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
Not to mention that another reason for that was stated for keeping the quartok around was to get us used to interacting with xenos. Putting them off planet just defeats the purpose.
Get us, used to interacting with xenos, which we have done to an extent, but the rest of the Trust is another matter.

I don't think we should do it, but still.
 
Still Maximal might survive, he's reached 35 combat (the golden number) and has the the explorer of Avernus trait which makes him much less likely to die to animal attack.

If this guy also dies we should start a academy staffed by rangers and explorers to train officials who are expected to come into contact with the wildlife and ask Scott to make it a rule that to reach the rank of Magos Biologis one has to pass out from the academy.
 
I don't think so....

I mean the Fire Giants are as good as they are because they've got some of the best equipment in the trust and were veterans before the trust came down, but otherwise I doubt they'd get a deathworlder bonus like our, which is representative of them being in a constant fight for survival and adapting to it.

If I'm any guess they've got a pretty large bonus in high heat situations similar to how the Svartsfar have a natural bonus to crafting.

The Deathworlds without dangerous flora and fauna are still Deathworlds. Bonus comes not only from directly improved combat ability, but also from mental fortitude, readiness and vigilance caused by being used to stress and danger. But yes, it would be considerably smaller.
 
when we say that the biological mecanus are somewhat target of Avernus, make me really curious about the weirder 'tries' to their lives, like blink spider with a wasp riding it, or a wasp with a fungos on it (the exploding kind)? maybe a flying creature using another kind of animal or plant as 'ammunition', our people has certain see some strange stuff (including loyal chaos followers, and chaos vs spider demons).

hum? can we try, when we survive this ork thread, to convince the other planets to have some kind of education videos showing the strong points and problems of each planet? one of strenght is the trust is that we fight together (in the end ), so knowing one another better would be a good idea? like we create a book or video of 'avernite live and problems' and see if other planets want in on it? (now probably would a realllyyy bad idea, since we putting everything we have to fight the orks).
 
The Deathworlds without dangerous flora and fauna are still Deathworlds. Bonus comes not only from directly improved combat ability, but also from mental fortitude, readiness and vigilance caused by being used to stress and danger. But yes, it would be considerably smaller.
I fear I cannot see what mental fortitude the Muspeheim get through living in what is apparently the place with the best living standards in the trust.

Hell they don't even need to go underneath their cities to fix them all that much anymore.

Maybe once, but with our tech its probably dwindled to less than nothing.

I suppose if they lived on the "surface" then maybe, but they don't the closest they get to lava is when it plumes up for them to mine. Rest of the time they're miles up in the air.

Still did you know our bonus is significantly bigger than Catachan (40).

Any luck remembering what you wanted to ask Durin?

@Durin
1. Will the Siren familiar be lending us a hand in figuring out the runes?
2. What are the Siren's living arrangements
3. Has the bond produced any changes in her?
4. In her psyker?

when we say that the biological mecanus are somewhat target of Avernus, make me really curious about the weirder 'tries' to their lives, like blink spider with a wasp riding it, or a wasp with a fungos on it (the exploding kind)? maybe a flying creature using another kind of animal or plant as 'ammunition', our people has certain see some strange stuff (including loyal chaos followers, and chaos vs spider demons).
Avernus has never tried any explicit attempts on anyone's lives (to our knowledge) there's just people and times when the attacks are so frequent that its like Avernus is out to get them (there's actually a trait for that Avernus cursed, but its on Richards).

like we create a book or video of 'avernite live and problems' and see if other planets want in on it? (now probably would a realllyyy bad idea, since we putting everything we have to fight the orks).
We've already done that its called the Codex Avernus.
 
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@Durin:
1) Is Queen Azshara still around?
2) Has her stance towards humans changed at all?
3) What kind of questions does she ask about humans?
4) Are the Sirens off the coast of Duat part of Azshara's Queendom?
 
I fear I cannot see what mental fortitude the Muspeheim get through living in what is apparently the place with the best living standards in the trust.

Hell they don't even need to go underneath their cities to fix them all that much anymore.

Maybe once, but with our tech its probably dwindled to less than nothing.

I suppose if they lived on the "surface" then maybe, but they don't the closest they get to lava is when it plumes up for them to mine. Rest of the time they're miles up in the air.

Still did you know our bonus is significantly bigger than Catachan (40).

Any luck remembering what you wanted to ask Durin?

@Durin
1. Will the Siren familiar be lending us a hand in figuring out the runes?
2. What are the Siren's living arrangements
3. Has the bond produced any changes in her?
4. In her psyker?


Avernus has never tried any explicit attempts on anyone's lives (to our knowledge) there's just people and times when the attacks are so frequent that its like Avernus is out to get them (there's actually a trait for that Avernus cursed, but its on Richards).


