In all seriousness, getting a Felinid colony could be interesting if only because:
1. They're 'new' and likely haven't been featured in many Warhammer stuff. Durin would have fiat to just make stuff up as needed.
2. They have superhuman agility and grace, which could be useful for making special-ops squads and assassins. Avernus's troops are about being elite, and being able to produce something else that's elite and rather different than what you'd get in the rest of the Imperium could be very interesting. Hell, throw some of them in Sororitas Power Armour and put them in with the Phase Tigers regiment to make that regiment even more elite and awesome.
Wait a minute - catgirls are canon in Warhammer 40K? Can someone give me a citation pointing out where it's mentioned please? In addition to the enhanced agility they could have enhanced senses - some series have draw catgirls with upright ears and slit-pupilled eyes rather than standard human ears and eyes, so enhanced hearing and night vision aren't out of the question.
Of course, that's assuming the rest of the Imperium doesn't consider them Chaos mutants and order their extermination on sight...
Wait a minute - catgirls are canon in Warhammer 40K? Can someone give me a citation pointing out where it's mentioned please? In addition to the enhanced agility they could have enhanced senses - some series have draw catgirls with upright ears and slit-pupilled eyes rather than standard human ears and eyes, so enhanced hearing and night vision aren't out of the question.
That's all there is for the canon information on them. The bit about enhanced agility I saw on the other wiki, but checking the source material that isn't mentioned.
Of course, that's assuming the rest of the Imperium doesn't consider them Chaos mutants and order their extermination on sight...
That's all there is for the canon information on them. The bit about enhanced agility I saw on the other wiki, but checking the source material that isn't mentioned.
They're on the list of approved Abhumans, so they are not exterminated. Just, for some reason, they are only on a single world at the time of 40k.
Faster reaction times, easier to see in the dark, and agility are traits I can see working very well on Avernus. Probably not die as often to Blink Spiders for one thing.
Faster reaction times, easier to see in the dark, and agility are traits I can see working very well on Avernus. Probably not die as often to Blink Spiders for one thing.
The "uniqueness" of the Imperial Creed as related by these posters isn't that unique. Most belief systems I know of feature a central belief in the natural goodness of humanity and a high opinion of the human potential to kick ass.
But anyway - this is good stuff to have the Imperial Church preaching on Avernus. There is a reason why so many religions and philosophies feature this sort of positive thinking - it is a good way of producing positive action.
I suspect that it was a mix of partial truth (the negative messages described do actually exist for the most part in at last most versions of the described religions, even if the claims about being the only religion with a positive message are false.), accentuating negatives about things they dislike, legitimate ignorance, and plain old Not Giving a Fuck.
Returning to Avernus, you contemplate the recent campaign and how important it showed strong orbital defences to be, in your mind justifying the expense of Avernus' own orbital defences. Avernus has done well in your absence and as you approach the planet you can see the shipyards approaching completion, and know that the new Forge-Cities are likewise nearly operational. When both come online next year, Avernus will be considered to be one of the most powerful planets in the sub-sector, a major achievement for a planet under half a century old.
While General Drago is glad that his forces did not fight the Tyranids and therefore suffered no casualties, he is slightly disappointed that the Impalers have not yet received a proper field test. Other than that, he is glad that the Militia have finished basic training and he has some ideas to increase their training and equipment, ranging from the minor to slightly over the top, even for Avernus.
Choose Three
Heavy Armour – Now that you have both the Macharius STC and the ability to produce them, General Drago wants to raise several regiments' worth. This will take almost your entire Advanced Material reserves but will allow you to field a large number of Heavy Tanks. General Drago does not consider this to be urgent.
Time: 2 years.
Cost: 20,100 Thrones, 16,080 Material, 402 Promethium, 522 Advanced Material.
Upkeep per year: 2,010 Thrones, 1,608 Material, 201 Promethium, 26 Advanced Material.
Reward: 3 Macharius Heavy Tank Regiments (200 Tanks per Regiment).
Deathstrike – Now that you have the design for the Deathstrike Missile Launcher, General Drago suggests building a few hundred. This will provide you with high-power artillery with an intercontinental range, though you will have to make a new missile with every shot. General Drago does not consider this to be urgent.
