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
Hmm... I wonder if Wards with the Banishment rune on them will help protect our ships from vortex weapons. I mean, their whole deal is pulling their target at least partially into the Warp, so effectively reinforcing the boundary might reduce the impact. Of course, that would require us figuring out a way to avoid the issues that would arise from Warp travel, either by finding a way to quickly deactivate and re-activate the rune or a way to discharge the energy stored in it.

Side note: we really ought to find the time for Tamia (or potentially Xavier) to examine Hellfame Coral. That psychic power looks very tempting, especially given how many of our most skilled and powerful psykers are pyromancers.
 
Hmm... I wonder if Wards with the Banishment rune on them will help protect our ships from vortex weapons. I mean, their whole deal is pulling their target at least partially into the Warp, so effectively reinforcing the boundary might reduce the impact. Of course, that would require us figuring out a way to avoid the issues that would arise from Warp travel, either by finding a way to quickly deactivate and re-activate the rune or a way to discharge the energy stored in it.
All I know is that we NEED to propagate that rune into the wider galaxy...

I also want to see if we can destroy valinor with a exterminatus torpedo either covered in or in the shape of the rune.
 
@Durin
1. When our admiral asked for help from Chapter Master Julius on optimising Avernus fleet he mentioned that the planed build should contain more carriers. Have you already changed the planed goal fleet structure or will we need to? (either action or new fleet build)
Complete
d100=77+=77: Success
+10 to all rolls in boarding and planetary assault

Admiral Sarnow spent four years learning what he could from Chapter Master Julius and Master of Fleets Agrippa about planetary assault and boarding. As well as quite a few tips and tricks he was advised to train a Helguard Void Infantry force and to focus to a greater extent on carriers equipped with assault boats. In particular the Templar Heavy Carrier seems to be optimised for planetary assault and Avernus should build a few more then is currently planned.
2. Can we hope that Fredericks naval malus will go down like Syrs as well? Not the same amount but some?
3. This is long time but Muspelheim kind of provoked it: What is your best estimate to the point in time the STC for the Man of Stone can be made "puplic"? Hundreds of years or after the Mechanicus Civil War?
4. After the Abomination got of its power high from beeing created you said that it was still the strongest of the five. Can you share what happened that allowed Khorn to be the strongest again? If so, what is it?
 
After the Abomination got of its power high from beeing created you said that it was still the strongest of the five. Can you share what happened that allowed Khorn to be the strongest again? If so, what is it?
If I were to guess it's the constant galaxy wide punch ups and senseless bloodshed that's been going on non stop for the past 20 or so thousand years.
 
@Durin
what is the Imperial Trust current runes right now.
edit: What I mean is does the Trust already have their own runes even before the collapse of the Imperium
 
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@Durin
1. When our admiral asked for help from Chapter Master Julius on optimising Avernus fleet he mentioned that the planed build should contain more carriers. Have you already changed the planed goal fleet structure or will we need to? (either action or new fleet build)

2. Can we hope that Fredericks naval malus will go down like Syrs as well? Not the same amount but some?
3. This is long time but Muspelheim kind of provoked it: What is your best estimate to the point in time the STC for the Man of Stone can be made "puplic"? Hundreds of years or after the Mechanicus Civil War?
4. After the Abomination got of its power high from beeing created you said that it was still the strongest of the five. Can you share what happened that allowed Khorn to be the strongest again? If so, what is it?
1. it will be a new fleet build action
2. with time yes
3. hundreds of years minimum, possibly never
4. a rise in war
@Durin
what is the Imperial Trust current runes right now.
edit: What I mean is does the Trust already have their own runes even before the collapse of the Imperium
not it does not
@Durin you once mentioned that Nurgle and the Abomination were fighting over the domain of stagnation. Who won?
neither
 
While commanding a campaign over several systems is a far larger scale then you have ever encountered and presents its own challenges before it has not taken for you to accustom yourself to the new scale of command.
I wonder if this means we upgraded our strategist trait since it was kind of underdeveloped.
 
Why? Its powers didn't seem particularly impressive to me.
Flames so intense they're practically solid with the ability to 'choose' what does and doesn't get burned not impressive? Sounds like an impressive area denial power at the very least, with potential to also let lower tier pyromancers do good damage through armor.
 
Flames so intense they're practically solid with the ability to 'choose' what does and doesn't get burned not impressive? Sounds like an impressive area denial power at the very least, with potential to also let lower tier pyromancers do good damage through armor.
Not to mention point-blank casting and not having to worry about melee friendlies in the way.
 
A question about the Vangarian Guard do they use Avernus as a training ground? And are they the kind of Space Marines who are brainwashed to forget everything about thier former mortal life or do they remember what they once were.
Cause if they are the latter I can see some Aspraints from the Nine World maintaining ties with thier mortal family and homeworld in some form. I think some Astrates Chapters do that.
 
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Something that has just occurred to me is there named famous Battle Psyker regiment's on Avernus possibly? If there were sounds like a good source of Omake ideas.
 
Something that has just occurred to me is there named famous Battle Psyker regiment's on Avernus possibly? If there were sounds like a good source of Omake ideas.
If I recall correctly there was an elite Battle Psyker regiment under Elina Eads during the Garkill invasion, but I don't know if the grouping was ever intended to be permanent.
 