We've already done that its called the Codex Avernus.
1. she will help explain how to use the runes that you have been given (which she already knows) but will not help you discover more
2. she lives either on Roke island or just off the coast
3. a better understanding of several psychic disciplines and a talent for them, especially pyromancy and divination which are rare for Sirens
4. a stronger talent for telapathy and near instinctive songweaving
 
3. a better understanding of several psychic disciplines and a talent for them, especially pyromancy and divination which are rare for Sirens
4. a stronger talent for telapathy and near instinctive songweaving
We have thirty years. We will hopefully have a productive trade going. With super Orks on the way the general political feeling is that we need all the help we can get.
Conclusion: Might be time to ask for some Siren volunteers to bond with our psykers.

Possibly wait till Ridcully tells us more about the horrible dangers we shall soon face.
 
Look, we've already spent our reputation/controversy budget for the next fifty years. Unless the Trust as a whole ends up in dire straits in a manner that is (1) imminent and undeniable and (2) can be directly addressed through a normally controversial action we are not going to be further rocking the boat.

There are an awful lot of ideas that might work or things that could be technically possible in this quest. Some of the more controversial ones also have a better expected payoff. The thing is, they kinda have to for it to even be possibly worth it to do them as they have an added cost of negatively affecting our ability to work with the rest of the Trust and otherwise enact policy.

Right now, rather than focusing on what controversial things we could do once enough time has passed for us to merely be considered liberal rather than radical, we should be focusing on what things we can do that will either not affect our diplomatic situation or that will improve it. Such as ensuring we devote some major focus to understanding and using the runes so that we can demonstrate that our 'radical' policy was, in fact, worthwhile, as well as pursuing uncontroversial home-grown avenues of advancement, such as the military bionics, widespread power armor deployment, and fundamental psychic theory.
 
People two questions, the siren that have bond. which one of the two make that happen? and is this is natural to them this form of let's say union (I think that yes, since they lead their people)? I don't remember if someone have ask that when we learn about this and I really don't want to bother durin for something like this :( .

while I agree that now is not the time for advertising that the bond is a win-win (and also is not, since the ones that we know are 'friends' so there is more in this bond that we know). I still would pay to read a eldar calling a human a 'monkey' and the Siren a answering 'keep your filthy hands off him/ her you damn monkey (or from my monkey, agreeing with the eldar).
edit: grammar
 
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Man, we're going to have to make an entirely new diplomatic contact with these new western Sirens.

@Durin
1) How do the Sirens near Duat act towards or around humans?
2) Have there been Siren attacks on our cities there?
3) How do Azshara's Sirens describe the western Sirens?
 
Man, we're going to have to make an entirely new diplomatic contact with these new western Sirens.

@Durin
1) How do the Sirens near Duat act towards or around humans?
2) Have there been Siren attacks on our cities there?
3) How do Azshara's Sirens describe the western Sirens?
1. they keep away in general, though that seems to be more that they keep away from the coast as a whole
2. no, see above
3. a deep sea kingdom that really ventures clsoe to land, or near the surface. also scary.
 
Turn Ninety-Three Results
Turn Ninety-Three Results
One Hundred and Ninety-five years since the Founding of Avernus

Over the last five years the the general Ork and wildlife kills has increased to one point five million a year, a bit higher then usual.

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

Complete

Four years ago General Richards declared the Helguard Jetbike Regiments ready for deployment, shortly after which they started being deployed to assist your campaign. They have already proved their worth in a range of circumstances, from harassment to acting as a hard hitting rapid strike force and even engaging super-heavies where their speed and agility can help them avoid incoming fire and their melta-lances have proven to pack quite a punch.


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.

Complete

Four years ago General Richards dispatched the Helltrooper Power Drop Infantry to the campaign. You have already started making use with them, both to open up new angles of attack on fortified continents and as a rapid reaction force. They have proved to be highly effective in both of these roles, and their numbers and toughness allows them to operate without support for a far greater period then normal Drop Infantry.


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- Six out of Eight years completed

For the last half decade General Richards has continued to train your Helltrooper Infantry Regiments in the use of Power Armour. This training is going well and she estimates that they will be ready to deploy in around eighteen moonshots, several months before originally expected


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.

Locked- Four out of Six years completed

Four years ago General Richards pulled the Helltrooper Light Infantry back from the campaign in order to train them in the use of Power Armour. She tells you that the training is going well and that they should be ready to be redeployed in two years time, as planned.


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

Locked- Four out of Ten years completed

For the last four years General Richards has been working on training Avernus' first Helguard Void Infantry, out of the best of the Helltrooper Void Infantry. This project involves a lot of advance from the Vargarian Guard who have more experience in the field and is so far going well. However it will be another six years at least before they will be ready for deployment.


