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
I literally threw up because of how Iorrifying that sounds like...an also because you can relate to that in real life..

I forgot about that to be honest and sheesh. I was thinking of making an omake where the cultists are being eaten but now I just cant. I cant beleove that the idea of billions humans dying in trench warfare 40k style is ok with me but being kissed by a weird version of Ariel as she sucks out your soul takes me by the throat.

I mean maybe I can do it but damm. Fishies be EWWW!
 
you think so, at least at first and then concepts like pain do not mean anything
Soooo, kinda.

Well that's better than incredible agony throughout the whole process I guess.

I mean maybe I can do it but damm. Fishies be EWWW!
If it makes you feel better the half doing the kissing is meant to be extremely good looking.

I also find it a bit odd that this makes you ewww, but hey we all have our personal icky stuff.
 
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Soooo, kinda.

Well that's better than incredible agony throughout the whole process I guess.


If it makes you feel better the half doing the kissing is meant to be extremely good looking.

I also find it a bit odd that this makes you ewww, but hey we all have our personal icky stuff.
It might be the intamacy of the act coupled with the sinister devouring of the soul. It creates a uncanny valley feeling of dread.
 
@Durin:
1) How often do Sirens and Humans come in contact these days?
1a) Are there any non-official random encounters?
1b) If so, how "friendly" are they?
2) Are there frequent Siren sightings near our cities?
3) Have there been any sightings of Sirens hunting down rogue Sirens that were approaching Human cities?
4) Are there any crazy Avernites who want to go to Nazjatar as tourists?
 
@Durin:
1) How often do Sirens and Humans come in contact these days?
1a) Are there any non-official random encounters?
1b) If so, how "friendly" are they?
2) Are there frequent Siren sightings near our cities?
3) Have there been any sightings of Sirens hunting down rogue Sirens that were approaching Human cities?
4) Are there any crazy Avernites who want to go to Nazjatar as tourists?
1. not a lot but occasionally
1a+1b. yes, though usually between Sailors and Sirens, they are relivily freindly, in part due to how crazy the Sailors and and how relieved they are to see something that is not trying to kill then
2. no
3. yes
4. yes, generally from the Avernite Darksmen (those who venture into the Dark)
 
1. not a lot but occasionally
1a+1b. yes, though usually between Sailors and Sirens, they are relivily freindly, in part due to how crazy the Sailors and and how relieved they are to see something that is not trying to kill then
2. no
3. yes
4. yes, generally from the Avernite Darksmen (those who venture into the Dark)
Well say what you will they've kept to both the letter and spirit of the arrangement.

Hell so did the Trolls...

MMM, I wonder if the trust would be averse to some social engineering there?

Maybe Avernus tries to make sure the People don't come into conflict too much like those Lizardmen beating the crap out of each other in theta zone.
 
[X] Use Exterminatus on any world that is to tough to take and strategically important due to resources, infrastructure or population, estimated 8-20. -Governor Olaf, Governor-General Aelfric, Governor Garp, Lord-Marshal Sigard and Fabricator-General Scott are supporting this proposal.

[X] Propose the Trust creates a centralised agency under the command of the Security Council dedicated to training defence engineers and work crews whose purpose is to rapidly build fortifications on new worlds and assist in the fortification of already held ones. This academy is to draw expertise from all worlds and relevant organisations of the Trust.
 
[X] Use Exterminatus on any world that is to tough to take and strategically important due to resources, infrastructure or population, estimated 8-20. -Governor Olaf, Governor-General Aelfric, Governor Garp, Lord-Marshal Sigard and Fabricator-General Scott are supporting this proposal.

[X] Propose the Trust creates a centralised agency under the command of the Security Council dedicated to training defence engineers and work crews whose purpose is to rapidly build fortifications on new worlds and assist in the fortification of already held ones. This academy is to draw expertise from all worlds and relevant organisations of the Trust.
 
Inserted tally vote I believe should be closed soon as it has been more than 12 hours since notice.
Adhoc vote count started by Doomed Wombat on Jul 8, 2017 at 7:00 AM, finished with 313 posts and 32 votes.

  • [X] Use Exterminatus on any world that is to tough to take and strategically important due to resources, infrastructure or population, estimated 8-20. -Governor Olaf, Governor-General Aelfric, Governor Garp, Lord-Marshal Sigard and Fabricator-General Scott are supporting this proposal.
    [X] Propose the Trust creates a centralised agency under the command of the Security Council dedicated to training defence engineers and work crews whose purpose is to rapidly build fortifications on new worlds and assist in the fortification of already held ones. This academy is to draw expertise from all worlds and relevant organisations of the Trust.
    [X] Use Exterminatus on any world that is to tough to take and strategically important due to resources, infrastructure or population, estimated 8-20. -Governor Olaf, Governor-General Aelfric, Governor Garp, Lord-Marshal Sigard and Fabricator-General Scott are supporting this proposal.
    [X] Use Exterminatus on any world that is to tough to take and strategically important due to resources, infrastructure or population, estimated 8-20. -Governor Olaf, Governor-General Aelfric, Governor Garp, Lord-Marshal Sigard and Fabricator-General Scott are supporting this proposal.
    [X] Propose the Trust creates a centralised agency under the command of the Security Council dedicated to training defence engineers and work crews who's purpose is to rapidly build fortifications on new worlds and assist in the fortification of already held ones. This academy is to draw expertise from all worlds and relevant organisations of the Trust.
    [X] Use Exterminatus on only the toughest Ork Worlds, such as their major shipyards and capital worlds, estimated 3-6.- The Inquisition, First Artisan Granalf, Governor Ulric and King Zaren are supporting this proposal.
    [X] Use Exterminatus on only the toughest Ork Worlds, such as their major shipyards and capital worlds, estimated 3-6.- The Inquisition, First Artisan Granalf, Governor Ulric and King Zaren are supporting this proposal.
    [X] Propose the Trust creates a centralised agency under the command of the Security Council dedicated to training defence engineers and work crews who's purpose is to rapidly build fortifications on new worlds and assist in the fortification of already held ones. This academy is to draw expertise from all worlds and relevant organisations of the Trust.
    [x] Use Exterminatus on any world that is to tough to take and strategically important due to resources, infrastructure or population, estimated 8-20.
 
The Second Emergency High Council Meeting Part Four: Final Decisions and Plans
The Second Emergency High Council Meeting Part Four: Final Decisions and Plans
One hundred and Eighty-seven years after the Founding of Avernus

With your support the proposal to use Extermaintus on any world that is too tough to take and strategically important due to resources, infrastructure or population was agreed on. You also proposed that the Imeprial Trust creates a centralised agency under the command of the Security Council dedicated to training defence engineers and work crews whose purpose is to rapidly build fortifications on new worlds and assist in the fortification of already held ones which would draw expertise from all worlds and relevant organisations of the Trust. This was also agreed on.

Before the meeting ended you went back over the pans that were made over the last few weeks, military diplomatic and industrial.
The Imperial Trust will push the attack on the local Ork domains as fast as possible. This will require almost half of the Imperial Trust military capacity and involve fighting on a dozen worlds at a time, or more. First an attack all five worlds in the Danaan Sub-Sector will be launched in two years time and then then work will begin on starting to secure footholds in the remaining two domains the year after. These footholds would be used to marshal attacks deeper into the Ork Domains over the following two decades. High Grandmaster Ridcully will devote some of his time in this period and after intensifying the civil war in the Tugozak's Domain.

As this is happening Archmagos Tranth will be attempting to reverse engineer Exterminatus weaponry, which will then be used against Tugozak's Domain after the nearby regions have been secured. When the local domains are secured a major harassment campaign will be launched against Tugozak's Domain, with the fleet of Vanaheim and Muspelheim and Avernus' elites causing as much damage as is practical. They will use some Exterminatus weaponry in this campaign, targeting any world that is too tough to take and strategically important due to resources, infrastructure or population. As the same time the Imperial Trust will dispatch a major combined arms task force to inflict as much damage to the minor Ork Worlds as possible. All forces will then withdraw when High Grandmaster Ridcully warns you that there is only a decade left before the Ork Gods awaken, and you will focus on preparing yourselves for the coming storm.