Turn Ninety-Five
Turn Ninety-Five
Two Hundred years since the Founding of Avernus
Five year turn

Currently the Imperial Trust is in the middle of the largest war it has fought to date, with over ten billion soldiers engaging with ten times their number of Orks on almost a dozen worlds. The campaign is going better then you hoped, with the early death of the Ork Overlords spelling the end of coordinated defences and triggering infighting among the Orks. Yet despite this there are still over a hundred billion Orks remaining, defending worlds that they have spent centuries or millennia fortifying. You expect to have taken all but the two capitals within five years at the longest. Otherwise Fabricator-General Scott is ready to begin the next stage of her reforms of the Adeptus Mechanicus, a process she expects to be very slow and where a single mistake could potent ional send the Mechanicus into a civil war, which has the potential to doom the Imperial Trust. However a less hidebound Adeptus Mechanicus will allow you to make full use of the discoveries that you have made in and around Avernus, which you are starting to believe may be necessary sooner then you had hoped.

Currently the majority of the Avernite military is involved in the campaign against the nearby Orks, which is expected to take another decade or so. This has proven to have been a learning experience, with several of your Marshall's having significantly improved their skills. Back on Avernus General Richards is continuing to work on providing power armour to the Helltroopers, and has recently put forward project proposals for the next three steps. He has also put forward the first projects for giving your troops bionics, though given that you will have to withdraw large portions of your forces at once to provide this he advises that you wait until after the current campaign.

Marshal Pope upgrades trait Cunning (+2I) into Crafty (+4I)- Marshal Pope has always been very skilled at arranging matters so that no matter what happens he wins.
Marshal Pope upgrades trait Inspiring (+2D, +10 morale to all forces under your command) into Inspiring Leader (+4D, +20 morale to all forces under your command)- Marshal Pope is an inspiring leader, whose men will follow him into hell and back if he asks it of them.
Marshal Pope gains trait Gunslinger (+1C, +10 to combat rolls with pistols) - Marshal Pope has developed a talent for the use of pistols over the course of his career, a talent that serves him well in the short ranged combat he often finds himself in.
Marshal Christianson upgrades trait Skilled Marksman (+2 Combat, +20 to ranged combat rolls) into Expert Marksman (+3 Combat, +30 to ranged combat rolls)- Marshal Christianson is a expert marksman who can maintain high accuracy even within the thick of combat.
Marshal Christianson gains trait Tricky (+1M, +2I)- Marshal Christianson has a talent for deceptive tactics, and is very good at leading the enemy into doing what he wants them to do.
Choose Three
One Five years, One Four years, One Two years

Helltrooper Power Infantry: Armour and Air- General Richards has put forward a plan to equip your Helltrooper armour and air units with Pilot Basic Power Armour. This will provide a notable increase to your crews survival rates and combat capacity, while being only a fraction of the cost of the other power armour refits.

Time: 4 years

Cost: 22,400,000 Thrones, 4,490,000 Material, 449,000 Promethium, 44,900 Advanced Material.
Upkeep per year: 2,240,000 Thrones, 449,000 Material, 225,000 Promethium, 2,250 Advanced Material, 32 Exotic Material.
Reward: equip all air regiments, armour regiments and specialist armour regiments with pilot power armour

Locked- Three out of Four years completed


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.

Locked- Three out of Six years completed


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

Time: 12 years

Cost: 1,010,000,000 Thrones, 102,000,000 Material, 2,020,000 Promethium, 13,900,000 Advanced Material, 15,900 Exotic Material.
Upkeep per year: 65,900,000 Thrones, 4,980,000 Material, 889,000 Promethium, 223,000 Advanced Material, 155 Exotic Material.
Reward: upgrade 2000 Helltrooper Void Infantry Regiments to Helltrooper Power Void Infantry Regiments.


Helltrooper Power Siege Infantry- General Richards has put forward a plan to equip your Helltrooper Siege 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: 9 years

Cost: 585,000,000 Thrones, 50,600,000 Material, 1,730,000 Promethium, 14,100,000 Advanced Material, 8,860 Exotic Material.
Upkeep per year: 35,900,000 Thrones, 2,620,000 Material, 759,000 Promethium, 471,000 Advanced Material, 73 Exotic Material.
Reward: upgrade 84 Helltrooper Siege Infantry Regiments to Helltrooper Power Siege Infantry Regiments.


Helltrooper Power Combat Engineers- General Richards has put forward a plan to equip your Helltrooper Combat Engineer Regiments with power armour. This will greatly increase their life expectancy and the range of environments that they can work in 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: 4 years

Cost: 6,900,000 Thrones, 1,380,000 Material, 138,000 Promethium, 273,000 Advanced Material.
Upkeep per year: 690,000 Thrones, 138,000 Material, 69,000 Promethium, 13,630 Advanced Material, 73 Exotic Material.
Reward: upgrade 150 Helltrooper Combat Engineer Regiments to Helltrooper Power Combat Engineer Regiments.


Helguard Bionics- General Richards has put forward a plan to supply your Helguard with bionic augmentations. These would provide a significant boost to the combat capability and toughness of your Helguard regiments, though taking them away from the front line for the six years it would require is not currently advised.

Time: 6 years

Cost: 403,000,000 Thrones, 101,000,000 Material, 40,300 Promethium, 6,370,000 Advanced Material, 448,000 Exotic Material.
Upkeep per year: 80,100,000 Thrones, 20,000,000 Material, 20,150 Promethium, 637,000 Advanced Material, 22,400 Exotic Material.
Reward: upgrade Helguard with Bionics, +25 to combat rolls, +40% to infantry hit-points, +0.25 Infantry Armour


Helltrooper Bionics- General Richards has put forward a plan to supply your Helltrooper with bionic augmentations. These would provide a boost to the combat capability and toughness of your Helltrooper regiments, though taking them away from the front line for the eight years it would require is not currently advised.