Time: 2 years.
Cost: 6,700 Thrones, 3,350 Material, 100 Promethium, 500 Advanced Material.
Upkeep per year: 670 Thrones, 335 Material, 50 Promethium, 25 Advanced Material (upkeep increases massively if used).
Reward: 5 Deathstrike Missile Batteries (100 Deathstrikes per Battery).
Vikings – Now that Archmagos Explorator Tranth has completed the STC of the Viking, General Drago suggests building a few thousand to supplement the Drop Troopers. This will give you a devastating weapon against Tyranid hordes as quickly as possible.
Time: 1 year.
Cost: 39,798 Thrones, 14,593 Material, 3,184 Promethium.
Upkeep per year: 3,980 Thrones, 14,593 Material, 1,592 Promethium.
Reward: 120 Vikings added to every drop trooper regiment.
Bane Wolves – General Drago suggests building ten Bane Wolf Regiments to deal with the Tyranids. Their weapons are highly effective against Tyranids, even if they are not weapons you want to use on Avernus or any other world whose environment you care about, such as Alfheim.
Time: 1 year.
Cost: 40,200 Thrones, 8,040 Material, 2,010 Promethium.
Upkeep per year: 8,040 Thrones, 804 Material, 1,005 Promethium
Reward: 10 Bane Wolf Regiments (600 Bane Wolves per Regiment)
Militia Training: Increase Training – Currently, your militia are training for a mere four hours a week. While this is enough to give them a bare minimum of skills, it is not nearly enough for proper combat training. General Drago would like to at least double this to eight a hour a week, which would raise their skill level to that of Imperial Guardsmen and make it possible for them to use special and heavy weapons. The increased work may lead to a slight decrease on the productivity of your population, but it is too small to be noticed.
Time: 1 year
Cost: 2,211,000 Thrones, 147,400 Material, 1,474 Promethium
Upkeep per year: 1,105,452 Thrones (doubles Thrones upkeep), 147,394 Material (doubles Material upkeep)
Reward: Better trained militia, +16 to militia combat rolls, +11 to PDF and Guard Combat Rolls, -1 Civilian Morale
Militia Training: Heavy Training – Rather than increasing training to eight hours a week, General Drago would prefer to increase it all the way to sixteen hours a week. This would take some time, but it would increase their skill level all the way to that of Guard Veterans and allow them to be trained in vehicular operation. The increased workload would lower your civilian morale slightly but, given that they understand how dangerous Avernus is, not by too much.
Time: 2 years
Cost: 9,949,000 Thrones, 294,787 Material, 4,422 Promethium
Upkeep per year: 2,901,811 Thrones (times three point five Thrones upkeep), 294,787 Material (triples Material upkeep)
Reward: Far better trained militia, +32 to militia combat rolls, +22 to PDF and Guard Combat Rolls, -2 Civilian Morale
Militia Training: Cadia Style – A slightly extreme idea that General Drago has suggested is to train your militia to a level similar to that of his homeworld Cadia. This would involve thirty-two hours of training a week and give them a skill level approaching that of Grenadier Regiments. The training will both take several years to set up and have a significant impact on the morale of your population, but not unmanageably so.
Time: 3 years
Cost: 30,950,000 Thrones, 442,181 Material, 10,310 Promethium
Upkeep per year: 5,803,623 Thrones (times six Thrones upkeep), 442,181 Material (quadruples Materials upkeep)
Reward: Extremely well trained militia, +48 to militia combat rolls, +33 to PDF and Guard Combat Rolls, -3 Civilian Morale
Re-Arm Militia: Impalers – General Drago suggests arming the militia with Impalers, greatly increasing their firepower. This will be relatively expensive and require a constant upkeep, but will more than double the killing power of your militia without requiring any extra training. General Drago would like at least this level of weaponry for the militia.
Time: 1 year
Cost: 22,110,000 Thrones, 11,050,000 Material, 11,050 Promethium
Upkeep per year: 2,210,904 Thrones (increased by training), 2,210,904 Material (increased by training)
Reward: Militia equipped with Impalers
Re-Arm Militia: Heavy Weapons – A more ambitious proposal for increasing the armaments of the militia that General Drago has put forward is, in addition to providing them with Impalers, to give them around the same number of special and heavy weapons as a similar number of guardsmen. It would take several years to train the militia to use these weapons but would be enough to make the militia a threat even to armoured foes. This will require a higher level of training than your militia currently possesses and is the option that General Drago would consider to be sufficient.