All human and xenos groups that the Imperial Trust can warn will be warned of the coming events, barring the forces of Chaos.

Avernus will be given permission to start trading the souls of its Chaos Cultists to the Sirens of the Azure Bay for knowledge, hopefully including more advanced wards.

An agreement will be made with Dragon's Nest which includes a full defensive alliance between the two polities, allowing trade, though limiting all trade to Danaan and Ceoturn, the nearest world in Dragon's Nest, and an breeding agreement between your respective Navigator Houses. There will also be a proposal to trade a significant amount of technology with the Blood Dragons on generous terms in order to better prepare them for the coming WAAAGH.

It has been decided that the following technologies are available to trade with the Blood Dragons: all of the Imperial Era STCs, Royal Basilisks, Astartes Advanced Power Armors
Currently being considered is allowing Helheim Pattern Defence Cruisers and the naval technology that they use to be traded as well as providing Fell Class Super-heavy Tanks as well as maintenance and basic repair instructions. The final decision on this topic will be agreed on once the trade has been proposed and what they are willing to offer in return is seen.

It has been decided that you will request the sale of the two levels of Forges that the AdMech doesn't currently possess, STCs for Astartes equipment the Trust doesn't have but the Blood Dragons do, having Technomancy taught to members of the Adeptus Astra Telepathica, and anything else of value that Dragons Nest is willing to provide.

Each full world in the Imperial Trust will be required to bring its defences up to at least Very Heavy by the time that the Ork Gods awaken, with Super-Heavy being preferred. The Imperial Trust is willing to provide zero interest loans to member worlds in order to allow them to achieve this. The worlds captured during the coming decades are to be fortified as much as is possible in the time available. It is also agreed that each world, colony or not, must have a full Avernite style militia within twenty-five years.

The Imperial Trust Trust creates a centralised agency under the command of the Security Council dedicated to training defence engineers and work crews whose purpose is to rapidly build fortifications on new worlds and assist in the fortification of already held ones. This academy is to draw expertise from all worlds and relevant organisations of the Trust.

As soon as a major foothold is made on a world work will begin on colonising the planet, with fortress-cities filled with Midgardians being the main coloniser. Midgard can easily provide five billion colonists a year, allowing every world to have more then enough manpower. The main issue on the colonising front will be shipping capacity and the time it takes to get established. While reducing the amount of time can be done with the use of Avernite Engineers and massed manpower shipping capacity is not so easily increased, as any additional construction of merchant ships would take away form the amount of warships you could repair. Requests will be made to hire shipping capacity from Dragon's Nest.
 
Well, I'd say this has been very productive.

must have a full Avernite style militia within twenty-five years.

The Imperial Trust Trust creates a centralised agency under the command of the Security Council dedicated to training defence engineers and work crews whose purpose is to rapidly build fortifications on new worlds and assist in the fortification of already held ones. This academy is to draw expertise from all worlds and relevant organisations of the Trust.
We are now a few steps closer to making all our worlds nightmares to attack.
 
Turn Ninety-Three
Turn Ninety-Three
One Hundred and Ninety years since the Founding of Avernus
Five year turn

Without a doubt the main events of the last five years are High Grandmaster Ridcully's divination that the Ork Gods would soon awaken and empower their people and the meeting where the Imperial Trust decided what to do about it. The Imperial Trust will be both spreading the word to both human and xenos as well as causing as much damage to the nearby Orks as possible and taking their worlds in order to fortify them. It was also decided that the Imperial Trust would start using Exterminatus weaponry and start trading the souls of Avernite cultist to the Sirens for knowledge. While you were the one to suggest this action and to convince the High Council to allow it the concept still rankles and seems morally dubious. It has also combined with several of your previous actions to give you a reputation for ruthlessness and the willingness to do anything to win, a reputation that is not entirely accurate but one that will be hard to shake.

A Ruthless Reputation (+1I, -2D, -1 Civilian Morale, -1 to relations with all newly met worlds, -2 relations with all newly met human worlds)- You have gained a reputation of being willing to do anything for victory, whether it is destroying your own cities or even feeding human souls to xenos for knowledge.

General Richards is currently rather busy with upgrading the equipment that large portions of the Avernite Helltroopers are equipped with, though she will be mostly free in a year. She would prefer to continue to focus on equipping as much of the Helltroopers in power armour as is practical, a task that should take only a decade or two more.

Marshal Khol upgrades trait Widely Read (+1D, +3L) to Scholar (+1D, +5L)- Marshal Khol has become a respected scholar as a result of spending her free time studying a variety of subjects.
Two Locked Choose Two
Two Four years

Helguard Jetbikes- One of the new technologies found by Archmagos Tranth is designs for a set of advanced jetbikes with many similarities to the Eldar designs. Now that a force compostion has been desnged General Richards would like to mount your entire Helguard Rough Rider force on Jetbikes. This would turn the Helguard Rough Riders into a situationaly useful forces into one of your most useful and deadly Helguard Regiments.

Time: 7 years

Cost: 38,600,000Thrones, 1,840,000 Material, 105,000 Promethium, 1,400,000 Advanced Material, 2,950 Exotic Material.
Upkeep per year: 3,860,000 Thrones, 184,000 Material, 52,600 Promethium, 70,000 Advanced Material, 59Exotic Material.
Reward: replace 26 Helguard Rough Rider Regiments with 26 Helguard Jetbike Regiments

Locked- Six out of Seven years completed


Helltrooper Power Drop Infantry: Drop Infantry- General Richards has put forward a plan to equip your Helltrooper Drop Infantry with power armour. This will greatly increase their combat power and life expectancy at a surprisingly affordable price. You are advised to begin this project immediately, and told that General Richards is working on plans to begin similar upgrades for the rest of your Helltrooper Regiments.

Time: 6 years

Cost: 307,000,000 Thrones, 31,200,000 Material, 1,430,000 Promethium, 7,020,000 Advanced Material, 4,190 Exotic Material.
Upkeep per year: 14,600,000 Thrones, 898,000 Material, 343,000 Promethium, 186,000 Advanced Material, 30 Exotic Material.
Reward: upgrade 401 Helltrooper Heavy Drop Regiments to Helltrooper Power Drop Infantry Regiments.

Locked- Five out of Six years completed


Helltrooper Power Infantry: Infantry- General Richards has put forward a plan to equip your Helltrooper Infantry with power armour. This will greatly increase their combat power and life expectancy at a surprisingly affordable price. You are advised to begin this project immediately, and told that General Richards is working on plans to begin similar upgrades for the rest of your Helltrooper Regiments.

Time: 8 years

Cost: 276,000,000 Thrones, 21,300,000 Material, 762,000 Promethium, 6,590,000 Advanced Material, 4,240 Exotic Material.
Upkeep per year: 15,500,000 Thrones, 1,060,000 Material, 347,000 Promethium, 198,000 Advanced Material, 32 Exotic Material.
Reward: upgrade 419 Helltrooper Heavy Infantry Regiments to Helltrooper Power Infantry Regiments.

Locked- One out of Eight years completed


Personal Attention: Campaign: Army- In four years time there will be a major attack at Danaan by the Orks of Grotogg's domain. In the aftermath of this attack the Security Council plans to launch a simultaneous attack on all five of the worlds of what was once Garkill's Domain. While ambitious they believe that between the Imperial Trust' superior tactics, technologies and short supply lines that it will be possible. You will be expected to deploy the majority of Avernus' land forces to participate in this campaign.

Time: 7 years (can only be taken in year 4, if personal attention is used then only other Personal Attention that can be chosen is Campaign: Fleet)

Cost: 1,200,000,000 Thrones, 600,000,000 Material, 50,000,000 Promethium. 83,000 Advanced Material, 930 Exotic material.
Reward: army assists Imperial Trust in taking and holding new worlds, no lost prestige

Locked- Two out of Seven years completed


Helltrooper Power Infantry: Light Infantry- General Richards has put forward a plan to equip your Helltrooper Light Infantry with power armour. This will greatly increase their combat power and life expectancy at a surprisingly affordable price. You are advised to begin this project immediately, and told that General Richards is working on plans to begin similar upgrades for the rest of your Helltrooper Regiments.