Time: 8 years

Cost: 1,320,000,000 Thrones, 263,000,000 Material, 132,000 Promethium, 8,660,000 Advanced Material.
Upkeep per year: 132,000,000 Thrones, 26,300,000 Material, 65,800 Promethium, 433,000 Advanced Material, 22,400 Exotic Material.
Reward: upgrade Helltroopers with Bionics, +10 to combat rolls, +20% to infantry hit-points, +0.1 Infantry Armour


PDF Bionics- General Richards has put forward a plan to supply your PDF with bionic augmentations. These would provide a boost to the toughness of your PDF regiments, though taking them away from the front line for the six years it would require is not currently advised.

Time: 8 years

Cost: 742,000,000 Thrones, 148,000,000 Material, 74,200 Promethium, 2,930,000 Advanced Material.
Upkeep per year: 37,600,000 Thrones, 7,400,000 Material, 37,100 Promethium, 58,600 Advanced Material.
Reward: upgrade PDF with Bionics, +10% to infantry hit-points


Helltrooper Jetbikes-. Now that the Helguard Jetbike Regiments have proven themselves General Richards would like to replace your Helltrooper Rough Riders, which have limited utility with Helltrooper Jetbike Regiments. While this will take some time and be expensive General Richards thinks that it is more then worth the price, and counts it as part of the upgrading of your Helltroopers to use Basic Power Armour.

Time: 7 years

Cost: 126,000,000, 12,800,000 Material, 526,000 Promethium, 3,970,000 Advanced Material, 1,264 Exotic Material.
Upkeep per year: 6,610,000 Thrones, 560,000 Material, 246,000 Promethium, 137,000 Advanced Material.
Reward: replace 260 Helltrooper Rough Rider Regiments with 260 Helltrooper Jetbike 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 continuing to work wonders in the campaign against Kazag's Domain, using Ridcully's information to locate weakness that he then exploits with hidden forces. In fact he has managed to pull off surprise assaults so often over the years that the Orks are starting to scout far more heavily and refuse to be baited, which shows just how much of an impact he has made. He is also improving his skills at an impressive rate, which if it continues may end up with him becoming your equal in his own field. The only recent proposal that Admiral Sarnow has made is that you create a reserve of attack craft wings, allowing you to more quickly recover losses.

Admiral Sarnow gains title Deceptive (+2I, +1D)- Admiral Sarnow is highly skilled at deception, both in war an din person. As well as assisting him in the type of warfare he prefers this has been very useful in dealing with other people.
Admiral Sarnow gains trait Naval Scholar (+1M, +2L) – Admiral Sarnow has conducted a serious study of conventional naval litarture and how every known navy prefers to fight in order to better prepare himself, and in order to learn from their tactics. He seemed particularly interested in the records of conflicts with Eldar, of all varieties.
Two Locked Choose One
One Three years

Construct: Repairs- Your fleet suffered significant damage in the recent campaign against the Orks. It would be a good idea to repair what damage you can and replace what ship can't be repaired as soon as possible. Admiral Sarnow estimates that this will take around a decade.

Time: 10 years.

Cost: 2,110,000,000 Thrones, 357,000,000 Material, 12,300,000 Promethium, 1,738,000 Advanced Material, 19,900 Exotic Material.
Upkeep per year: 20,800,000 Thrones, 5,600,000 Material, 10,200,000 Promethium, 736,000 Advanced Material, 12,200 Exotic Material.
Reward: Construct 1 Gurkha Grand Cruiser, 1 Warrior Cruiser, 2 Monk Escort Carriers, 213 Guardian Fighter Wings, 138 Dragon Bomber Wings, 56 Wraith Interceptor Wings, 72 Assassin Bomber Wings
and Repair 2 Paladin Heavy Cruisers (mostly intact), 1 Templar Heavy Carrier (mostly intact), 1 Knight Cruiser (mostly intact), 4 Hoplite Cruisers (mostly intact), 2 Warrior Cruisers (half destroyed), 3 Bishop Class Carriers (mostly intact) 2 Monk Escort Carriers (half destroyed), 5 Yoaxia Escort Cruisers (1 intact, 4 half destroyed ), 112 Page Frigates (half destroyed), 139 Squire Frigates (half destroyed), 55 Privateer Raiders (mostly intact), 3 Shadow Destroyers (intact), 320 Solider Destroyers (half destroyed), 148 Legionnaire Destroyers (half destroyed),

Locked- Two out of Ten years completed


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

Locked- Five out of Seven years completed


Campaign: Fleet- The current campaign is now going to shift to attack on the to main Ork domains, with the Avernite Army spearheading the assault on what was recently Kazag's Domain. It is expected that the Avernite Navy will play a major roll in this.

Time: 14 years (if personal attention is used then only other Personal Attention that can be chosen is Campaign: Army)

Cost: 80,000,000 Thrones, 800,000,000 Material, 800,000,000 Promethium. 632,000 Advanced Material, 3,560 Exotic material.
Reward: fleet assists Imperial Trust in taking and holding new worlds, must be selected

Locked – Five out of Fourteen years completed


Personal Attention: Campaign: Fleet- The current campaign is now going to shift to attack on the to main Ork domains, with the Avernite Army spearheading the assault on what was recently Kazag's Domain. It is expected that the Avernite Navy will play a major roll in this.

Time: 14 years (if personal attention is used then only other Personal Attention that can be chosen is Campaign: Army)

Cost: 80,000,000 Thrones, 800,000,000 Material, 800,000,000 Promethium. 632,000 Advanced Material, 3,560 Exotic material.
Reward: fleet assists Imperial Trust in taking and holding new worlds, must be selected

Locked – Five out of Fourteen years completed


Attack Craft Reserves- Some of your heaviest casualties in the Avernite Navy come from among the attack craft wings, which are incredibly fragile compared to even escorts. Admiral Sarnow proposes doubling the number of attack craft that you can field, which would allow you to quickly recover from any losses without overly stripping the orbital defences of attack craft wings.