Time: 2 years
Cost: 26,530,000 Thrones, 13,270,000, Material, 13,270 Promethium
Upkeep per year: 2,653,085 Thrones (increased by training), 2,431,994 Material (increased by training)
Reward: Militia equipped with special and heavy weapons at a similar rate as Guard, requires Increased Militia Training: Any
Re-Arm Militia: Armour – A somewhat crazy and very expensive idea that General Drago has had is to equip the Avernus Militia to the same level as PDF Infantry regiments, including the armour. This will be very expensive and require a high level of training, and therefore time, but if done will in effect give you over a hundred thousand regiments that can match the average Imperial Guard Infantry Regiment, a force nearly as powerful as that of Midgard. While General Drago would prefer this option, he understands that it is not necessarily affordable.
Time: 3 years
Cost: 153,600,000 Thrones, 55,550,000, Material, 4,070,000 Promethium
Upkeep per year: 6,344,525 Thrones (increased by training), 3,959,828 Material (increased by training), 2,034,912 Promethium (increased by training at same rate as Material)
Reward: Militia equipped as PDF Infantry Regiments, requires Increased Militia Training: Heavy Training or better
Henry has been rather busy running Avernus while you were away and has only had the time to come up with one new project. This project is to immediately begin repairing the Naval Escorts so that you can keep to the five year deadline even if there are delays. Otherwise he has been totally busy doing much of your job as well as his own for a quarter of the year. He informs you that it is getting urgent that you start to deal with the population pressure in Hollin, however.
Three Locked; Choose One
Underground Railway: Aridia and Everglades – Given how successful the underground railway in Elysium has proven to be, Henry proposes building one in Aridia and the Everglades. This railway will go under seven hundred and seventy kilometers of swamp and nine hundred and seventy kilometers of desert. The main challenge in construction is dealing with the Titan Scorpions that will be disturbed in Aridia, which is why Henry advises stationing a large military contingent with the excavators. Interestingly, the railway in Everglades will pass under Limberlost, allowing you to more easily reclaim Limberlost and its promethium reserves.
Locked – Four out of Four years complete (delayed)
Comprehensive Medical Scheme – Henry has given you a very ambitious plan for a Comprehensive Medical Scheme for Avernus. In this scheme the number of hospitals on Avernus would be tripled and they would provide a large number of services to the general public for free. As well as increasing the general health and prosperity of your citizens, a worthy aim all by itself, this should allow you to catch plagues sooner and deal with them more effectively. This is the final general health care project that Henry has envisioned and he considers it to be of low priority.
Time: 4 years.
Cost: 11,220,000 Thrones, 420,700 Material, 168,300 Metal, 14,020 Promethium.
Upkeep per year: 1,121,800 Thrones, 42,068 Material, 8,414 Metal, 701 Promethium.
Reward: Comprehensive Medical Scheme in all cities, +1% population growth, reduced chance of plagues, +1 civilian morale.
Locked – Three out of Four years complete
Collegia – Henry has suggested building a huge institute of learning in Dis. This will be a hundred times the size of one of the universities and will take the best of the university graduates and further train them in their chosen field. With this Collegia Henry will be able to achieve his dream of making Avernus into one of the best-educated worlds in the Imperium. Henry considers this to be of medium priority.
Time: 3 years.
Cost: 703,500 Thrones, 70,350 Material, 70,350 Metal, 7,035 Promethium.
Upkeep per year: 70,035 Thrones, 3,518 Material, 3,518 Metal, 352 Promethium.
Reward: Collegia in Dis, +5% base Thrones and +2% base Metal, Production Capacity and Promethium in all cities. This bonus is added every year for five years resulting in a +25% increase base Thrones and +10% base Metal, Production Capacity and Promethium. This adds on to the bonus from public schools and universities.
Locked – One out of Two years complete (Expedited)
Social Policy: Work Harder – Henry has prepared a series of plans which include making the population of Avernus work longer than the 49 hours a week that is the current average working week.