Time: 6 years

Cost: 93,400,000 Thrones, 9,430,000 Material, 243,000 Promethium, 1,920,000 Advanced Material, 1,470 Exotic Material.
Upkeep per year: 6,720,000 Thrones, 579,000 Material, 108,000 Promethium, 69,500 Advanced Material, 18 Exotic Material.
Reward: upgrade 250 Helltrooper Light Infantry Regiments to Helltrooper Scout Infantry Regiments.

Helguard Void Infantry- General Richards has put forward a plan to train two divisions of Helguard Void Infantry, which would be equipped with Power Amour and more advanced weapons. This force would be far more deadly then your current Void Infantry and be able to defeat almost any foes in a boarding action. It would however be expensive and take quite some time to train.

Time: 9 years

Cost: 358,000,000 Thrones, 17,600,000 Material, 691,000 Promethium, 8,830,000 Advanced Material, 27,400 Exotic Material.
Upkeep per year: 71,500,000 Thrones, 3,510,000 Material, 346,000 Promethium, 883,000 Advanced Material, 1,380 Exotic Material.
Reward: train 200 Helguard Void Infantry Regiments

Helltrooper Power Mechanised Infantry: Mechanised Infantry- General Richards has put forward a plan to equip your Helltrooper Mechanised Infantry with power armour. This will greatly increase their combat power and life expectancy at a surprisingly affordable price. You are advised to begin this project immediately, and told that General Richards is working on plans to begin similar upgrades for the rest of your Helltrooper Regiments.

Time: 6 years

Cost: 332,000,000 Thrones, 26,800,000 Material, 1,140,000 Promethium, 7,120,000 Advanced Material, 4,760 Exotic Material.
Upkeep per year: 16,000,000 Thrones, 658,000 Material, 460,000 Promethium, 174,000 Advanced Material, 27 Exotic Material.
Reward: upgrade 249 Helltrooper Mechanised Infantry Regiments to Helltrooper Power Mechanised Infantry Regiments.


Thundabeast Riders : Planning- In recent years the number of Thundabeasts in the pens in Elysium has reached a high enough number that training some of them for war and creating specialised Thundabeast Riders is practical. To begin with Maximal, Schwarz and a collection of rough riders and armour experts will have to determine how to best go about this. It is noted that while a hundred thousand Thundabeasts is a lot if they are eing deployed on the regimental scale you will have to further increase numbers.
Time: 8 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: Force Composition for Thundabeast Riders


Implement (Technology): Planning- General Schwarz has already implemented the most important technologies found in the datacores but there is still many types that remain unused. He could spend a few years deciding how to best use a selected technology.

Time: 2 years

Cost: 39,000,000 Thrones, 7,800,000 Material, 790,000 Promethium, 85,000 Advanced Material, 95 Exotic Material.
Reward: Plan on how to implement chosen technology


Readiness Training- General Drago suggests putting his troops though combat readiness training in order to ensure that they are fully prepared if another invasion occurs. While effective this training will not have any long term effects and will need to be redone every decade. General Drago does not consider this to be urgent.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 12,200,000 Thrones, 1,220,000 Material, 122,000 Promethium, 167 Advanced Material
Reward: +5 to all combat rolls for regular forces the next decade, can be taken multiple times


Militia Readiness Training- General Schwarz suggests putting the militia though combat readiness training in order to ensure that they are fully prepared for the incoming invasion. This would potentially provide a massive boost to your total combat power but given that you want to avoid using the militia in combat as much as possible how much effect thi will actually have is unknown.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 880,000,000 Thrones, 88,000,000 Material, 8,800,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for militia the next decade, can be taken multiple times, -1% city productivity per attempt (for the turn)


Specialist Grenadiers (Write In): Planning- Now that you have the Elite Training Facilities General Drago would like to create elite, specialist units that take advantage of the unique skills that each region of Avernus instils in its soldiers. General Drago does not consider this to be urgent.

Time: 1 year.
Chance of Success: Variable

Cost: 7,200,000 Thrones, 14,400 Material, 1,440 Promethium, 860 Advanced Material.
Reward: Get Composition of Chosen Elite Unit. Put forward a write-in of a unit type and I will tell you if it it viable and how easy it will be (good omake will make it easier).

Admiral Sarnow is currently leading most of the Avernite Navy in the campaign against the Orks in what was once Garkill's Domain. He tells you that there will be a pair of major battles in the coming few years which should allow the Imperial Trust to break the back of both of the remaining Ork Fleets, after which the invasions will be able to start in earnest. These battles will inflict some damage eon the Avernite Fleet, which will result in some ships having to be repaired and others replaced.
Two Locked Choose One
One Five years

Construct: Warships -Admiral Sarnow has put forward a proposal to build the rest of the ships that you planned for the Avernite Navy, baring those on order from Vanaheim which are expected to arrive within the decade. This will take some time and use up a decent portio of the ships from the ship graveyard but will bring your fleet to full strength for the first time.

Time: 14 years.

Cost: 1,580,000,000 Thrones, 225,000,000 Material, 4,220,000 Promethium, 1,020,000 Advanced Material, 8,530 Exotic Material.
Upkeep per year: 38,300,000 Thrones, 5,850,000 Material, 2,250,000 Promethium, 61,100 Advanced Material, 203 Exotic Material.
Reward: Repair 4 Paladin Heavy Cruisers (mostly intact), 4 Templar Heavy Cruisers (mostly intact), 5 Hoplite Cruisers (mostly intact), 18 Soldier Destroyers (half destroyed), 53 Legionnaire Destroyers (10 intact, 43 mostly intact). Build 2 Landsknecht Grand Cruisers, 2 Warrior Cruisers and 50 Descent Destroyers. Repair for Imperial Trust 3 Chevalier Heavy Cruisers (mostly intact), 10 Disciple Carriers (mostly intact), 9 Uhlan Battlecruisers (mostly intact) and 77 Privateer Raiders (10 intact, 67 mostly intact)

Locked- Five out of Thirteen years completed: Expedited


Campaign: Fleet- In four years time there will be a major attack at Danaan by the Orks of Grotogg's domain. In the aftermath of this attack the Security Council plans to launch a simultaneous attack on all five of the worlds of what was once Garkill's Domain. While ambitious they believe that between the Imperial Trust' superior tactics, technologies and short supply lines that it will be possible. You will be expected to deploy the majority of Avernus' fleet to participate in this campaign.

Time: 7 years (can only be taken in year 4, if personal attention is used then only other Personal Attention that can be chosen is Campaign: Army)

Cost: 400,000,000 Thrones, 200,000,000 Material, 200,000,000 Promethium. 166,000 Advanced Material, 1,860 Exotic material.
Reward: fleet assists Imperial Trust in taking and holding new worlds, no lost prestige

Locked- Two out of Seven years completed


Aggressor- Your fleet plans to make heavy use of boarding and hit-and-run attacks in naval combat. In order to better facilitate that Admiral Sarnow has put forward a propsoal to greatly increase the number of Aggressor Attack Boats that the Avernite Navy fields. This project would icnrease te nubmer of Aggressor Attack Boat Wings that you can field to five hundred, with each wings being able to carry half a regiment of Void Infantry. This would birng your number of attack baots to a similar level as your number of bombers.

Time: 6 years.

Cost: 100,000,000 Thrones, 8,000,000 Material, 9,000,000 Promethium, 415,000 Advanced Material, 465 Exotic Material.
Upkeep per year: 5,000,000 Thrones, 400,000 Material, 4,500,000 Promethium, 20,800 Advanced Material, 9 Exotic Material.
Reward: increase the number of Aggressor Attack Boats you can field to 500, allowing 250 Void Infantry Regiments to be deployed at once


Build Advanced Orbital Defence Stations- Now that you have the designs Admiral Parnell strongly advises that you build some Advanced Orbital Defence Stations. While he will want thirty-six in total he tells you that six is the most that his workers can work on at the moment, so he would prefer to build six at a time. Given the sheer defensive utility of these stations you see no reason to disagree with Admiral Parnell on their importance.