Time: 8 years

Cost: 465,000,000 Thrones, 26,100,000 Material, 27,100,000 Promethium, 1,630,000 Advanced Material, 21,800 Exotic Material.
Upkeep per year: 23,200,000 Thrones, 1,300,000 Material, 13,900,000 Promethium, 81,500 Advanced Material, 436 Exotic Material.
Reward: Train 560 Guardian Fighter Wings, 662 Dragon Bomber Wings, 120 Wraith Interceptor Wings, 180 Assassin Bomber Wings and 500 Aggressor Attack Boat Wings.


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: 14 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 continues to worry about the size of your Advanced Material reserves, which even with the assistance from the Imperial Trust remain meagre. He suggests that you focus on building up your Mechanicus infrastructure here possible to expand you income in this field, saying that there is not point in designing more advanced technology if you can not implement it.
Choose Three
Two Five years, One Four years

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- Seven out of Eight years completed


Thaddeus Expertise: Expand Nurn 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 idea to expand one of them into a Small Hive. This would provide a centre for the administration and defence of the region and allow for a greater population to build up. It would also be possible to build more small hives in other regions, though not nearly 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- One out of Ten 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)


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.

Currently Inquisitor Klovis-Ultan is rather busy coordinating matter with Dragon' Nest. However he does advise that you make a deal with Svartalfheim to maintain the equipment of your Super-Elite Operatives, allowing you to use your own relic production for other matters.

-14 to all diplomacy efforts within Imperial Trust except with Asgard, Jotunheim, Niflheim and Muspelheim (penalty goes down by 1 every 2 years)
-4 to all diplomacy efforts with Asgard and Jotunheim (penalty goes down by 1 every 2 years)
Choose One
One Five years


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.

While Jane continues to focus the majority of her time on raising Jacob she is still continuing to run the Avernite Security forces. She tells you that there have been reveal more attempt to infiltrate Avernus by foreign powers over the last few years, none successful. She is also talking about acquiring weapons marked with the Siren Rune of Banishment for her Psyker Hunters, which will prove useful against the daemons that Rogue Psykers often summon. However this will have to wait until the Psykers have been able to start using the Rune, and testing it in battlefield conditions.
-10 to all rolls for next 5 years
One Locked Chose 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- Eleven 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.

Fabricator-General Scott tells you that she has now gained enough of a reputation to start some more reforms on the Adeptus Mechanicus, though she will still have to chose her battles carefully. The first reforms that she is interested is allowing secular authority to oversee the expansion and defence of Forge-Cities. This will allow her to focus her time on other projects rather then having to personally oversee every city expansion on the Helheim System. Between these reforms and the new research and design projects that have become possible over the last few years there is much for the Adeptus Mechanicus to do, and little time to do it.

Fabricator-General Scott loses trait Young (+1D, -1 Mechanicus Unrest, double any increase to Mechanicus Unrest)- Fabricator-General Scott is very young and inexperienced to her post and lacks the reputation and connections that allowed her predecessor to push his program of reform. Given that it is well known that she lacks this influence conservatives are less worried about the Mechanicus changing under her but will be more willing to oppose any controversial choices that she makes.

Archmagos Explorator Tranth upgrades trait Expert Commander (+3M, +2C)- to Warlord (+5M, +3C)- Over the years Archmagos Explorator Tranth has often found his research teams attacked countless times by the Avernite wildlife and has grown highly skilled at leading the security teams defensive efforts.

Archmagos Biologis Maximal gains trait Pious (+2P)- Archmagos Maximal's time on Avernus has deepened his faith in the Machine-God, which is now exceptional even for a Magos.
One Locked Choose Three
One Five years, One Two years, One One year
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 - Six out of Ten years completed


Advanced Astartes Power Armour: Terminator- The Blood Dragon's recently provided the Adeptus Mechanicus with the schematics for Terminator Armour. Archmagos Tranth believes that with a decades work he can create a far more advanced version of this armour by using the Technology found in the Helehim system. However this would be expansive and take time away from other projects.

Time: 10 years
Chance of Success: -10% (99% after bonuses)

Cost: 370,000,000 Thrones, 18,500,000 Material, 3,700,000 Promethium, 170,000 Advanced Material, 9,500 Exotic Material, 5 Relic Material
Reward: Create variation of Terminator Power Armour with more advanced technology, only usable by the Adeptus Astartes

Upgrade Kinetic Weapons: Grav-Accelerator Battery- In his efforts to reproduce the Kinetic Weapons of the Well of Urd Archmagos Explorator Tranth has leant how to upgrade your other kinetic weapons. One of the Kinetic Weapons that would benefit from these upgrades are the Grav-Accelerator Batteries, the only Kinetic Weapons that can be used en mass .

Time: 4 years

Chance of Success: -65% (54% 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 better Grav-Accelerator Batteries


Upgrade Kinetic Weapons: Spinal Accelerator- In his efforts to reproduce the Kinetic Weapons of the Well of Urd Archmagos Explorator Tranth has leant how to upgrade your other kinetic weapons. One of the Kinetic Weapons that would benefit from these upgrades are the Spinal Accelerators, your longest ranged and most deadly single target weapon.

Time: 4 years

Chance of Success: -65% (54% 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 better Spinal Accelerators


Upgrade Kinetic Weapons: Grav-Accelerator Nova Cannon- In his efforts to reproduce the Kinetic Weapons of the Well of Urd Archmagos Explorator Tranth has leant how to upgrade your other kinetic weapons. One of the Kinetic Weapons that would benefit from these upgrades are the Grav-Accelerator Nova Cannons, one of the most powerful weapons fielded by the Imperial Trust.

