regions PDF forces when they were formally formed a few years later.

Marshal Tychon Rakes is a highly professional man, who always uses exact military protocol and has a reputation for being strict but fair to his subordinates.

Considering who to promote to command of the Helltroopers. Seems to me that the following are the best options:

1: Lucina Eichel. Tied for highest base military skill (30), has a +4M bonus when defending, and is less likely to be ambushed. Relatively low piety (9).

2: Samanta Khol. Tied for highest base military skill (30), +10 to morale of military forces under her command, far less likely to suffer from emotion based effects, low diplomacy (7).

3: Marija Paulson Third highest base military skill (29), +10 to morale of military forces under her command, no particular weakness

Syr went from Lt.General to Ensign ahahahhahaa

Poor Syr, if we had waited a few more turns she would have probably risen to Marshal...


Also, since this always comes up, here again is my list (unverified) of what city defenses have been updated already:
Rough list of city defenses, would be helpful if someone will double check.

Name
Environment
Type
Upgraded Void Shields?

Dis
Mountain
Capital, Large Hive
Not Upgraded

Casarrondo
Mountain
Major City
Upgraded



Gormec
Mountain
Major City
Not Upgraded


Helm's Deep
Mountain
Small Hive
Not Upgraded


Lemnos
Mountain
Major City
Not Upgraded


The Lonely Citadel
Mountain
Major City
Not Upgraded


Belegost
Mountain
Forge City
Not Upgraded


Nogrod
Mountain
Psyker Artisan City
Upgraded


Arbor
Island
Major City
Not Upgraded


The Fair Isle
Island
Small Hive
Not Upgraded


Storm's End
Island
Major City
Upgraded


Roke Island
Island
Psyker Research City
Upgraded


Unseen University
Forest
Psyker Student City
Upgraded


Lorien
Forest
Major City
Upgraded


Mirkwood
Forest
Major City
Upgraded


Hollin
Forest
Small Hive
Not Upgraded


Dorthonion
Forest
Forge City
Not Upgraded


Doriath
Forest
Major City
Upgraded


The Fens
Tropics
Small Hive
Not Upgraded


Asmat
Tropics
Major City
Not Upgraded?


Limberlost
Tropics
Major City
Not Upgraded?


Okefenokee
Tropics
Major City
Not Upgraded?


Malea
Plains
Quartok City
Upgraded


Nurn
Plains
Major City
Not Upgraded


Garden Grove
Plains
Small Hive
Not Upgraded


Bonud
Plains
Major City
Upgraded


Yphax
Plains
Major City
Not Upgraded?


Salem
Desert
Small Hive
Upgraded?


Silver Lake
Desert
Forge City
Not Upgraded


Babylon
Desert
Major City
Upgraded?


Beirut
Desert
Major City
Upgraded


True Grit
Desert
Major City
Upgraded


City of Glass
Desert
Battle Psyker City
Upgraded


Iota One
Delta (Desert)
Major City
Upgraded


Iota Two
Delta (Lake)
Major City
Not Upgraded


Iota Three
Delta (Desert)
Major City
Not Upgraded


Iota Four
Delta (Delta)
Major City
Not Upgraded


Iota Five
Delta (Delta)
Major City
Not Upgraded​
 
Your proposal is to explicitly build a specialized facility for making master crafted Knight Titans. That means building a facility, gathering the right people for the job, and everything else. It'd end up as a multi-year action, and would logically be an AdMech action. I don't buy into it being mainly a diplomacy action.
Yes. Because all actions to build something are multi-year actions. :cool:
The majority will be diplomatic because first the Sound Out to reach all and second the Request Information on all who can give information.
To relaiably provide Asgard with Knight-Titans Avernus plans to build a foundry/factory/workshop focussed for these. Given how complex any sort of titans are and that a long distand goal is the creation of master works any insight given into the topic even if its only remotely connected is apreciated. Concerns and advise equally.
Svartalfheim addition: Opinion of the guilds on setting up a possible artisan workshop is needed. In case of overlap/conflict with the speciality of any guild we will limit the facility of course.
Asgard addition: It is planed to serve as the primary maintainance facility for Knights in system and advise for the correct maintainance and repair of them will help greatly.
It's long distant goal is to provide master works but till than it's goal is to build all the knights Asgard want. That want change after there is enough expertise gathered to build those master works. To ask the artisans for tips to correctly set a something up to better allow the building of master works does not allow to do so.

And even if it is another thing to invest years in. Our spyker artisans are not much further as well and they have already a backlog to the reemergency of the GEoM.
Thats not what Portec was arguing unless he totally misunderstood Elder Haman.
His argument was lets not let the Collegia do their jobs, because Tranth is able to get crits and they are not.
My argument was that
  1. maybe Thrant could get a trait out of it if he works on all.
    and
  2. it would be more action economic to not let him work on the other armor types
So in the end I have no argument because I am for and against it.
 
My arguement for Tranth working on Destroyer armor is the chance to crit it with all his bonuses and Enjou's DD.
 
Is the critting worth it?

We don't have anything to compare, but is it really that much better?
I mean, a crit on Elite Armor gave us a standard astartes suit that's only a bit less durable than Terminator armor.

Seeing as Destroyer is already the steroid taking bastard hybrid of centurion and terminator armors. God Emperor knows what a crit will do.
 
Sadly the crit on Raider only seemd to reduce the time needed for all other elite versions of SM armor. Maybe I have read the result wrong...
 
Sadly the crit on Raider only seemd to reduce the time needed for all other elite versions of SM armor. Maybe I have read the result wrong...
What? The crit resulted in Astartes Raider armor being massively better than regular one in every way, especially since it allows extended flight, and making Asssult Marines jet infantry instead of jump infantry. Without a crit it almost certainly wouldn't have the extended operational endurance, and quite likely received less improvement in other areas too.
 
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idea for an order or two that I came up with.

Order of the Second Thought - An order devoted to monitoring Psykers who are part of the telepathica and sniff out traitors and deal with them in the most appropriate manner. Be it silent or public. The order will work as an Auxillary to the Arbitters who will serve as partners and advise on legal matters where possible.

The goal of this Order is to keep the Telepathica un-corrupted and retain the image of a Telepathica that is competant in graduating loyal servants of the Emperor.

Order of the Phantoms Sabetour - An elite group of infiltrator and sabetour like Psykers whose one job is to breech enemy defenses in any way possible. A dangerous assignment where only the best are sent into and where legends will be made. The order can be stealth droped onto an enemy world and be trusted to stay undetected and uncorrupted in order to infiltrate and sabotage defenses in preparation for an incoming invasion. It can also be said that they are the step child of the Phase Tigers made into psykers.
 
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