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

Complete
37 Regiments of Helguard killed
480 Regiments of Helltroopers killed
4,700 Regiments of Helltroopers killed
13,500 Midgardian PDF Regiments killed

Over the last five years you have conquered Cahernanoorane and seen off a major assault by Kazag hordes. While you did manage to kill over forty billion Orks in this period, greatly reducing Kazag's combat power over tens of millions of Avernites fell in battle along with several times that Midgardian PDF Troopers. Despite these losses you consider this to be more then worth the toll you paid, given the death of Kazag the Mighty and a quartos of the boyz that he commanded. As this campaign was being fought Midgardians were already starting to settle Cahernanoorane and are preparing it to be a stronghold in the coming wars.

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- Ten out of Thirteen years completed: Expedited

The construction of the next set of warships for your fleet has continued over the last five years and is now nearing completion, with only a few escorts and a third of the cruisers remaining under construction. Admiral Sarnow estimates that it will take three more years to finish these ships, after which your shipyards can start on the repairs from the current campaign.


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

Complete
-55 Privateer Raiders (17 repairable)
-3 Shadow Stealth Destroyers
-169 Soldier Destroyers (111 repairable)

Admiral Sarnow has mostly commanded the lighter portions of the Avernite Fleet in a series of hit and run attacks over the last half decade. While he has inflicted a significant amount of damage, including the destruction of the Small Space Hulk Carrion's Feast, this has come at the price of heavy casualties to your escorts, though over half of the losses were intact enough to repair.


Expedite: 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

Complete

Over the last five years Admiral Sarnow has direct the expansion of the number of Aggressor Attack Boat Wings that the Avernite Navy fields to five hundred. This has required the addition to a new path in the Void Pilot Academy to train new pilots and some new instructors being bought in from Vanaheim, as well as assistance from a Vargarian Guard Thunderhawk Pilot who helped set up the program. These Wings have already started to be deployed to your fleet and will see action in the next stage of the campaign.


Personal Attention: 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

Complete
-1 Gurkha Grand Cruiser
-2 Paladin Heavy Cruisers
-1 Templar Heavy Carrier

-1 Knight Cruiser (repairable)
-4 Hopelite Cruisers (2 repairable)
-3 Warrior Cruisers (2 repairable)
-3 Bishop Class Carriers (repairable)

-4 Monk Escort Carriers (2 repairable)
-5 Yoaxia Escort Cruisers (3 repairable)

-112 Page Frigates (61 repairable)
-139 Squire Frigates (65 repairable)
-151 Soldier Destroyers (100 repairable)
-148 Legionnaire Destroyers (63 repairable)

-213 Guardian Fighter Wings
-138 Dragon Bomber Wings
-56 Wraith Interceptor Wings
-72 Assassin Bomber Wings

You led the Avernite Fleet against the main fleet of the Ork Overlord Kazag the Mighty three years ago. While bothy the Avernite Fleet and the Imperial Trust Fleet suffered heavy casualties in this campaign you destroyed a trio of Space Hulks and over three hundred capital ships in this engagement along with thousands of escorts. This is almost half of Kazag's total fleet including his only large Space Hulk and its loss will make the coming campaign far easier, though not as much as the death of the Overlord himself.

The population of Avernus grew by an average of 1.53% over the last five years, with the population reaching fourteen billion.
The population of Dis has grown by an average of 0.34% over the last five years, bringing its population to two point nine billion after migration.
The population of Avernus' Spine has grown by an average of 2.06% over the five years, bringing the cities near maximum population once more.
The population of The Azure Islands has grown by an average of 2.72% over the last five years, with another hundred and sixty million citizens having to migrate.
The population of Lindon has grown by an average of 1.03% over the last five years, filling the cities one more.
The population of the Everglades has grown by an average of 0.51% over the last five years despite several minor plagues.
The population of Elysium has grown by 3.54% over the last five years, forcing over two hundred million citizens to migrate to Dis.
The population of Aridia has grown by an average of 2.09% over the last five years, forcing a hundred and thirty million citizens to migrate to Dis
The population of Duat has grown by an average of of 0.17% last five years due to a ris ein Blink Spider numbers.


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)

Complete

Two years ago Edvin finished upgrading the defences of Garden Grove, your easternmost Hive. Given its location he has ensured that the Hive has stronger then normal Void Shields, which will hopefully allow it to better weather the sustained bombardment it is more likely to receive.



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)

Complete

Three years ago Edvin fisnieghd upgrading the defences of the final two major cities on Avernus, Ain al-Asil and Waset. This leaves only the Forge-Cities and most of your Hives without Incredibly Heavy Defences, though it will take several decades to upgrade them.


Expand Arbor 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

Locked- Five out of Ten years completed

For the last half decade Edvin has been overseeing the expansion of Arbor in the Azure Islands into a Small Hive. He is currently well on the way to expanding the city, which when completed will fill a major portion of the island that the city is built onto and be able to house the expanding population of the Azure Islands for quire some time.