Time: 4 years

Chance of Success: -65% (54% 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 better Grav-Accelerator Nova Cannons


Vortex Shells-Now that he has completed the design for Vortex Torpedoes Archamgos Tranth thinks that he will be able to create Vortex Shells for Macrocanons. While expensive and probably volatile these weapons would be incredibly deadly and allow even escorts to seriously threaten all but he toughest warships, while ammunitions supplies last. These weapons could also be used on the ground, though the sheer amount of damage they could do if something goes wrong makes that a last resort. However this will be very challenging work and Tranth expects that he would end up taking decades.

Time: 10 years
Chance of Success: -125% (-6% after bonuses)

Cost: 400,000,000 Thrones, 20,000,000 Material, 2,000,000 Metal, 1,000,000 Promethium, 1,700,000 Advanced Material, 36,000 Exotic Material.
Reward: learn how to make Vortex Shells for Macrocannons


Adapt Stealth Technology: Vehicles- Archmagos Tranth has recently gained a good level of understanding of the stealth technology used by Recon Armour. He believes that with a few years work he will be able to figure out how to adapt it for use by vehicles, opening up several new avenues of military combat.

Time: 5 years
Chance of Success: -75% (44% after bonuses)

Cost: 40,000,000 Thrones, 2,000,000 Material, 200,000 Promethium, 170,000 Advanced Material, 3,600 Exotic Material.
Reward: adapt Recon Armour Stealth Technology for use by vehicles, +1 Mechanicus Unrest


Add Stealth Technology (Advanced Power Armour Variant) -Archmagos Tranth has recently figured out a way to improve the stealth technology used by some Advanced Power Armour Variants and add it to the others. He estimates that it will take around a year to modify each variant.

Time: 1 year
Chance of Success: -25% (94% after bonuses)

Cost: 20,000,000 Thrones, 2,000,000 Material, 400,000 Promethium, 17,000 Advanced Material, 930 Exotic Material
Reward: Create variation of selected Advanced Power Armour with either improved stealth technology or access to stealth technology.



Examine: Goliath Class Factory Ship: Part Two- Currently a single Goliath Factory Ship is in the Avernus system with no way to make more. Archmagos Tranth tells you that with a decades study he would probably be able to figure out how to replicate it, which as well as providing a major addition to yur fleet potentional to operate without supply lines is the first step to reverse engineering the unknown technologies continaed within.

Time: 10 years

Chance of Success: -70% (24% after bonuses, failing by over 25% damages Goliath Factory Ship and increases Mechanicus Unrest by 1)
Cost: 800,000,000 Thrones, 40,000,000 Material, 4,000,000 Metal, 2,000,000 Promethium, 680,000 Advanced Material, 7,600 Exotic Material.
Reward: blueprints of the Goliath class Factory Ship


Examine: Sanctus Furorem- Soon work will begin on repairing the Sanctus Furorem, an ancient Mar-Pattern Warlord Titan that was damaged in the Daemonic Incursion. Archmagos Tranth would like to do as much as he can to study that Titan as it is being repaired, both to further his knowledge and to bring Avernus one small step closer to being able to make its own Titans.

Time: 5 years

Chance of Success: 0% (84% after bonuses), must be taken with a Repair: Sanctus Furorem option

Cost: 10,200,000 Thrones, 510,000 Material, 51,000 Metal, 20,400 Promethium, 8,500 Advanced Material, 95 Exotic Material.
Reward: gain information about Titans


Very Advanced Reactors: Stable- Archmagos Veneratus Tranth believes that he could redesign the stable reactors designs found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output while maintaining the stability it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Britton is willing to allow it carrying out this project will give ammunition to their opponents within the Mechanicus.

Time: 2 years.
Chance of Success: -20% (74% after bonuses)

Cost: 5,500,000 Thrones, 550,000 Material, 275,000 Promethium, 830 Advanced Material, 18 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Stable Plasma Reactor, which is an Stable Plasma Reactor with half against the output.


Very Advanced Reactors: Overcharged- Archmagos Veneratus Tranth believes that he could redesign the overcharged reactors designs found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output, a truly massive amount, it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Britton is willing to allow it carrying out this project will give ammunition to their opponents within the Mechanicus.

Time: 2 years.
Chance of Success: -20% (74% after bonuses)

Cost: 5,500,000 Thrones, 550,000 Material, 275,000 Promethium, 820 Advanced Material, 18 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Overcharged Plasma Reactor, which is an Overcharged Plasma Reactor with half against the output.


Reverse Engineer Component: Gravatic Array- There are several keep components of the ships that you have examined that will need to be reverse engineered before you can attempt to repair them. This is the next stage of repairing the ships in the Ship Graveyard and is therefore an important step. The Gravatic Command Battleship main weapon, the Gravatic Array is an immensely complex and powerful piece technology. While replicating it currently impossible Archmagos Explorator Tranth hopes that given time and aid from Headmaster Ridcully he will be able to repair the minor damage done to it.

Time: 2 years.
Chance of Success: -140% (-46% after bonuses)

Cost: 12,200,000 Thrones, 610,000 Material, 244,000 Promethium, 384 Advanced Material
Reward: learn how to repair the Gravatic Array


Examine Sub-System: Secondary Engines– Examine one of the Sub-Systems of The Well of Urd in an attempt to gain a better understanding of it. This will determine whether you can repair the sub-system and whether you are able to copy it. The secondary engines are one of the most complex devices on The Well of Urd and if they were not labelled Archmagos Tranth would not even be able to determine their purpose. He hopes that with the aid of Headmaster Ridcully he can learn more about them.