Time: 1 Year.
Cost: 10,000 Thrones.
Reward: Varied; see below
Social Policy: Longer Working Week – The most simple of the plans is to increase the working week to 56 hours. This would have a small effect on morale and give a ten percent increase in productivity. Henry recommends this option.
Reward: -1 Civilian Morale, +10% bonus to base income (multiplicative with morale bonus).
Social Policy: Much Longer Working Week – A harsher plan is to increase the working week to 66.5 hours. This would have a major effect on morale and give a twenty percent increase in productivity.
Reward: -2 Civilian Morale, +20% bonus to base income (multiplicative with morale bonus).
Social Policy: Work to the Bone – A very harsh plan is to increase the working week to 80.5 hours. This massive amount of work would have a major effect on morale and increase productivity by thirty percent. Henry recommends against this option.
Reward: -3 Civilian Morale, +30% bonus to base income (multiplicative with morale bonus).
Examine Planet (Planet) – Now that you have several survey ships from Atlas it would be a good idea to give the other planets in the Avernus System a better examination. Henry would prefer to examine the moons of Avernus Four while Archmagos Explorator Tranth is interested in the ancient warships orbiting Avernus Three.
Time: 1 year.
Cost: 14,200 Thrones, 710 Material, 305 Metal, 3,050 Promethium.
Reward: More information on chosen planet.
Expand Food Stockpiles – Henry suggests massively expanding the food stockpiles on Avernus to allow you to have enough food to weather any siege or famine. This expansion will give every city at least thirty years' worth of food stockpiles buried deep under it. Henry considers this to be of very low priority.
Time: 2 years.
Cost: 611,500 Thrones, 122,300 Material, 61,150 Metal, 12,230 Promethium.
Upkeep per year: 31,575 Thrones, 6,115 Material, 3,158 Metal, 612 Promethium.
Reward: expands maximum food stockpiled to 20,750 units, enough for the current population to live on for over thirty years.
Enlarge Factories: Avernus – Henry has a plan to enlarge the factories of every city in Avernus, which would increase your total production capacity by around 50%. He advises that you expand your mining industry before increasing production this much, as your current mining yields could only barely support this expansion. Henry considers this to be of low priority.
Time: 4 years.
Cost: 1,106,000 Thrones, 221,100 Material, 221,100 Metal, 44,220 Promethium.
Upkeep per year: 442,200 Thrones, 44,220 Metal, 8,844 Promethium.
Reward: enlarges factories over rest of Avernus, +170,000 Production Capacity, +200% base production capacity (increase of +100%).
Population Pressure: Expand Hollin: Phase One – Hollin's population is on the verge of growing too large for its current limits without causing severe overcrowding. One way to fix this problem is for Hollin to be expanded into a Small Hive. Henry's proposal is for the city to expand upwards, building itself into a classic hive. He also plans to split the expansion into two separate phases to limit the amount of resources you need to use at a time. The second expansion will be purely military and bring the defences up to the same level as on Dis.
Time: 2 years.
Cost: 29,040,000 Thrones, 4,573,000 Material, 5,311,000 Metal, 610,500 Promethium, 100 Advanced Material.
Upkeep per year: 542,600 Thrones, 65,977 Material, 52,959 Metal, 17,472 Promethium,1 Advanced Material.
Reward: Hollin expended into Small Hive, will require another action to bring defenses up to par.
Population Pressure: Displace – The easiest method of dealing with the population pressure in Hollin is to move some of its citizen to the other cities of Lindon, which certainly have room for them. This will be aided by the number of cargo shuttles you have and will allow you more time before having to expand Hollin.
Time: 1 year
Cost: 402,000 Thrones, 40,200 Material, 20,100 Metal, 201,000 Promethium.
Upkeep: None
Reward: 15 million citizens move to Doriath and Lorien.
Population Pressure: Rebuild Limberlost – A more time-consuming but useful method of dealing with the overpopulation in Hollin is to rebuild Limberlost. This is made far easier by the newly completed railway which will allow easy access even for heavy machinery. The main reason to rebuild Limberlost is that it would give you access to the massive promethium reserves that it is built over. Henry has come up with a four year plan to rebuild Limberlost but informs you that General Drago would have to recruit more forces to defend it or thin the defenses around other cities in the Everglades.