Upgrade Defences: Salem- 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- Three out of Eight years completed

For the last three years Edvin has been overseeing the upgrading of the defences of Salam in Aridia, the site of the largest battle on Avernus. So far the upgrades are going well, though there are now several gaping holes in the defences that are requiring a significant Helguard forces to be deployed to cover them.


Upgrade Defences: Hollin- 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- Three out of Eight years completed

For the last two years Edvin has been overseeing the upgrading of the defences of Hollin in Lindon, the closest Hive to Dis. So far the upgrades are going well, though many of the changes so far consists of tearing down old fortifications in preparation to replace them with more formidable defences. This has necessitated the deployment of a significant force to the city, pulling troops away from the campaign.


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)

Complete

Four years ago Thaddeus finished upgrading the defences of The Fens, creating a balanced set of defences able to resist all form of attack equally. Now that this project is finished the only Hive that does not have work being done on upgrading its defences is Dis, which will take around a dozen years.


Thaddeus Expertise: Upgrade Defences: Helm's Deep- 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- Four out of Eight years completed

Thaddeus is currently halfway though the processes of upgrading the defences of Helm's Deep, the northernmost of the Hives of Avernus. He has reached the point where the defences are around as strong as they were before he started the project, allowing the extra forces assigned to defending the breaches to be reassigned to the more recent project in Hollin.

Svartalfheim has started upgrading some of its cities to Ultra heavy levels of defences, though only ten cities have so far been upgraded.

Inquisitor Klovis-Ultan's diplomats have been working on repairing the damage that your recent actions have caused to the reputation of Avernus. Due to how recent it is they have not yet had much luck, though Inquisitor Klovis-Ultan expects this to improve in the coming years.
+1 relationship with Jotunheim
+2 relationship with Niflheim
+1 relationship with Byzantium

The Imperial Trust has recently finished securing the Danaaan Sub-Sector, having killed tens of billions of Orks driving back counter attacks. Forces under the command of Lord-Marshal Sigard and Champion Surt have also taken control of a world in the Sub-Sector Gehenna and Sub-Sector Annwn respectively, paving the way for the conquest of these regions.


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

Time: 1 year
Chance of Success: 50%

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

Complete
d100=52+17(diplomacy)=69: Success

Inquisitor Klovis-Ultan spent a year gathering information of Master Primaris Zhukov, the commander of your Battle Psyker Regiments and second in command of the Department of War. He is soldier first and foremost with a preference for brute power over subtlety in his own attacks, though he is able to command forces of all types well.


Sirens Trade (Chaos Cultists)- 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

Complete
list of runes with prices to be added to telepathica datasheet
-1 civilian and military morale

Inquisitor Klovis-Ultan spent a year interrogating with Queen Azshara of the Azure Island Sirens in order to trade the souls of captured Chaos Cultists for the Sirens knowledge of Runes. He spent some time working on the deal, which involved getting a list of the Runes that the Sirens are willing to trade and how many souls each rune would cost. He tells you that while the cheapest runes range cost little over a thousand souls most range between five thousand and twenty thousand, with several being over a hundred thousand.


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

Complete
d100=76+17(diplomacy)=93: Success

Inquisitor Klovis-Ultan spent a year investigating Governor Bertil Mikaelsson of Vanaheim, who is the leader of the conservative faction on that planet. His reports make grim reading, Governor Mikaelsson is deeply opposed to Avernus' more progressive agenda and is otherwise skilled and charismatic enough to remain in power.

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

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

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

Complete
year four d100=39+17(diplomacy)-8(relations)-17(scandal)=31: Fail
year four re-roll d100=52+17(diplomacy)-8(relations)-17(scandal)+15(Paragon Diviner)=59: Fail +5 to next attempt
year five d100=60+17(diplomacy)-8(relations)-18(scandal)+5(previous)=56: Fail
year four re-roll d100=86+17(diplomacy)-8(relations)-18(scandal)+15(Paragon Diviner)+5(previous)=97: Success
+1 relationship with Svartalfheim

Inquisitor Klovis-Ultan spent a pair of years working on repairing the relationship between Svartalfheim and Avernus. Thanks to a large amount of advice from High Grandmaster Ridcully and some scaremongering he was ale to convince a decent proportion of the people who matter that you actions are a measured response to the threat of the Ork Gods awakening.

Jane reports that the number of Chaos Cultists found per year has increased slightly to around a two hundred and forty.