Time: 2 years.

Chance of Success: -110% (-16% after bonuses)
Reward: Gain information about Secondary Engines, first step on the path to creating your own version of Secondary Engines.

Examine: Vortex Grenades- The Vortex Grenade is without a doubt the most powerful hand held weapon that humanity have ever built. Ten of them have been found in the ship graveyard and there are most likely many more undiscovered. While Archmagos Tranth will not be able to figure out how to make them without Headmaster Ridcully's post-cognition with it he may be able to.

Time: 1 year
Chance of Success: -140% (-26% after bonuses)

Cost: 8,100 Thrones, 1,640 Material, 41 Metal, 10 Promethium.
Reward: Gain Blueprints of Vortex Grenades, lose d10 Vortex Grenades.
Complete Examination (Nog) – 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

Locked- Three out of Six years completed


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.
Cathedral-Forge: Dorthonion- Now that the first Hive Forges have been built Fabricator-General Scott can begin work on a Cathedral-Forge. This would greatly increase the amount of Exotic Material you can produce and allow the construction of Relic Material, which is used for the most advanced human technologies. Annwn has recently grow to the size where it can support a Cathedral-Forge as well as its current Forge-Cathedral

Time: 8 years.

Cost: 1,183,000,000 Thrones, 295,700,000 Material, 118,300,000 Metal, 5,914,000 Promethium, 24,480 Advanced Material, 2,736 Exotic Material.
Upkeep per year: 118,272,000 Thrones, 29,568,000 Material, 11,827,200 Metal, 591,360 Promethium, 2,448 Advanced Material, 274 Exotic Material.
Reward: increase base EM production by 50%, increase AM production by 630 (3.5k), increase EM production by 105 (525), provides 1 Relic Material per year, can have either Cathedral-Forge or Forge-Cathedral, increase AM production by 6,300 (250k), can have either Cathedral-Forge or Forge-Cathedral

Locked- One out of Seven years completed


Hand Off: Defences- Fabricator-General Scott has a plan to allow secular authorities to oversee the construction and maintenance of the defences of Forge-Cities. This will require authorisation from the local Fabricator-General or Forge Master. While this would run into some opposition with the Adeptus Mechanicus, from those who see it as sacrificing some of the organisations autonomy, it would get some support from those who want to focus on more important matters rather then overseeing massive construction projects.

Time: 5 years.

Cost: 400,000,000 Thrones.
Reward: allows the defences of Forge-Cities to be upgraded as Administratum projects at +10% cost, -1 Mechanicus Morale, +1 Mechanicus Unrest


Hand Off: Defences and Expansions- Fabricator-General Scott has a plan to allow secular authorities to oversee the construction and maintenance of the defences of Forge-Cities as well as the expansion of the Forge-Cities. This will require authorisation from the local Fabricator-General or Forge Master. While this would run into major opposition with the Adeptus Mechanicus, from those who see it as sacrificing some of the organisations autonomy, it would get some support from those who want to focus on more important matters rather then overseeing massive construction projects. Fabricator-General Scott would prefer this option as it is the only way that she can see to get her planned upgrades done by the time that the Ork Gods awaken.

Time: 5 years.

Cost: 800,000,000 Thrones.
Reward: allows the defences of Forge-Cities to be upgraded as Administratum projects at +10% cost, allows Forge-Cities to be expanded as Administratum projects at +10% cost, -2 Mechanicus Morale, +3 Mechanicus Unrest


Expand Forge-Hive: Annwn or Mag Mell – Currently Annwn and Mag Mell are starting to reach the level where it would be possible to expand them into Large-Forge Hives. While very expensive and time consuming this would allow the construction of even greater forges and turn them into formidable centres of industry and war.

Time: 14 years.

Cost: 12,500,000,000 Thrones, 11,400,000,000 Material, 10,700,000,000 Metal, 3,110,000,000 Promethium, 2,300,000 Advanced Material, 20,200 Exotic Material.
Upkeep per year: 553,000,000 Thrones, 170,000,000 Material, 142,000,000 Metal, 36,200,000 Promethium, 31,200 Advanced Material, 518 Exotic Material.
Reward: Selected city upgraded into Large Forge Hive


Expand and Upgrade Forge-Hive: Annwn or Mag Mell – Currently Annwn and Mag Mell are starting to reach the level where it would be possible to expand them into Large-Forge Hives. It would be possible to combine this expansion with upgrading the defences, though at the moment you can not afford such a project. However if you wait a few years and are careful with your advanced material and metal reserves it will become possible.

Time: 18 years.

Cost: 59,200,000,000 Thrones, 75,900,000,000 Material, 72,500,000,000 Metal, 2,140,000,000 Promethium, 17,200,000 Advanced Material, 134,000 Exotic Material.
Upkeep per year: 1,020,000,000 Thrones, 816,000,000 Material, 760,000,000 Metal, 219,000,000 Promethium, 180,000 Advanced Material, 1,657 Exotic Material.
Reward: Selected city upgraded into Small Forge Hive and defences upgraded to Incredibly-heavy


Cathedral-Forge: Annwn- Now that the first Hive Forges have been built Fabricator-General Scott can begin work on a Cathedral-Forge. This would greatly increase the amount of Exotic Material you can produce and allow the construction of Relic Material, which is used for the most advanced human technologies. Annwn has recently grow to the size where it can support a Cathedral-Forge as well as its current Forge-Cathedral

Time: 8 years.