Time: 4 years.
Cost: 29,800,000 Thrones, 4,462,000 Material, 4,134,000 Metal, 963,800 Promethium, 1,000 Advanced Material.
Upkeep per year: 1,681,901 Thrones, 142,051 Material, 132,996 Metal, 18,823 Promethium, 10 Advanced Materials
Reward: 30 million people moved from Hollin to Limberlost, Limberlost rebuilt as major city, ability to harvest Promethium reserves under city
Must Choose One of the Following
Construct: Asteroid Miner – Henry suggests using your docks to build four more Asteroid Miners and setting them to mining. This will increase your metal income by around 12%, allowing you greater leeway on what is currently your most limited core resource.
Time: 3 years
Cost: 1,340,000 Thrones, 804,000 Material, 8,566 Promethium, 400 Advanced Material.
Upkeep per year: 21,440 Thrones , 10,720 Material, 4,288 Promethium, 8 Advanced Material.
Reward: 4 Asteroid Miners are produced and start working, +200,000 bonus metal income
Repair Imperial Navy Escorts – Some of the damaged Imperial ships from the recent battle against the Tyranids have been sent to Avernus with instructions that you repair them within five years. Currently, your orbital Docks and Ramilies-class Starfort are capable of repairing the escorts and Henry suggests beginning soon.
Time: 2 years.
Cost: 7,920,000 Thrones, 1,080,000 Material, 46,800 Promethium, 740 Advanced Material
Reward: repair the sixteen escorts for the Imperial Navy.
While Lord Klovis-Ultan is annoyed by the lack of combat your forces saw against the Tyranids - he wanted them to prove themselves even more - he tells you that your recent actions have given Avernus a good reputation among the local sub-sector.
Choose Two
Trade Negotiations (Svartalfheim) – Now that you have both an embassy and a large amount of resources that they want, Svartalfheim would be willing to open trade talks with you. Lord Klovis-Ultan advises setting up strong trade relations with as many of the neighboring worlds as possible so as to strengthen your ties to the sub-sector. In particular, Svartalfheim is likely to be willing to sell you advanced weapons and other mechanical works of art.
Time: 1 year.
Chance of Success: 50%.
Cost: 14,200 Thrones.
Upkeep per year: varies.
Reward: open trade talks with Svartalfheim.
Diplomatic Contact (Planet) – Now that you have a basic understanding of the nearby Asgard sub-sector, Lord Klovis-Ultan suggests making contact with one of the Governors. This will allow you to begin trading with the planet in question.
Time: 1 year.
Chance of Success: 70%
Cost: 42,600 Thrones.
Reward: Diplomatic contact with chosen planet.
Request for aid: Adeptus Mechanicus: Specialists (Auxilia Myrmidon) – You can request that the Adeptus Mechanicus send you a group of Auxilia Myrmidon. This will provide a significant boost to your military.
Time: 1 year.
Chance of Success: 40%
Cost: 14,200 Thrones
Reward: A group of Auxilia Myrmidon are dispatched to Avernus, providing an elite unit.
Request for aid: Adeptus Administratum – You can request that the Administratum send you extra resources to aid the further development of Avernus. It will take several years for any aid sent to reach Avernus.
Time: 1 year.
Chance of Success: 61%
Cost: 14,200 Thrones
Reward: Either 500,000 Thrones, 100,000 Metal, Material or Promethium -OR- 100,000 Thrones and 20,000 Metal, Material and Promethium.
Request for aid: Ordo Malleus – You can request that the Ordo Malleus send agents or information to Avernus. Even if they come, you have no way of predicting their actions.
Time: 1 year.
Chance of Success: 33%
Cost: 14,200 Thrones
Reward: Unknown Ordo Malleus assistance.
Request for aid: Adeptus Ministorum – You can request that the Ecclesiarchy send a contingent of priests to minister to your populace. It will take several years for any aid sent to reach Avernus.
Time: 1 year.
Chance of Success: 36%
Cost: 14,200 Thrones
Reward: More priests who increase civilian morale by 1 and reduce the chance of cults by 5%.