Time: 8 years.

Cost: 335,000,000 Thrones, 98,300,000 Material, 26,000,000 Metal, 7,020,000 Promethium, 49,600 Advanced Material, 1,370 Exotic Material.
Upkeep per year: 16,700,000 Thrones, 4,910,000 Material, 1,300,000 Metal, 351,000 Promethium, 991 Advanced Material, 14 Exotic Material.
Reward: 3 Advanced Orbital Defence Stations for Avernus and Deiphobe


Expand Shipyards: Small- Now that you have a huge shipyard it is possible to build five small shipyards at a time. This would allow you to more quickly increase the total number of shipyards that you own though it would not help with building capital ships or maintaining anything above cruiser. Admiral Parnell would prefer to finish all of your planned large shipyards before building up your small shipyards.

Time: 15 years. (can be taken twice)

Cost: 740,000,000 Thrones, 111,000,000 Material, 55,500,000 Metal, 111,000,000 Promethium, 10,200 Advanced Material, 475 Exotic Material.
Upkeep per year: 148,000,000 Thrones, 22,200,000 Material, 11,100,000 Metal, 11,100,000 Promethium
Reward: 5 new small shipyards


Expand Shipyards: Large- Now that you have a huge shipyard it is possible to build large shipyards whole. This would increase the rate at which you can build capital ships and maintain anything short of battleships more easily. Admiral Parnell advices you to focus on this until you have all four large shipyards that you plan on constructing.

Time: 15 years. (can be taken twice)

Cost: 740,000,000 Thrones, 111,000,000 Material, 55,500,000 Metal, 111,000,000 Promethium, 10,200 Advanced Material, 475 Exotic Material.
Upkeep per year: 148,000,000 Thrones, 22,200,000 Material, 11,100,000 Metal, 11,100,000 Promethium
Reward: 1 new large shipyard


Build Advanced Heavy Orbital Weapons Platforms- At the moment the Avernus system has fifteen Advanced Orbital Weapons Platforms for every Advanced Heavy Orbital Weapons Platform. Admiral Parnell tells you that this leaves your planets poorly prepared for dealing with capital ships that that the ratio should be increased to around 5-1. The first step in this process is building another sixty Advanced Heavy Orbital Weapons Platforms.
Time: 7 years.

Cost: 1,224,000,000 Thrones, 449,100,000 Material, 99,360,000 Metal, 17,620,000 Promethium, 125,400 Advanced Material, 2,208 Exotic Material.
Upkeep per year: 61,182,000 Thrones, 22,453,200 Material, 4,967,820 Metal, 881,100 Promethium, 2,507 Advanced Material, 22 Exotic Material.
Reward: build 60 Advanced Heavy Orbital Weapons Platforms


Readiness Training: Fleet- With Garkill and his forces being expected to arrive within two years Admiral Parnell would like to conduct some last minute training and exercises with his fleet to better prepare them. This could provide a needed edge to your fleet which could have a major impact on the course of the campaign.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for fleet the next decade, can be taken multiple times


Readiness Training: Defences- With Garkill and his forces being expected to arrive within two years Admiral Parnell would like to conduct some last minute training and exercises with his orbital defences in order to better prepare them. This could provide a key advantage to your orbital defences, which represent the majority of your firepower.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for defences the next decade, can be taken multiple times


Further Thicken Minefield: Deiphobe- One option to expand the defences of Deiphobe is to quadruple the density of the minefield. This would quadruple the damage that the mines inflict, making the minefield likely to cripple most cruisers that try to advance though it. While it is likely that he will not be able to fully thicken the minefield before Garkill arrives any expansions will be useful.

Time: 6 years. (cost is increased by an order of magnitude if expand minefield has been taken)

Cost: 8,800,000,000 Thrones, 1,760,000,000 Material, 88,000,000 Promethium, 1,360,000 Advanced Material
Upkeep per year: 220,000,000 Thrones, 55,000,000 Material, 2,750,000 Promethium, 17,000 Advanced Material
Reward: Thicken Minefield to heavy


Build Advanced Orbital Weapons Platforms: Avernus- The fastest orbital defences that you could build are orbital weapons platforms. Admiral Parnell tells you that he could make around two hundred at a time over three or four years, which could provide a major boost to the orbital defences of Avernus. Admiral Parnell tells you that it is very likely that Garkill will focus his attack on Avernus and so you should consider fortifying the defences there.

Time: 4 years. (can be taken multiple times)

Cost: 396,600,000 Thrones, 99,26,000 Material, 49,530,000 Metal, 13,200,000 Promethium, 81,600 Advanced Material, 1,900 Exotic Material.
Upkeep per year: 19,932,200 Thrones, 4,963,200 Material, 2,476,320 Metal, 660,000 Promethium, 1,632 Advanced Material, 19 Exotic Material.
Reward: build 200 Advanced Orbital Weapons Platforms over Avernus


Build Advanced Orbital Weapons Platforms: Deiphobe- The fastest orbital defences that you could build are orbital weapons platforms. Admiral Parnell tells you that he could make around two hundred at a time over three or four years, which could provide a major boost to the orbital defences of Deiphobe. Admiral Parnell tells you that the shipyards of Deiphobe are the most valuable orbital infersructure in the system and that you should consider even further strengthening their defences.

Time: 4 years.(can be taken multiple times)

Cost: 396,600,000 Thrones, 99,26,000 Material, 49,530,000 Metal, 13,200,000 Promethium, 81,600 Advanced Material, 1,900 Exotic Material.
Upkeep per year: 19,932,200 Thrones, 4,963,200 Material, 2,476,320 Metal, 660,000 Promethium, 1,632 Advanced Material, 19 Exotic Material.
Reward: build 200 Advanced Orbital Weapons Platforms over Deiphobe


Build Advanced Orbital Weapons Platforms: Both- The fastest orbital defences that you could build are orbital weapons platforms. Admiral Parnell tells you that he could make around two hundred at a time over three or four years, which could provide a significant boost to the orbital defences of Avernus and Deiphobe. This will provide a smaller boost to bother defences but leave no target unguarded.

Time: 4 years. (can be taken multiple times)

Cost: 396,600,000 Thrones, 99,26,000 Material, 49,530,000 Metal, 13,200,000 Promethium, 81,600 Advanced Material, 1,900 Exotic Material.
Upkeep per year: 19,932,200 Thrones, 4,963,200 Material, 2,476,320 Metal, 660,000 Promethium, 1,632 Advanced Material, 19 Exotic Material.
Reward: build 100 Advanced Orbital Weapons Platforms over Avernus and Deiphobe

Edvin is starting to shift the focus of upgrading cities to the hives now that the smaller cities are mostly completed. He tells you that this will probably take another decade or two, after which he will need to start to shift to a new set of projects. Currently Edvin is hoping that the Mechanicus will be reformed enough to provide him with some new options. On more recent events Edvin warns you that you are starting to dip into your Relic Material Reserves, while this is not urgent he advises that you work to start expanding them as Relic Material will probably be needed for any Exterminatus Weaponry.
Choose Three
One Five years, One Three years, One Two years

Upgrade Defences: Garden Grove- 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)

Locked- Five out of Eight years completed



Upgrade Defences: Ain al-Asil and Waset- 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: 5 years.

Cost: 520,000,000 Thrones, 505,000,000 Material, 475,000,000 Metal, 114,000,000 Promethium, 855,000 Advanced Material, 5,700 Exotic Material.
Upkeep per year: 5,200,000 Thrones, 5,050,000 Material, 4,750,000 Metal, 1,140,000 Promethium, 8,550 Advanced Material, 57 Exotic Material.
Reward: Upgrade selected Major Cities' defences to Incredibly heavy (level 7)

Locked- Three out of Five years completed


Thaddeus Expertise: Upgrade Defences: The Fens- 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)

Locked- Seven out of Eight years completed

Expand (City) to Small Hive- Now that the cities of Duat have all been built, or are in the final stages of construction it would be a good adea to expand one of them into a Small Hive. This would provide a centre for the admisnation and defence of the region and allow for a greater popualtion to build up. It would also be possible to build more small hives in other regions, though not nrealy as important.