Cost: 1,183,000,000 Thrones, 295,700,000 Material, 118,300,000 Metal, 5,914,000 Promethium, 24,480 Advanced Material, 2,736 Exotic Material.
Upkeep per year: 118,272,000 Thrones, 29,568,000 Material, 11,827,200 Metal, 591,360 Promethium, 2,448 Advanced Material, 274 Exotic Material.
Reward: increase base EM production by 50%, increase AM production by 630 (3.5k), increase EM production by 105 (525), provides 1 Relic Material per year, can have either Cathedral-Forge or Forge-Cathedral, increase AM production by 6,300 (250k), can have either Cathedral-Forge or Forge-Cathedral


Expand and Upgrade: Belegost – 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


Repair: Sanctus Furorem- Now that Fabricator-General Scott is comfortable with her new position it is time to repair the Sanctus Furorem, an ancient Mar-Pattern Warlord Titan that was damaged in the Daemonic Incursion. This holy act will take a few years but will restore the great Titan to your order of battle, a worthwhile reward.

Time: 5 years
Chance of Success: 70% (-2 Mechanicus Morale if failed)

Cost: 1,306,000 Thrones, 243,200 Promethium, 5,484 Advanced Material, 1,741 Exotic Material.
Reward: Sanctus Furorem repaired, +1 Mechanicus Morale


Repair and Upgrade: Sanctus Furorem- Now that Fabricator-General Scott is comfortable with her new position it is time to repair the Sanctus Furorem, an ancient Mar-Pattern Warlord Titan that was damaged in the Daemonic Incursion. It would be possible to take this opportunity to carefully upgrade it with the new technologies found in the Avernus system, though such a choice would be rather controversial.

Time: 10 years
Chance of Success: 50% (-2 Mechanicus Morale and +1 Mechanicus Unrest if failed)

Cost: 13,060,000 Thrones, 2,432,000 Promethium, 27,420 Advanced Material, 8,905 Exotic Material.
Reward: Sanctus Furorem repaired and upgraded, +1 Mechanicus Morale, +2 Mechanicus Unrest, more information about Titans, less issues with upgrading future Titans in the same manner


Adjudicator- One of the STCs found in the datacore was for the Helheim Pattern Adjudicator Mobile Assault Platform a massive command vehicle similar to a Capitol Imperialis, but far better in all respects. Fabricator-General Britton suggests that he build one to act as your command vehicle.

Time: 3 years.

Cost: 1,100,000 Thrones, 110,000 Material, 17,600 Promethium, 21,250 Advanced Material, 190 Exotic Material.
Upkeep per year: 110,000 Thrones, 11,000 Material, 8,800 Promethium, 2,125 Advanced Material, 10 Exotic Material.
Reward: 1 Helheim Pattern Adjudicator Mobile Assault Platform


Oversee the Forge (Advanced Material or Exotic Material) -Fabricator-General Britton is capable of notable increasing the efficiency Avernus' Forges by personally overseeing them. This would provide a notable increase in production while he is overseeing them but have little long term effect.

Time: 1 year.
Chance of Success: 50%

Cost: 61,000,000 Thrones.
Reward: total production of chosen resource for the turn by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.


Another – One of the most useful tools for exploration that you have access to is the Large Mobile Research Facility: Helheim patten. While useful the fact that you only have one means that exploring a region with it alone would be to time consuming. Fabricator-General Britton has offered to over the the construction of some more, which would greatly increase their use in exploration.

Time: 2 years.

Cost: 38,500,000 Thrones, 539,000 Material, 192,500 Metal, 84,700 Promethium, 1,720 Advanced Material, 96 Exotic Material.
Upkeep per year: 3,850,000 Thrones, 53,900 Material, 19,250 Metal, 17,400 Promethium, 172 Advanced Material, 4.8 Exotic Material.
Reward: 1 Large Mobile Research Facility: Helheim patten, can be taken multiple times
Hyper Battle Cruiser Design: Ragnarok Cannon- Archmagos Tranth has recently working out how to fit Hyper-Plasma reactors into smaller warships. This will allow the creation of Battlecruisers armed with more powerful weapons, such as the Ragnarok Cannon. A Battlecruiser equipped with a Hyper-Plasma reactor and a Ragnarok Cannon would be capable of inflicting massive damage at high range, though the size of a Ragnarok Cannon would make it a bit less manoeuvrable and the Hyper-Plasma Reactor would make it far more fragile then a normal Battlecruiser.

Time: 6 years.
Chaconne of Success: 00% (64% after bonuses)

Cost: 74,000,000 Thrones, 14,800,000 Material, 740,000 Promethium, 85,000 Advanced Material, 190 Exotic Material.
Reward: Designs for Hyper Battlecruiser with Ragnarok Cannon

Hyper Battle Cruiser Design: Super Lance- Archmagos Tranth has recently working out how to fit Hyper-Plasma reactors into smaller warships. This will allow the creation of Battlecruisers armed with more powerful weapons, such as the Super Lance. A Battlecruiser equipped with a Hyper-Plasma reactor and a Super Lance would be capable of inflicting large amounts of damage to heavy targets damage at high range without sacrificing any speed or manoeuvrability, though it would still be fragile due to the Hyper-plasma Reactor.

Time: 6 years.
Chaconne of Success: 00% (64% after bonuses)

Cost: 74,000,000 Thrones, 14,800,000 Material, 740,000 Promethium, 85,000 Advanced Material, 190 Exotic Material.
Reward: Designs for Hyper Battlecruiser with Super Lance


Hyper Heavy Cruiser Design: Graviton- Archmagos Tranth has recently working out how to fit Hyper-Plasma reactors into smaller warships. This will allow the creation of Heavy Cruisers armed with more powerful weapons, such as Graviton Weapons. A Heavy Cruiser equipped with a Hyper-Plasma reactor and Graviton Weapons would be capable of massive large amounts of damage to targets within short range, though the Hyper-Plasma Reactor would make it more vulnerable then you would like on a brawler.