Of the two thousand six hundred and eighty two major psykers found over the last five years two hundred and forty-three of them were Chaotic.
Two hundred and twelve of the Chaotic Psykers consisting of two Beta-levels, fourteen Gamma-levels, forty-four Delta-levels, seventy-six Epsilon-levels and seventy-six Zeta-levels were killed without causing any significant levels of damage this over the last three years.
At least twenty-seven of the Chaos Psykers including four Beta-levels, eight Gamma-levels and fifteen Delta-levels were dragged though warp rifts that closed behind them.
Two Gamma-levels and a Delta-level caused minor damage before being eliminated, killing 168,000 militiamen, 9,000 PDF Troopers, 416 Psyker Hunters, 136 Veteran Psyker Hunters and 36 Witch Finders, 120 minor Battle Psykers, 72 Veteran minor Battle Psykers, 7 Elite minor Battle Psykers, 4 major Battle Psykers, and1 Veteran major Battle Psyker.

A Chaos Beta-level Diviner/Telekinetic in Dis killed 11,000,000 militiamen, 31,000 PDF Troopers, 16,000 Helltroopers, 752 Psyker Hunters, 264 Veteran Psyker Hunters, 1,056 Witch Hunters, 464 Veteran Witch Hunters by using carefully target telekinetic ordinance that he stole from a nearby armoury.

The untainted major Psykers included 4 Beta,levels, 40 Gamma-levels, 242 Delta-levels, 639 Epsilon-levels and 1,071 Zeta-levels.
271,250 minor Psykers were located by the Witch Finders over the last five years. This was average of little over fifty0four thousand a year, very close to the number that is estimated to be born each year.


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- Six out of Thirty-Five years completed

For the last five years Jane has continued to train her second batch of Super-Elite Operatives, who are now undergoing their initial training. The number to die or drop out continues to be lower then it was for the first batch, though not as significantly as it was for surviving the augmentations.


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.

Complete

Jane has spent a lot of time over the last five years raising her son Jacob, who is now nine years old and already a gifted swordsman. She seems to be able to focus on being a good mother with all of the dedication she applies to everything else that she does, and is a surprisingly good mother in most ways. The one exception being what she and Jacob call training, which makes the program that she is running the Super-Elite Operatives though look soft. Despite this she seems to have formed a strong paternal bond with Jacob, who you have not been able to meet nearly as much as you had hoped due to your duties.


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

Complete
Year five d100=92+23(Intrigue)+10(combat)+15(traits)-15(distracted)=125: Critical Success +10 to all rolls

Jane spent the last year leading the hunt for Chaos Psykers on Avernus, to great success. In this year she personally killed over a dozen major psykers including a Beta-level Telepath/Deamonoligist. Jane tells you that while she loves spending time with Jacob there is something freeing a out testing herself against Psykers of incredible power.

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- Eleven out of Fifteen years complete

Archmagos Tranth has found a way past his initial roadblocks in the resizing of the Hyper Plasma Reactors and is in the process of making his first prototypes for different sizes. He expects that most of these designs will fail but he will hopefully learn enugh from their failure to come up with working designs.


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.

Complete
d100=20+42(stats and traits)+75(buildings)+25(other)=162: Fail
year four re-roll d100=33+42(stats and traits)+75(buildings)+25(other)+15(Paragon Diviner)=190: Success

Thanks to some assistance from High Grandmaster Ridcully Archmagos Tranth was able to figure out how to reproduce the Kinetic Weapons of The Well of Urd. This allows to build more Command Battleships grade Grav-Accelerator Batteries, which cause around fifty percent more damage then current designs and have around twenty percent better range. Archmagos Tranth believes that with what he has discovered he will now be able to figure out how to apply these improvements to other scales of Grav-Accelerator Batteries, and eventually even to the Spinal Grav-Accelerator.


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: -95% (62% 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 - One out of Ten years completed

For the last year Archmagos Tranth ha been working on reverse engineering the Cyclonic Torpedoes that the Inquisition has provided him with. Thanks to some insight about their creation by High Grandmaster Ridcully he is confident that he will be able to determine how to make more within the decade, and without taking more then a few apart.
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

Complete
year one d100=92+17(learning)+60(buildings)+10(Rune Priests) =179: Critical Success

Four years ago Archmagos Biologis Maximal finished simplifying the procedure to make Dragon-Turtle Gas. He was highly successful in this and informs you that he has designed a chemical factory capable of producing large amounts of Dragon-Turtle Gas without needing direct control by the Adeptus Mechanicus.


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

Locked- Four out of Six years completed

For the last four years Archmagos Biologis Maximal has been working with officers and men of all branches of the Avernite PDF in order to create an effective bionic enhancement program for them military of Avernus. He is creating three separate programs as the Helguard, Helltroopers and PDF have different enough needs and resources to have major differences in their optimal bionics. The biggest single factor in this is that the Helguard and Helltroopers are quipped with power armour or in the process of being equiped with power armour, which makes several forms of bionics superfluous.
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- Six out of Eleven years completed

Fabricator-General Scott has continued to oversee the expansion of Silver Lake into a Small Forge Hive, which is now over half way completed. Like Dorthonion she is making the internal layers of the Forge Hive into a labyrinthine maze in order to confuse attackers and provide opportunities for ambushes for the defenders.