Time: 10 years.

Cost: 3,290,000,000 Thrones, 2,680,000,000 Material, 2,480,000,000 Metal, 4,460,000,000 Promethium, 2,370,000 Advanced Material, 27,100 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Expand city to Small Hive


Educational Review- Edvin has suggested devoting some time to improving the Avernite education system, which will incredible by Imperial standards still has room to improve. It will be challenging to make even small improvements but given that each improvement will increase the productivity of your people for the foreseeable future it is worthwhile endeavour.

Time: 1 year. (can be taken as many times as you want)
Chance of Success: 10% (uses average of administration and learning)

Cost: 44,000,000 Thrones.
Reward: increase education modifier by +1% (currently +300%)


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

Time: 18 years

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


Upgrade Defences: Dis- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. He suggests starting with Dis, which while far more expensive then any other Hive is still affordable and would provide increased protection to both your largest population centre and your governmental centre.

Time: 12 years.

Cost: 18,700,000,000 Thrones, 18,100,000,000 Material, 17,100,000,000 Metal, 3,990,000,000 Promethium, 6,850,000 Advanced Material, 45,600 Exotic Material.
Upkeep per year: 187,000,000 Thrones, 181,000,000 Material, 171,000,000 Metal, 39,900,000 Promethium, 68,500 Advanced Material, 456 Exotic Material.
Reward: Upgrade Dis' defences to Incredibly heavy (level 7)


Upgrade Defences: Small Hive- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. Another option would be to start with one of the Small Hives that act ass your regional centres. This would be far cheaper then starting with Dis while still protecting a large number of citizens, especially in the case of The Fens and Garden Grove.

Time: 8 years.

Cost: 2,070,000,000 Thrones, 2,020,000,000 Material, 1,900,000,000 Metal, 428,000,000 Promethium, 1,710,000 Advanced Material, 11,400 Exotic Material.
Upkeep per year: ,0,700,000 Thrones, 20,200,000 Material, 19,000,000 Metal, 4,280,000 Promethium, 17,100 Advanced Material, 114 Exotic Material.
Reward: Upgrade selected Small Hives' defences to Incredibly heavy (level 7)


Economic Focus (Thrones, Production, Metal, Promethium or Food) -Caroline is capable of notably increasing the efficiency of a portion of your economy by focusing a large portion of her attention, and resources, on it. This will have little long term effects but is a good way of overcoming a resource shortage in the short term.

Time: 1 year.
Chance of Success: 50%

Cost: 44,000,000 Thrones.
Reward: total production of chosen resource this turn by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.

According to Inquisitor Klovis-Ultan your recent support of feeding souls to Sirens has had a major impact on the general view of Avernus in the Imperial Trust and of you in particular, cementing a reputation of ruthlessness. It will take decades for feelings on this issue to die down, and that is if the rewards are significant. Inquisitor Klovis-Ultan also informs you that one year after the meeting Governor Olaf of Vanaheim was replaced with Governor Bertil Mikaelsson, one of the more conservative major political figures on Vanaheim.

-19 to all diplomacy efforts within Imperial Trust except with Asgard, Jotunheim, Niflheim and Muspelheim (penalty goes down by 1 every 2 years)
-9 to all diplomacy efforts with Asgard and Jotunheim (penalty goes down by 1 every 2 years)
Choose One
One Five years

Investigate (Governor Bertil Mikaelsson) – With the replacement of Governor Olaf it would be a good idea for Inquisitor Klovis-Ultan to spend some time gathering intelligence on his replacement.

Time: 1 year
Chance of Success: 40%

Cost: 81,000 Thrones
Reward: Datasheet on Governor Bertil Mikaelsson of vanaheim

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

Investigate (Aspect of selected planet, including Avernus)- Inquisitor Klovis-Ultan is willing to spend some time investigating aspects of the Imperial Trust that you are interested in. These aspects could be organisational, cultural political or fall into several other areas.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on selected topic


Persons of Interest- Inquisitor Klovis-Ultan is willing to spend some time investigating some of the more interesting Avernites. Given the sheer number of Avernite heroes it would be a good idea to learn a bit about the more prominent ones.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on random interesting Avernite (OOC, please no more then two a turn)


Re-Investigate (Planet)- It has been many decades since the Imperial Trust was founded and Inquisitor Klovis-Ultan suggests investigating the other worlds to determine how they have changed in this time. Given how much Avernus has changed over the last century it is likely that several toehr worlds have also changed a lot.

Time: 2 years
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: information on how selected world has changed since the Imperial Trust was founded,


Re-examine (Person)- It has been many decades since Inquisitor Klovis-Ultan has gathered information on the notables of the Imperial Trust and so the information that he gathered is now well out of date. Inquisitor Klovis-Ultan has suggested that he spend a few years conducting new investigations on people of interest in order to determine how they have changed.

Time: 1 year
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: Selected Character sheet is updated, (please do not do more then 2 or 3 of these actions per turn)


Sirens Trade (Write In)- There are several bit of knowledge that the Sirens that have that could be of great use to the humans of Avernus. While at the moment they will only trade it for human souls there is a chance that you could find something else that they would consider valule enough to bargain for.

Time: 1 year.

Cost: 490,000 Thrones.
Reward: Determine whether write in is valuable enough to the Sirens to conduct trade negotiations


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

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

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


Ear to the ground- Inquisitor Klovis-Ultan has offered to attempt to determine if any other High Councillors are planning to put forward any proposal at the next High Council Meeting. This would give you a greater amount of warning and allow you to sound out others about their proposals ahead of time.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: determine if one other High Councillor is planning to put forward a proposal per 10% you pass by.


Investigate Quartok (Area)- Now that the Quartok are formally a protectorate it would be a good idea to gain a better understanding of them. Inquisitor Klovis-Ultan wishes to begin conducting investigations of their military, system of governor ect immediately.

Time: 1 year.

Cost: 5,500,000 Thrones.
Reward: Gain information on the selected area of the Quartok such as the military, government, technology or any other.


Trade Talks (Planet)- Now that you have the datacores you can begin to sell the large amounts of warships in the ship graveyard. Currently Vanaheim would be the best customer though Midgard and Asgard may also be interested.

Time: 1 year

Cost: 550,000 Thrones.
Reward: Trade with chosen planet.


In Depth Investigation (Alfheim, Muspelheim, Svartalfheim, Jotunheim)- Inquisitor Klovis-Ultan is willing to spend the time conducting a far more in-depth investigating of one of the planets that he has already reinvestigate. However it is likely to lead to a minor diplomatic incident if he is caught which is rather likely unless a spy network is in place on the chosen planet.

Time: 2 years.
Chance of Success: 20%

Cost: 2,370,000 Thrones.
Reward: More information on chosen planet.


Sound Out (Write In Proposal)- Inquisitor Klovis-Ultan has suggested that you sound out the other Governor's about any proposal that you make before the next High Council meeting. While it is rather early to start now it would give you time to attempt to convince people to change their minds before the next High Council meeting.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: Gain level of support for proposal and reasons for this for one planet per 10% you succeed by.


Request Information (Write In)- Inquisitor Klovis-Ultan has suggested that you try requesting information from one of the other planets before conducting an In-Depth investigation that they may take offence to. He is more then willing to try to convince a planet to to give you specific information such as the exact organisation of Muspelheim's education system or Asgard's mines, which seem to be able to function with surprisingly little trained labour.

Time: 1 year.
Chance of Success: Varied

Cost: 144,000 Thrones.