Time: 6 years.
Chaconne of Success: 00% (64% after bonuses)

Cost: 74,000,000 Thrones, 14,800,000 Material, 740,000 Promethium, 85,000 Advanced Material, 190 Exotic Material.
Reward: Designs for Hyper Heavy Cruisers with Graviton Weapons


Advanced Ramilies Design: Type- Archmagos Tranth has recently finished reverse engineering the Ramilies Starfort and has sketched out a few different ways that it could be improved with current technology. Both Fabricator-General Scott and him are able to turn these simple ideas into complete plans, though given the size of a Ramilies it will take some time. The current suggestions for a design are pure fortress, orbital defence station, forward operating base variation and orbital artillery, though there maybe other possible purposes.

Time: 10 years.
Chance of Success: 10% (74% after bonuses)

Cost: 74,000,000 Thrones, 14,800,000 Material, 740,000 Promethium, 85,000 Advanced Material, 190 Exotic Material.
Reward: Designs for selected type of Advanced Ramilies Starfort


Saint Lin has been spending a good bit of time over the last five years working on converting the people of Drain's Nest to the New Imperial Truth. He has been having a good deal of luck in this project, though he does still estimate that it will take another century or more to fully convert Dragon's Nest. In other news a recent assassination attempt by a horde of Angyls pushed Saint Lin's skill with his pistols to a superhuman level.

Saint Lin upgrades trait Master Gunfighter (+1M, +1D, +1I, +5C, +50 to combat rolls with pistols) into Grandmaster Gunfighter (+2M, +2D, +2I, +8C, +80 to combat rolls with pistols) – Saint Lin is a superhumanly skilled with the pair of pistols that he carries at all times, rarely missing accurate shots at targets he should not be able to point at let alone shoot, as well as having an near perfect level of spatial awareness of his immediate surroundings and their inhabitants.
Choose Two
Two Five years


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

Currently the Adeptus Astra Telepathica is in good spirits, with the recent actions of Xavier and Ridcully having massively changed the course of the current and coming campaigns. However even more attention is focused on the Siren Rune of Banishment, which will allow psykers to be far more effective against daemons, including those summoned by rogue psykers who kill millions of Avernite each decade.

Grandmaster Xavier gains trait Orkslayer (+1I, +1C, +1 Power, +25 to all rolls against Orks)- Grandmaster Xavier is highly experienced at fighting the Green Tide in a range of rolls, whether it is assassinating Ork Overlords, annihilating hordes on the field of battle or burning out Greenskin fortresses.
Choose Three
Three Five years
Spying on Gods: Gork and Mork- High Grandmaster Ridcully believes that he would be able spy on Gork and Mork as they battle each other deep in the Immaterium. Hopefully this will give him more information both about what will cause them to awaken and what effect that their awakening will have on the Orks as a whole.

Time: 1 year
Chance of Success: -5% (95% after bonuses, can't use re-roll, negative consequences of failing)

Cost: Free
Reward: More information on Gork and Mork's awakening

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

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.

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: Waaagh Destructive Resonances- Now that Tamia has discovered the exact frequencies that the Ork Waaagh seems to rely on it is possible to determine which frequencies resonate destructively with the Waaagh. This is the next step on the path to creating specifiably anti-Waaagh powers, which should prove very useful against the coming threat.

Time: 6 years (must be taken by Ridcully or Tamia)
Chance of Success: 10% (uses learning)

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


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.

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.

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

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.
Siren Rune of Banishment: All Psykers- Now that the Rune of Banishment has proven to be safe useful it can start being supplied to your forces. The first step of this would be to provide a focus with the rune to every Avernite Psyker skilled enough to use it and upgrade the weapons of all Battle Psykers with the rune. While this is happening you can train those psykers skilled enough in the use of the rune as Banishment power will be trained in its use. This should take around half a dozen years and massively increase how effective your Battle Psykers will be against daemonic foes.

Time: 6 years

Cost: 120,000,000 Thrones, 1,660,000 Advanced Material, 19,900 Exotic Material.
Upkeep per year: Varies
Reward: Provide Siren Rune of Banishment Focus to all psykers skilled enough to use it, +150 to all rolls by Grandmaster battle Psykers or Veteran Priamris Psykers against Deamons, +75 to all rolls by Veteran or above Battle Psykers against daemons, +50 to all rolls by Battle psykers against daemons, +50% to all damage done by Battle Psykers to daemons, -5 to daemons armour against attacks from Battle Psykers, +5 to rolls to deal with Rogue Psykers.


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

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 Gungnirand 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.

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

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%

You are currently on Prybush, one of the most fortified of the worlds of Sub-Sector Annwn. While you have managed to land an army the sheer number of orbital defences has kept your fleet from gaining orbital supremacy and it looks like you will have to take many fortresses on the world without orbital fire support. Despite the tens of billions of Orks garrisoning the world you expect to be able to take it with little trouble, though not for a few years. Your army is bogged down by similar fortifications on several other worlds and it will take some time before you can start the final assault on Cobalt .
Three Locked Choose One
One Five 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- Five out of Fourteen years completed


Thaddeus Expertise: Expand City: Nurn- 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- One out of Ten years completed



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 30,215,891,306 26,171,541,076 14,250,814,230 14,734,757,358 13,580,851 150,904 7,658 2
Current Reserves 221,128,897,615 131,951,950,440 62,041,085,835 100,008,526,759 9,108,756 962,460 241,720 14
 
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