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

Complete

Saint Lin spent a year examining the Siren Rune of Banishment in order to ensure that it is safe for use. He was able to quickly determine that it has no direct ties to Chaos, but it took several months of work to ensure that there were no indirect ties. Once he had determine this he started approaching the issue form another angle and repeated the entire series of tests, by the time the year had ended he had run though his tests five more times. In the end Saint Lin came to the conclusion that the Siren Runes have no connection to the Gods of Chaos in any manner, though there is a faint connection to what he believes are the Eldar Gods and a stronger connection to what seems to be Avernus Itself. Despite these connections he rules that the Runes are safe both because the connection is minor and because neither Avernus or the Gods of the Eldar are Memetic Hazards.


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

Time: 1 year
Chance of Success: 30%

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

Complete
year two d100=47+51(piety)=98: Success
year three d100=17+51(piety)=68: Fail
year three re-roll d100=22+51(piety)=73: Success
+10 to success chance

Saint Lin spent a couple of years working with the trainee psykers approaching their trials. This proved rather helpful for strengthening the faith of many of those would would otherwise have their faith tested, especially among the more powerful psykers.


Oversee Missionaries: Five times- 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

Complete
year one d100=88+51(piety)=139: Critical Success
year two d100=55+51(piety)=106: Success
year three d100=68+51(piety)=119: Success
year four d100=96+51(piety)+20(double)=167: Greater Critical Success
year five d100=19+51(piety)+20(double)=90: Success
+8% to conversion chance

Saint Lin has spent a lot of time over the last half decade overseeing the missionaries in Dragon's Nest. He tells you that they have been well received by the majority of the people and seem to be making a lot of progress. Given that the religion before their arrival was mostly based around living on in the memory of the God-Emperor, who gave his life for humanity you are not surprised that a cult that promises his eventual rebirth is popular, especially given that the Blood Dragon's approve of the cult. Saint Lin tells you that the Blood Dragon's are viewed with a mix of religious awe and sheer thankfulness by the people of Dragon's Nest, who know perfectly well that without them they would be in far more danger.

               