Arbitrator Oakheart is worried about the declining numbers of Psyker Hunters and suggests starting to deal with that problem soon. Other than that, she is sure that the last Chaos Cult can be eradicated with no more then a few years of work, letting you reach an important milestone. The newly arrived Arbitrators and nearly trained assassins will be able to help with keeping the Chaos Cults gone once they are dealt with.
Two Locked; Choose One
Assassins: Avernus – Arbitrator Oakheart suggest training dedicated assassins to aid her spy network in killing the more elusive cultists. These cultists will often notice the arrival of the authorities and scurry off before they are caught. Arbitrator Oakheart suggests training assassins who can approach and deal with the cultists before they realize that they have been discovered. She considers this to be of low urgency and would prefer to wait until she has a quiet period before beginning this project.
Time: 5 years.
Chance of Success: 40%, rolled separately in each region.
Cost: 5,609,000 Thrones, 56,090 Material, 5,609 Promethium.
Upkeep per year: 284,500 Thrones, 2,845 Material, 142 Promethium
Reward: Assassins trained to operate in Avernus, gain 700 Arbites Assassins, +5% to detecting cultists and +20% to detecting inner circle cultists.
Locked – Four out of Five years complete
Arbites Precinct: Avernus – Now that she has an Arbites Precinct in Dis, Arbitrator Oakheart wishes to position one in every other city in Avernus. This will allow Adeptus Arbites to command every city's police, greatly increasing the efficiency. It will also provide Oakheart with a five hundred man elite unit of Arbitrators to deal with any issues.
Time: 5 years.
Cost: 4,750,000 Thrones, 950,000 Material, 950,000 Metal, 95,000 Promethium.
Upkeep per year: 237,500 Thrones, 47,500 Material, 47,500 Metal, 950 Promethium
Reward: Arbites Precinct in all cities, 500 man Adeptus Arbites Arbitrator unit, +10% to detecting cultists, inner circle cultists and psykers in all cities.
Locked – Three out of Four years complete (Expedited)
Police Training: Common Crime – The vast majority of your Police Officers' time is spent dealing with the ordinary crimes and misdemeanors of the civilian population, the military having their own system of punishments. Arbitrator Oakheart wishes to increase the amount of training that they receive for this, which, while not as important, does make up the majority of their job.
Targeted Cultist Hunt: Yphax – Arbitrator Oakheart is sure that the vast Yphax contains the last major Chaos Cult on Avernus. She would like to personally lead the hunt there so that she can wipe it out. Given Yphax's small population, she is confident that she will be able to clear the cult within a few years.
Time: 1 year.
Chance of Success: 70%.
Cost: 7,100 Thrones.
Reward: add triple the margin of success to all attempts to find cultists in Yphax this year.
Social Policy: Police State – Arbitrator Oakheart has prepared a series of plans to increase the amount of surveillance on the citizens of Avernus in an attempt to detect more cultists. This plan, while effective, will not be popular among the citizenry.
Time: 1 year
Cost: Varied see below.
Reward: Varied see below
Social Policy: Decrease Surveillance – This plan involves disabling the surveillance equipment in all public spaces. It would lead to a marked decrease in the number of cultist caught while increasing the general morale of the population.
Cost: Free
Reward: -10% Chance of detecting cultists and an additional -5% to detect inner circle cultists, +1 Civilian Morale.
Social Policy: Greatly Increased Surveillance – This plan involves also putting surveillance equipment in the less personal private locations and using this data to try and catch or track cultists. It would make catching Inner Circle Cultists far easier but would be rather intrusive and moderately expensive.
Cost: 153,652 Thrones, 15,365 Material.
Upkeep per year: 15,365 Thrones, 1,537 Material.
Reward: +5% Chance of detecting cultists and an additional +10% to detect inner circle cultists, -1 Civilian Morale.
Social Policy: Big Brother – This would involve installing surveillance equipment in all private locations including every citizen's home. This would make catching cultists far easier but would be incredibly expensive and intrusive.
Cost: 768,476 Thrones, 76,848 Material.
Upkeep per year: 76,848 Thrones, 7,685 Material.
Reward: +15% Chance of detecting cultists and an additional +20% to detecting inner circle cultists, -2 Civilian Morale.