Jane has recent;y adopted a five year old son, Jacob, who attracted her attention after killing the Ammut Crocodile which killed his parents with a dagger. A feat that even among the children of Avernus is incredible, especially as he is not a psyker. She seems to be focusing a good deal of her attention on raising him rather then her duty, though with how she has structured the Avernite Security Forces if you did not know this you could not tell.
-10 to all rolls for next 15 years
One Locked Choose One
One Five years

Super Elite Operatives: Batch Two- Once Jane has finished modifying her training schedule she will be able to start training her second batch of Super-Elite Operatives. While this will be just as time consuming as the first it will produce better trained operatives, and probably around twice as many of them. Jane expects to be able to finalise the training regime after the second batch of Super-Elite operatives graduate.

Time: 35 years (must finish Elite Operatives: Lessons Learned)

Cost: 37,000,000 Thrones, 370,000 Material, 185,000 Promethium, 85,000 Advanced Material, 9,500 Exotic Material, 20 Relic Material.
Upkeep per year: Unknown
Reward: Second batch of 1,000 Elite Operatives put though, estimated two hundred

Locked- One out of Thirty-Five years completed


Motherhood- Now that Jane has adopted a son she wishes to spend as much time as possible with him in his formative years. While she can already spend far more time with Jacob then you could with Syr, due to her skill in delegation and training, she would like to spend even more if possible. As well as being some well deserved time off this would increase the chance that Jane would be able to pass more of her talent with the blade to Jacob, who is already very gifted.

Time: 1 year

Cost: Free
Reward: increased chance of Jane passing her stats along to Jacob Oakheart.


Propaganda about Quartok: (Planet)- Jane has suggested that she use the intelligence network that she commands to push a positive view of the Quartok on the average citizens. This is a type of operation that the Adeptus Arbites are well trained in and she is certain that she could convince almost any population in the Imperial Trust to have a slightly better opinion of the Quartok.

Time: 6 years.
Chance of Success: 20% (fail by more then twenty leads to issues, add spy network bonus to roll)

Cost: 110,000,000 Thrones, 1,100,000 Material, 11,000 Promethium, 34 Advanced Material
Reward: Better attitude towards Quartok in chosen population.


Dedicated Spy Network (Planet, Focus)- While you have a decent spy network on many planets it is a rather general thing not focused on getting any information in particular. Jane has proposed that she build dedicated networks designed to gather information bout a particular facet of the target world. Proposed focuses include military, naval, economic, cult activity and government.

Time: 4 years.
Chance of Success: 40% (major issues if you fail by more then 15, size of diplomatic issue varies with chosen focus)

Cost: 13,750,000 Thrones, 137,500 Material, 13,750 Promethium, 212 Advanced Material
Upkeep per year: 2,750,000 Thrones, 27,500 Material, 2,750 Promethium, 42 Advanced Material,
Reward: Basic Spy network on chosen planet upgraded to Dedicated Spy Network, +60 to all investigate actions on planet chosen field, can discover secret information.


Psyker Hunting- Jane is willing to personally oversee the activities of the Psyker Hunters for a few years. This would greatly increase their effect and reduce the amount of damage that Chaos Psykers inflict. On the downside it would have few long term effects and would take up some of Jane's valuable time.

Time: 1 year.
Chance of Success: 50%

Cost: 6,100,000 Thrones.
Reward: +5 to rolls to deal with Chaos Psykers for each success, can be taken multiple times


Hidden Watchers- One of the ways in which you can keep a close watch on the Quartok is to install hidden watchers in Malae, both human and technological. This would allow Jane to ensure that the Quartok are what they seem to be and that they are not doing anything dangerous without making it obvious that they are being watched. If detected this would lead to some major diplomatic issues with the Quartok.

Time: 4 years.
Chance of Success: 40%

Cost: 6,500,000 Thrones, 325,000 Material, 16,250 Metal, 65,000 Promethium, 430 Advanced Material.
Upkeep per year: 650,000 Thrones, 32,500 Material, 1,625 Promethium, 21.5 Advanced Material.
Reward: Hidden watchers on Quartok, increased chance of warning if they begin acting against your interests or if Chaos Cults form.

Currently the Adeptus Mechanicus is rather busy, with Tranth juggling two projects and preparing to start on reverse engineering Cyclonic Torpedoes and Fabricator-General Scott working on both expanding Dorthonion and preparing for the reforms that she will be starting in a decades time. She mentions that some of the first changes that she plans to make is create mass production methods for more advanced technology, such as Basic Power Armour and to allow the Administratum to oversee the defences of Forge-Cities.

Magos Biologis Maximal has upgraded trait Magos Biologis (+1L, +2D, +1I, -2M, -2C) to Archmagos Biologis (+4L, +2D, +1I, +2P, -1M, -1C)- In recent years Magos Biologis Vinceo Maximal has ascended to the honoured rank of Archmagos, securing his position as one of the the highest ranking members of the Adeptus Mechanicus of the Imperial Trust. As expected for someone carrying this rank his knowledge of biology and xenology is unmatched within the Imperial Trust.
Three Locked Choose One
One Four years
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

Locked- Six out of Fifteen years complete


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.

Locked- Two out of Six years completed


Reverse Engineer: Cyclonic Torpedo- Archmagos Tranth has recently gained access to the cyclonic torpedoes that the Inquisition has been keeping in reserve. He will need to start working on reverse engineering them immediately as it will be a very difficult task, and an expensive one. However given that High Grandmaster Ridcully tells you that his powers should be able to give Tranth some more information there is a decent chance that he will be able to succeed within a decade.

Time: 10 years.
Chance of Success: -150% (-3% after bonuses, problems if you fail by more then 25)

Cost: 200,000,000 Thrones, 20,000,000 Material, 2,000,000 Promethium, 395,000 Advanced Material, 9,900 Exotic Material, 10 Relic Material.
Reward: learn how to make more Cyclonic Torpedoes, lose d6 Cyclonic Torpedoes, can use cheating on this with +1 per 4% passed by

Locked - Zero out of Ten years completed (will start in 4 years time)
Dragon-Turtle Gas- Magos Biologis Maximal believes that with a few years study he will figure out how to create decent amounts of the gas that Dragon-Turtles utilise. This will give you a good weapon for chemical warfare that can easily be used in combined arms operations due to its quick dispersal. While these would not be effective against some foes if you are up against Orks it will have some effect and could be highly useful against most human and Chaos polities.

Time: 5 years.
Chance of Success: 20% (99% after bonuses) .

Cost: 4,000,000 Thrones, 400,000 Material, 40,000 Promethium, 8,300 Advanced Material, 93 Exotic material.
Reward: learn how to produce Dragon-Turtle Gas

Locked- Four out of Five years completed

Military Bionics Part One: Investigation- Magos Biologis Maximal believes that he will be able to design a collection of bionic implants that will be both affordable and provide a significant boost to the combat capabilities of your army. The first step on this path is for him to spend a few years working with Avernite soldiers, officers and their counterparts in the Adeptus Mechanicus to determine what bionics should be used for each level of Avernite soldier.

Time: 6 years
Chance of Success: 20% (94% after bonuses)

Cost: 10,000,000 Thrones, 1,000,000 Material, 200,000 Promethium,4,250 Advanced Material, 212 Exotic Material
Reward: Determine what bionics to use to upgrade Avernus' military

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

Time: 6 years.
Chance of Success: unknown.

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


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

Time: 1 year.
Chance of Success: unknown.

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


Regional Survey (Region) – Magos Biologis Saren wishes to give each region a thorough survey to discover if there is any interesting flora or fauna that is so far undiscovered. He is willing to let you choose which region to begin with.

Time: 1 year.
Chance of Success: 60%

Cost: 40,500 Thrones, 2,025 Material, 405 Metal, 810 Promethium.
Reward: Find out more about wildlife in selected region, possibly discover new interesting species.
Expand and Upgrade: Silver Lake – Currently the three Forge-Citieson Avernus are large enough that you could easily expand them into Small Forge Hives. Fabricator-General Scott believes that it would be a better idea to expand them then it would be to funnel their excess population to Anwnn and Mag Mell. She would like to upgrade their defences at the same time, telling you that it would be far more efficient in both time and resources.

Time: 12 years.