Trials​

Alpha​

Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Passed​

0​

2​

23​

110​

522​

1,133​

200,449​

Attempted​

0​

6​

33​

152​

696​

1,462​

250,561​

Percent passed​

NA​

33.33%​

45.00%​

70.00%​

75.00%​

77.50%​

80.00%​
             

36​

Regular​

32​


Veteran​

3​


Primaris​

Beta​

Gamma​

Delta​

Beta​

Gamma​

Delta​

Biomancer​

0​

1​

4​

0​

0​

0​

Diviner

0​

1​

4​

0​

0​

0​

Pyromancer​

1​

1​

5​

1​

0​

0​

Telekinetic​

0​

1​

5​

0​

0​

0​

Telapath​

0​

1​

4​

0​

0​

0​

Daemonologist​

0​

1​

3​

0​

1​

0​
                                         

566​

Normal​

585​




Veteran​

-26​




Elite​

-2​




Master​

9​




Battle Psyker

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

0​

1​

5​

34​

74​

0​

0​

0​

0​

-2​

0​

0​

0​

-1​

-1​

0​

0​

0​

0​

1​

Diviner

0​

1​

4​

22​

48​

0​

0​

0​

0​

-2​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

Pyromancer

0​

1​

5​

43​

93​

0​

0​

0​

-4​

-9​

0​

0​

0​

0​

1​

0​

0​

0​

1​

1​

Telekinetic

0​

1​

4​

33​

71​

0​

0​

0​

1​

-3​

0​

0​

0​

-1​

0​

0​

0​

0​

0​

1​

Telapath

1​

1​

4​

22​

45​

0​

0​

0​

0​

0​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

Daemonologist

0​

1​

3​

22​

47​

0​

0​

0​

-1​

-3​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​
             

28,070​

Trainee

Normal

Veteran

Elite

Master

Grandmaster

Minor Battle Psykers

80,180​

20,938​

4,003​

3,126​

0​

4​
                               

566​

Normal

485​




Veteran

70​




Elite

10​




Sanctionite

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

0​

1​

4​

31​

68​

0​

0​

1​

4​

10​

0​

0​

0​

1​

1​

Diviner

0​

1​

3​

22​

44​

0​

0​

0​

2​

7​

0​

0​

0​

1​

1​

Pyromancer

0​

1​

3​

20​

47​

0​

0​

1​

3​

6​

0​

0​

0​

0​

1​

Telekinetic

0​

1​

4​

32​

66​

0​

0​

1​

4​

10​

0​

0​

0​

1​

2​

Telapath

0​

1​

3​

22​

40​

0​

0​

1​

2​

8​

0​

0​

0​

0​

1​

Daemonologist

0​

1​

3​

20​

47​

0​

0​

1​

3​

6​

0​

0​

0​

0​

1​
           

38,163​

Trainee​

Normal​

Veteran​

Elite​

Master​

Minor Sanctionites​

80,180​

28,015​

9,129​

1,002​

16​
                               

139​

Normal​

120​

0​

0​


Veteran​

15​




Elite​

4​




Neo-Astropaths

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Neo-Astropaths​

0​

1​

3​

19​

37​

0​

0​

0​

2​

5​

0​

0​

0​

1​

2​

Neo-Astropathic Receivers​

0​

1​

3​

18​

38​

0​

0​

0​

2​

5​

0​

0​

0​

1​

1​
           

10,812​

Trainee​

Normal​

Veteran​

Elite​

Master​

Witch Finder​

38,085​

6,849​

2,919​

1,012​

32​
             


Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Inquisition​


1​

5​

22​

47​

2,004​

Double Down: Military Assistance: Twice- 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

Complete
Year One roll d100=27+45(control)+60(Paragon Diviner)+20(double down)=152: Critical Success
Year four roll d100=30+45(control)+60(Paragon Diviner)+20(double down)=155: Critical Success

High Grandmaster Ridcully spent two years providing military assistance tot he current campaigns. This assistance took a variety of forms, ranging from providing insight into Ork Battle Plans and the timing of reinforcements to locating weakness in defences and Space Hulks. His aid was a major factor in the defence of Cahernanoorane where the main army of Kazag the Mighty was destroyed and the Overlord slain by a well placed Super-Elite Operative.


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)

Complete
Year three roll d100=95+36(stats)+20(Paragon Diviner)+20(double down)=167: Critical Success
Eldar warned

High Grandmaster Ridcully spent over a year preparing to contact the Eldar and then spent an entire three months making contact. He eventually made contact with an Eldar Farseer who was observing an Chaos force almost ten thousand light years away. He managed to show the Farseer what he had seen, and got the impression that the Eldar did not know that this was about to happen but had predicted that it would. Ridcully is relatively sure that the Farseer he communicated with was not able to track him, though he can not be certain of this.


Double Down: 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

Complete
Year four roll d100=25+45(control)+60(Paragon Diviner)+20(double Down)=150: Critical Success +22 to success chance
Year four re-roll d100=85+45(control)+60(Paragon Diviner)+20(double Down)+15(Paragon Diviner)=225: Greater Critical Success +65 to success chance

High Grandmaster Ridcully spent a year working with Archmagos Tranth on reverse engineering the Cyclonic Torpedoes. He was incredibly successful in this effort and provided not only detailed visions of the creation of the torpedoes but some notes written by Archmagos Tranth in the years to come, which will be very helpful.


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

Complete

Four years ago Xavier finished warding the Gungnir with advanced wards, which should be enough to protect it and its crew against all but the most powerful of psychic attacks, and to notably reduce the chance of Warp mishaps. The Vanir Navy is thankful for his actions and are talking about commissioning him to ward the rest of their fleet.


Deploy: Times four- 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

Complete
year two roll d100=69
year three roll d100=60
year four roll d100=53
year five roll d100=12

For the last four years Grandmaster Xavier has been on the front lines leading his Battle Psykers and carrying out his own operations. He has had a major impact in the war, with his ability to devastate even well fortified positions and eliminate Ork Warlords saving millions of lives and months of time. He has often worked with his daughter Ophelia in this operations, and the sheer destruction that the two can create when working together is impressive. However in his last operation he was seriously wounded, preventing him from taking to the field or overseeing a project for a year while he recovers.

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

Complete
New Songs will appear in datasheet

Three years ago Tamia finished training the new Songweaving Choirs and composing some new songs. This means that you now have at a choir specialising in every discipline, and at least two songs for each of these choirs. Tamia tells you that this should act as a major force multiplier for major psychic workings, and that it is entirely possible that the new Choirs will function well enough to replace normal Battle Psyker Choirs in most fields.


Double Down: 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

Locked- Three out of Four years completed

For the last three years Tamia has been examining the Siren Rune of Banishment. She tells you that it seems to apply the concept of "the Divide between the Materium and the Immaterium " to everything it acts on. This rune can be sued in a variety of ways including as part of a power to provide a banishment element, etched onto a weapon to add a banishing effect to that weapon or added into a Ward to make demoniac instability greater in the region that the Ward covers. She has found that the Rune needs to be kept charged by a psyker after time or sue, meaning that you will not be able to make as many as you had hoped.

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.

Complete

You spent the last five years leading a major prong of the Imperial Trust's current campaign, time in which you have not set foot on Avernus once. This campaign has gone well and your forces have proven to be as deadly as expected. In particular you and the Governor' Own have gained a reputation after the Massacre of GlitTooth, where a surprise massed telyporta attack on you ended up with the Governor''s Own having to fight off several million Orks. By the time reinforcements arrived two hours later the Orks had been wiped out, at the cost of under a company of the Governor's Own. Odysseus once more proved his worth in the battle, with his powers healing the wounds that the Governor's Own sustained and keeping them fresh.