Note that surveillance costs include the cost of the previous upgrade, so if you go from level one to level three, it is cheaper than going from level zero to level three. Also, it does not cost anything to go to a lower level or to return to a level that you have previously held.
Constant Recruitment: Psyker Hunters – the Psyker Hunters are being ground down by constant casualties and Arbitrator Oakheart has a plan to deal with this. She intends to constantly select those who show potential as a Psyker Hunter and put them though a specialized training course she will create before having them join the Psyker Hunters. This will allow around thirty new Psyker Hunters to join the force per year which should mostly cover losses.
Forge Master Britton has been rather busy with the other Mechanicus Forge-Cities that will be completed this year. He has however taken the time to look over Magos Biologis Saren's work on the Life-Eater Fungus and believes that he can build a weapon using it. Archmagos Explorator Tranth is disappointed at only making a single minor discovery last year, despite the fact that there was a time in which he would have been proud of any discovery. Now that Magos Biologis Saren has finished his research into the Life-Eater Fungus, he is wondering what to study next, there being so many good options on Avernus.
One Locked; Choose Three
Enlarge Forge – Given that Advanced Materials are one of the few few resource choke points that Avernus currently has, Forge Master Britton has suggested expanding the Forge in Dorthonion. This will be an expensive and time consuming process, but you can easily afford it with the economic boosts from the new STC templates that you have bought from Atlas.
Time: 4 years.
Cost: 9,380,000 Thrones, 2,345,000 Material, 469,000 Metal, 23,450 Promethium, 100 Advanced Material.
Upkeep per year: 938,000 Thrones, 234,500 Material, 46,900 Metal, 2,345 Promethium.
Reward: Major Forge in Dorthonion, +100% to base Advanced Material Production, +300 Advanced Material produced a turn (+750 after STC bonus applied).
Locked – Two out of Four years complete
Must Choose at least One of the following
Explore Ruins – The ruins under Silver Lake seem to be the largest yet discovered and Archmagos Explorator Tranth hopes that they will have archeotech and STCs to match their size.
Time: 1 year.
Chance of Success: Unknown but high.
Cost: 7,100 Thrones, 710 Material, 355 Metal, 71 Promethium.
Reward: Gain ancient tech from the ruins under Silver Lake.
Research Station – Now that you have some orbital industry, Archmagos Explorator Tranth could start to investigate the ancient starfleet. The first step in this process would be to set up a research station orbiting Avernus Three. From this research station Tranth could investigate the nearby starships without having to return to Avernus too often.
Time: 2 years.
Cost: 1,340,000 Thrones, 268,000 Material, 67,000 Metal, 26,400 Promethium, 10 Advanced Material.
Upkeep per year: 134,000 Thrones, 26,800 Material, 6,700 Metal, 1,340 Promethium, 0.5 Advanced Material.
Reward: Research Station orbiting Avernus Three, can begin investigating ancient starships.
Examine: Any – Examine one of the samples of ancient technology found within the ruins of Avernus and attempt to reverse engineer it.
Examine Refractor Field – The refractor fields in the ruins of Gamma-4 are of a different design than the type that Archmagos Explorator Tranth is familiar with, and they also seem to be more simple in design. This means that if he manages to figure out how to make them, they will be more easily produced than the currently available type. Archmagos Explorator Tranth wishes to reverse engineer the refractor fields found in Gamma-4.
Chance of Success: 40%.
Reward: Gain blueprints for new refractor field; lose d6 refractor fields, starting with the non-functional examples.
Examine Ion Shields: Last year Archmagos Explorator Tranth discovered an interesting Ion Shield designed to protect firing slits from incoming fire. He wishes to try to figure out how to reproduce them as they would be a very useful addition to the defenses of your most important facilities.
Chance of Success: 0% (62% after bonuses)
Reward: Gain blueprints of small ion shields designed to protect firing slits; lose d6 of the nonoperative examples.
Examine Medical Diagnostic Pod: Last year Archmagos Explorator Tranth discovered a collection of Medical Diagnostic Pods. If reverse engineered, these will be able to quickly diagnose injuries and diseases, allowing for quicker and better treatment.