Cost: 4,221,000,000 Thrones, 4,126,000,000 Material, 4,002,000,000 Metal, 932,000,000 Promethium, 355,467 Advanced Material, 3,367 Exotic Material.
Upkeep per year: 114,838,632 Thrones, 86,008,454 Material, 73,713,715 Metal, 16,959,098 Promethium, 2,142 Advanced Material, 29 Exotic Material.
Reward: Selected city upgraded into Small Forge Hive and defences upgraded to super-heavy

Locked- One out of Eleven years completed

Saint Lin received permission to send commissionaire into Dragon's Nest last year, and they are already on their way. This frees up some more of his time, though he could still continue to oversee their efforts as well as his normal tasks, which have had investigating the Siren Banish Rune added to them.
Choose Two
Two Five years

Examine Rune: Banish- Saint Lin will need to spend a year examining the rune that the Sirens have provided to ensure that there is no signs of taint, or even an inclination towards it. While this seems unlikely given what you know of Avernus with Chaos you always have to verify, preferably multiple times.

Time: 1 year
Cost: Free
Reward: Determine whether there are any issues with Banish Rune


Oversee Missionaries- Saint Lin has recently recited permission to send missionaries into Dragon's Nest, though the missionaries will be closely watched. While it would not be a good idea for Saint Lin to personally lead them his oversight would increase the chance that they are susseful in their efforts.

Time: 1 year
Chance of Success: 40%

Cost: 4,000,000 Thrones
Reward: +1% chance of success for conversion, can be taken multiple times

Keeping the Faith- Saint Lin has offered to spend some time on the other worlds in the Imperial Trust in order to help raise morale and strengthen their faith. He would prefer to focus on those worlds having troubles such as Vanaheim first and would like to begin sooner rather then later.

Time: 1 year.
Chance of Success: 10%

Cost: 61,000 Thrones.
Reward: +1 morale and -5% cultist numbers for selected world, will not raise morale above 10


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

Time: 1 year
Chance of Success: 30%

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

The Adeptus Astra Telepathca have a lot of work to do in the next few decades in order to prepare for the Awakening of the Ork Gods, In particular High Grandmaster Ridcully is split between his research, fanning the flames of civil war, contacting the Eldar and assisting with the current campaign. Currently you are being urged to let Tamia investigate the Siren Rune of Banishment as soon as possible.
Choose Three
One Five years, One Four years, One Three years

Advanced Wards: Gungnir- Both Vanaheim and the Imperial Trust have requested the the Adeptus Astra Telepathica provide Advanced Wards for their Flagship, the Gungnir and the Memory of Light respectively. While the initial price is not particularly high they are willing to pay for the Wards to be maintained, a price that will add up over time. There is also the boost to prestige that this will provide and the benefit it will have on the Imperial trust as a whole to consider.

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 Selected Command battleship, 522 Credits with selected Command Battleships owners, 26 Credits a year with selected Command Battleships owners

Locked- Three out of Four years completed


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

Locked- Eight out of Ten years completed


Fanning the Flames- In the recent emergency meeting it was decided that High Grandmaster Ridcully should devote a major portion of his time to intensifying the civil war in Tugozak's Domain. This should hopefully increase the number of casuistries that the Ork take in the coming years and will soften them up for later strikes.

Time: 1 year (,must be taken by Ridcully, must take at least 12 times in next 30 years)
Chance of Success: 20%

Cost: 3,800,000 Thrones
Reward: civil war in Tugozak's Domain prolonged and intensified


Military Assistance- In the coming years the Imperial Trust military will be acting very aggressive and attempting to take Ork Worlds as fast as possible. This will result in greater risks then are preferred. If High Grandmaster Ridcully provides his divinatory assistance these risks will be greatly reduced.

Time: 1 year (must be taken by Ridcully)
Chance of Success: 30%

Cost: 3,800,000 Thrones
Reward: re-rolls available for current campaign for next two years


Contact Eldar- It was decided at the recent meeting that the Imperial Trust would warn both the Eldar and the Necrons about the awakening of the Ork Gods. While there are nearby Necron would that you can send a message to the Imperial Trust does not know of the locations of any Eldar outposts. As such he only way to contact them is psychically, and High Grandmaster Ridcully is the best person to attempt this.

Time: 2 years (must be taken by Ridcully)
Chance of Success: 20%

Cost: 3,800,000 Thrones
Reward: contact Eldar to warn them about the coming events, (bonus for good Omake of this)


Research: Waaagh Frequencies- With the coming waking of the Ork Gods it would be a good idea to lean more about the Ork powers and how to counter them. The first step in this road would be to determine this psychic frequencies that make up Waaagh energy, after which you can try to create counter frequencies. Tamia estimates that it will take around four years for her or Ridcully to determine the main frequencies of Waaagh using the Orks on Avernus.

Time: 4 years (must be taken by Ridcully or Tamia)
Chance of Success: 20% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the Psychic Frequencies that the Ork Waaagh operates on


Deploy- Currently a major portion of Avernus' Battle Psykers have been deployed to assist in the current campaign. While Master Zhukov can easily lead them your Grandmaster Psykers are powerful forces on the battlefield and their deployment could have a major effect.

Time: 1 year
Chance of Success: 100%

Cost: Free
Reward: Assist campaign for years where this is selected


Examine: Rune of Banishment- The Sirens have recently traded knowledge of how to make a Rune of Banishment in exchange for interesting food. Tamia would like to spend half a decade examining it in order to both determine what it does and to ensure that it is safe. This will also determine exactly how you can use the rune, including whether you can form wards of it or inscribe it on weapons.

Time: 4 years (must be taken by Tamia)
Chance of Success: 70% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the effects of the Rune of Banishment and if it is safe


Advanced Wards: Memory of Light- Both Vanaheim and the Imperial Trust have requested the the Adeptus Astra Telepathica provide Advanced Wards for their Flagship, the Gungnir and the Memory of Light respectively. While the initial price is not particularly high they are willing to pay for the Wards to be maintained, a price that will add up over time. There is also the boost to prestige that this will provide and the benefit it will have on the Imperial trust as a whole to consider.

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 Selected Command battleship, 522 Credits with selected Command Battleships owners, 26 Credits a year with selected Command Battleships owners

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.

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.

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.


Battle Preparations- It is highly likely that you will find yourself in a war as soon as the Warpstorm ends and Primaris Xavier has suggested putting the Battle Psykers though last minute training in preparation. While this will have no long term effect in the short term it will hone the edge of their psykers abilities.

Time: 1 year
Chance of Success: 40% (uses Martial, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 22,000,000 Thrones, 11,000 Material, 1,100 Promethium, 10,625 Advanced Material, 116 Exotic Material.
Reward: +5 to all Battle Psyker Rolls for the next decade


Honing an Edge- It is highly likely that you will find yourself in a war as soon as the Warpstorm so it might be a good idea for the heroic Psykers of Avernus to focus on preparing themselves. While normally the time just before a war is not a good time for military forces leadership to spend a year meditating and training themselves when the leader is as powerful a weapons as a heroic psyker it becomes a good option.

Time: 1 year
Chance of Success: 40% (uses Control, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: Free
Reward: +10 to all battle rolls by Heroic Psyker who takes the action for the next decade


Research: Immaterial Resonance- One of the most intriguing discoveries of Headmaster Ridcully and Primaris Jameson is that some patterns in the Materium resonate with the Immaterium effecting it. This is likely the bases of runes and some rituals, both Chaotic and non-Chaotic. Headmaster Ridcully would like to spend a decade studying it. He can not promise any useful results even if he is successful but given that this is a possible path to several major breakthroughs he thinks it is worth the risk.

Time: 10 years (must be taken by Ridcully)
Chance of Success: 20% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on how some things in the Materium resonate with the Immaterium


Research: Power Melody Composition- The recent joint research project between Headmaster Ridcully and Primaris Jameson made several major discoveries, one of which is that the closer the melody of songweaving matches the required frequencies of a power the more effective the power is. While the exact mechanisms of this increase are as yet not understood Primaris Jameson thinks that she will be able to figure out how to compose melodies that match the powers used.

Time: 7 years
Chance of Success: 40% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Primaris Jameson figures out how to compose a melody that matches the power better.