Thaddeus Expertise: Upgrade Defences: The Fens and Helm's Deep- 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- Four out of Eight years completed

Four years ago Thaddeus finished upgrading the defences of The Fens, after which he immediately turned his attention to beginning the same set of upgrades at Helm's Deep, as tskt hat he is half way to completing.


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.

Complete
d100=34+17(diplomacy)+5(Palace)=56: Success

You spent a year making a series of speeches to your citizens and soldiers about the coming Ork threat and the preparations being made to survive. While most of the Imperial Trust is keeping that information quite you have a preference for keeping your people well informed when it is safe to do so and know that the Avernites will just buckle down and work harder upon being informed of a mid term threat. Also it helps explain why you are pressing the attack so hard and sustaining so many casualties that could have been avoided if you took your time to the military.


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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year two d100=24+5(Palace)+13(diplomacy)=42: Fail
year three d100=59+5(Palace)+13(diplomacy)=77: Success
+1 relationship with Asgard

The Battle of Cahernanoorane was the largest battle in this phase of the campaign, and probably in the entire campaign. For the three years that it was under way you were working with not only several armies of Midgardian PDF but ten thousand Aesir Knights led by Lord-Marshal Sigard. This was a good opportunity to spend some time with him as well as to see him in his true element. After watching Lord-Marshal Sigard in a few battles you are left with a deep understanding of how he earned his title, with even Ork Gargnts seeming to have trouble causing anything but minor damage and Orks seeming to dies as soon as they reach him, with no visible distinction between the rate at which he smashes his way tough Mega-Nobs compared to the merest slugga boyz. While you are sued to seeing skill on singular or even higher level on a personal scale, and are even in that range yourself seeing a Knight-Titan being piloted with that level of skill is quite frankly terrifying. If Lord-Marshal Sigard ever falls to Chaos you are going to advise the deployment of multiple Battle Psyker Choirs and your most powerful Psykers to kill him, even if he is alone.


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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year four d100=54+5(Palace)+13(diplomacy)=72: Fail
year five d100=43+5(Palace)+13(diplomacy)=61: Fail

For the last few years you have been working closely with Admiral Sarnow, as you often command the main fleet while he take control of the light forces. In this time he has proven his sheer talent in his speciality of Void Command, being able to make use of even heavy warships as part of his harassment. You will never forget the sheer surprise the one time Admiral Sarnow managed to pull off an ambush with the Fólkvangr.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 209,754,897,453 104,503,455,905 44,410,370,897 74,692,777,557 14,263,985 776,788 230,095 31 13,883,919,207
Net Income -2,924,823,714 12,590,950,672 6,738,997,904 12,812,574,891 -6,258,479 89,125 4,778 -14 1,060,528,290
Percent of Income used 144.56% 46.92% 50.23% 10.32% 131.26% 51.72% NA -239.16%  
Remaining 206,830,073,739 117,094,406,577 51,149,368,801 87,505,352,448 8,005,506 865,913 234,873 17 14,944,447,497
Percent Growth -1.39% 12.05% 15.17% 17.15% -43.88% 11.47% 2.08% -45.29% 1.53%
 
@Durin, I'd like to ask some questions:
1) How soon we will get an option to colonize Het?
2) Are there any other planets with dangerous biospheres nearby?
3) Where would Quartok prefer their second city?
4) BTW, are they going to participate in the campaign?
5) What are the main types of augmentations for AdMech only?
 
Kazag the Mighty is now very dead and so are his Space Hulks which is good. We are now one step closer to cleaning up the backyard now that only one Ork Overlord remains. Although now that Gerald is injured were going to have to rely on Zhukov.
 
The Governor's Own fought off several million Orks by themselves. I feel Rules of Nature is very appropriate right now. Just how insane a feat is that to do?
 
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@Durin, I'd like to ask some questions:
1) How soon we will get an option to colonize Het?
2) Are there any other planets with dangerous biospheres nearby?
3) Where would Quartok prefer their second city?
4) BTW, are they going to participate in the campaign?
5) What are the main types of augmentations for AdMech only?
1. whent is is considered a good idea, given you have no issues with Promethium and it would eb another palce to defend not anytime soon
2. no
3. Elysium
4. no
5. MIU over a certain level, certain other internal types, extra limbs of any type
 
1. whent is is considered a good idea, given you have no issues with Promethium and it would eb another palce to defend not anytime soon
2. no
3. Elysium
4. no
5. MIU over a certain level, certain other internal types, extra limbs of any type
1: Durin. What killed Kazag? Did I miss it? Because I'm curious.
 
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