Mentoring: Beta- Given the high rate of failure for the more powerful psykers Headmaster Ridcully would like to have one of his best psykers mentor the next Beta-level in the year leading up to his trails. This will hopefully be enough to increase his chance of passing by a significant degree.

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

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


Mentoring: Gammas-Given the high rate of failure for the more powerful psykers Headmaster Ridcully has suggested having one of his best psykers mentor the next Gamma-levels in the year leading up to his trails. This will hopefully be enough to increase his chance of passing by a significant degree.

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

Cost: Free
Reward: each 20 points of success increases chance of each Gamma-level psyker passing the trails by 1%


Research: Black Crystal Items (Item)- Last year Headmaster Ridcully determined that each of the items of Black Crystal has its own unique property, though he was not able to determine what they are. He tells you it would most likely take a couple of years of study to determine exactly what the unique properties are but it would most likely be worth the time expended.

Time: 2 year
Chance of Success: Unknown (uses learning)

Cost: 355,000 thrones, 17,750 Material, 43 Advanced Material.
Reward: More information on Black Crystal Item selected

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.

Currently you are leading the assault on Cahernanoorane and preparing for the counter-attack that Kazag will soon be launching. Once you defeat the counter attack you have been given command of the force that will attack Kazag's Domain, the largest most populated of the two Ork Domains, from a foothold that Lord-marshal Sigard will be claiming. This will be a challenging campaign but you are more then confident that you will be able to not only lead your forces to victory within the planned time frame but suffer less casualties then expected in the process.
Two Locked Choose Two
One Five years, One Four years

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

Time: as project.

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

Locked- Two out of Seven years completed


Thaddeus Expertise: Upgrade Defences: The Fens- Thaddeus Starr was the second in command of the Avernite Administratum before you recruited him as your personal assistant and is able to run certain projects without any supervision. Currently he has volunteered to oversee the upgrading of the defences of one your cities.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences action without needing a personal attention.

Locked- Seven out of Eight years completed


Thaddeus Expertise: Upgrade Defences: Any- Thaddeus Starr was the second in command of the Avernite Administratum before you recruited him as your personal assistant and is able to run certain projects without any supervision. Currently he has volunteered to oversee the upgrading of the defences of one your cities.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences action without needing a personal attention.


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

Time: 1 year.
Chance of Success: Unknown

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


Whispers of Change (Suggestion)- Fabricator-General Britton has mentioned that he is trying to slowly change the Mechanicus to remove its more problematic laws and traditions. He is willing to listen to any proposals that you make on what should change and how to change it and promises not to get offended.

Time: 1 year
Reward: Fabricator-General Britton listen to your suggestion and may follow though.


Speak to the People – Much to the surprise of both you and your advisors, you are a highly popular figure on Avernus. You can use this popularity to run a series of Tel-casts to raise the morale of both the civilians and the military.

Time: 1 Year.
Chance of Success: 50%

Cost: 3,600 Thrones
Reward: +1 to Civilian and Military Morale.

  Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material
Gross Income 6,564,045,625 23,719,840,393 13,539,953,879 14,286,491,143 20,019,534 184,604 4,778 -4
Current Reserves 209,754,897,453 104,503,455,905 44,410,370,897 74,692,777,557 14,263,985 776,788 230,095 31
 
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Bah... cowards. Any Radical Inquisitor worth his Rosette has done ten times worse for a tent the reward.:p
True, but these are not radical inquisitors.

Still Ruthless sucks, but other wise not too bad over all.

must have a full Avernite style militia within twenty-five years.

The Imperial Trust Trust creates a centralised agency under the command of the Security Council dedicated to training defence engineers and work crews whose purpose is to rapidly build fortifications on new worlds and assist in the fortification of already held ones. This academy is to draw expertise from all worlds and relevant organisations of the Trust.

Also yaaaay.

Obviously that puts a pin in it, but we are thankfully immune to it.

Goes off to note important actions.
 
Reverse Engineer: Cyclonic Torpedo- Archmagos Tranth has recently gained access to the cyclonic torpedoes that the Inquisition has been keeping in reserve. He will need to start working on reverse engineering them immediately as it will be a very difficult task, and an expensive one. However given that High Grandmaster Ridcully tells you that his powers should be able to give Tranth some more information there is a decent chance that he will be able to succeed within a decade.

Time: 10 years.
Chance of Success: -150% (-3% after bonuses, problems if you fail by more then 25)

We're going to end up blowing Tranth up, aren't we?
 
not immune, you have to remember who won the War in Heaven
No one. No one won the War in Heaven.
..... Well I guess you could say that the (Kr)Orks won it. They had a good fight.

Also, updated my Cities Table:
This is the current list of Cities on Avernus (got it from The Return of Garkill, again Part Four: Orbit & The Return of Garkill, again Part Five: Deployment).
In Bold, Underlined & White; the Cities/Hives that we have upgraded to Level 7 - Incredibly Heavy.
In Bold, Underlined & Red; the Psyker Cities as we spent an action Upgrading them to Level 7 when they were already at level 7. So are the Psyker Cities Level 8?
In Bold, Underlined & Green; Malea, the Quartok city that we upgraded to Level 7 and yet didn't seem to get a reaction about or increased Rep.
In Bold, Underlined & Yellow; The City/Hive we are upgrading at this point in time.
In Bold, Underlined & Aqua; The City we are expanding into a Hive.
In Bold, Underlined & Orange; The Forge City we have expanded into a Hive.

Name

Environment

Type

Defence Level

Dis

Mountain

Capital, Large Hive

6

Casarrondo

Mountain

Major City

7

Gormec

Mountain

Major City

7

Helm's Deep

Mountain

Small Hive

6

Lemnos

Mountain

Major City

7

The Lonely Citadel

Mountain

Major City

7

Belegost

Mountain

Forge City

5.5

Nogrod

Mountain

Psyker Artisan City

8





Arbor

Island

Major City

7

The Fair Isle

Island

Small Hive

7

Storm's End

Island

Major City

7

Roke Island

Island

Psyker Research City

8





Unseen University

Forest

Psyker Student City

8

Lorien

Forest

Major City

7

Mirkwood

Forest

Major City

7

Hollin

Forest

Small Hive

6

Dorthonion

Forest

Small Forge Hive

7

Doriath

Forest

Major City

7





The Fens

Tropics

Small Hive

6

Asmat

Tropics

Major City

7

Limberlost

Tropics

Major City

7

Okefenokee

Tropics

Major City

7





Malea

Plains

Quartok City

7

Nurn

Plains

Major City

7

Garden Grove

Plains

Small Hive

6

Bonud

Plains

Major City

7

Yphax

Plains

Major City

7





Salem

Desert

Small Hive

6

Silver Lake

Desert

Forge City

5.5

Babylon

Desert

Major City

7

Beirut

Desert

Major City

7

True Grit

Desert

Major City

7

City of Glass

Desert

Battle Psyker City

8





Iota One

Delta (Desert)

Major City

7

Iota Two

Delta (Lake)

Major City

7

Iota Three

Delta (Desert)

Major City

7

Alexandria

Delta (Delta)

Small Hive

7

Iota Five

Delta (Delta)

Major City

7

Ain al-Asil

Delta (Desert)

Major City

6

Waset

Delta (Lake)

Major City

6
 
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wow , telepathica is going to be busy as hell .
Military is going to be busy aswell for now :/ - we will have to rebuild army every 2nd turn from now on lol i think in addition to upgrading them.
No idea about the navy action we have , maybe 5 small yards action or another defense station action .
wow researching the exterminatus weapons have horrible chance , question is how much can we boost the chances?
Also admin is abit generic atm , only upgrading places to hive to upgrading hive defenses atm. WE shouldnt do the railway btw.
We have to lead the invasions ourself to avoid issues and to make use of our stats properly.

We can punt eldar action a turn or two for telepathica or use it as a addition to the reroll. Should do orks asap (they will be useful now anyway and be even better latter hopefully) . Then we have to throw the reroll action twice each turn . so yeah that sucks. + whatever order u wanna found
 
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