Chance of Success: 20%
Reward: Gain blueprints of Medical Diagnostic Pods; lose d6 of the nonoperative examples.
Examine Adamantine Forges – The Adamantine Forges found under Babylon are notably faster than those currently used by the Adeptus Mechanicus. For this reason, Archmagos Explorator Tranth wishes to reverse engineer them and figure out how to make more. He believes that he should be able to do this within a year at the cost of only a handful of the non-functional Forges.
Chance of Success: 20%.
Reward: Gain blueprints for new Adamantine Forges; lose d6 Adamantine Forges, starting with the non-functional examples.
Try to Complete STC Fragment: Any – Examine one of the partial STC fragments found within the ruins of Avernus and attempt to complete it.
Try to complete STC fragment: Very Advanced Hydroponics – Last year Archmagos Explorator Tranth discovered fragments of an STC showing a very advanced hydroponics system. This system will be able to increase the efficiency of your hydroponics by 50%, greatly expanding how large your cities can grow.
Chance of Success: -10% (52% after bonuses).
Reward: Gain complete blueprints of Very Advanced Hydroponics System.
Try to complete STC fragment: Stealth Planes – In the ruins under Babylon Archmagos Explorator Tranth found fragments of an advanced stealth plane STC. He believes that he can probably complete this given a few years due to several similarities both to known planes and to Monitors. If successful, you will have the design of a Military Stealth Plane of some type (he is not yet sure of the exact specialty).
Chance of Success: -20% (42% after bonuses).
Reward: Gain complete blueprints of Stealth Plane.
Try to complete STC fragment: Warp Scanners – Archmagos Explorator Tranth would like to study the advanced warp scanner that he found in Babylon. It will take some time as it is very complex and he does not have a very good level of understanding of the warp, but if successful you will be able to double your warning for attacks and make calculated jumps to most of the planets in the Asgard sub-sector.
Chance of Success: -30% (42% after bonuses).
Reward: Gain complete blueprints of Warp Scanners.
Try to complete STC fragment: Wider Bandwidth Vox – The Wider Bandwidth Vox that was found under Dorthonion would be useful in high volume communication such as scouts sending images and datastreams. Archmagos Explorator Tranth is willing to spend some time figuring out how to complete the partial STC and is confident that he will be able to do so within a year.
Chance of Success: 60% (99% after bonuses).
Reward: Gain complete blueprints of Wider Bandwidth Vox.
Try to complete STC fragment: Flamer variant – A partial STC of an unusual variant of a flamer was found under Silver Lake. Archmagos Explorator Tranth wants to examine it to determine what the differences are and what effect they have.
Chance of Success: 30%
Reward: Gain complete blueprints of Flamer variant.
Try to complete STC fragment: Lower Mass Alloy – The lower mass alloy STC that was recently found could reduce the metal used in construction by a small amount. This will (slightly) help your mines keep up with the demand for metal from the factories if completed. While Archmagos Explorator Tranth has better things to research, he is willing to spend some time on this.
Chance of Success: 50%
Reward: Gain complete blueprints of Lower Mass Alloy.
Must Choose One of the following
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: 30,500 Thrones, 1,525 Material, 1,525 Metal, 710 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: 30,500 Thrones, 1,525 Material, 305 Metal, 710 Promethium.
Reward: Find out more about wildlife in selected region, possibly discover new interesting species.
Detailed Survey (Trolls) – Now that Magos Biologis Saren has completed his preliminary survey of the Trolls, he wishes to spend more time investigating them. In particular he wants to investigate their social system and how they move through rock, as well as finding out if they are connected with any known Xenos species.
Time: 2 years.
Chance of Success: unknown.
Cost: 91,500 Thrones, 4,575 Material, 4,575 Metal, 2,130 Promethium.
Reward: Discover more about Trolls
May Choose One of the following
Expand Temple-Forge – Forge Master Britton has suggested that you enlarge your Minor Temple-Forge into a Major Temple-Forge. As well as improving the general benefits of the Temple-Forge, this will allow the production of some of the most complex and advanced technology that the Imperium currently possesses. Forge Master Britton believes that this should wait until you have enlarged the Forge but acknowledges that both options would be equally viable.
Time: 4 years.
Cost: 8,040,000 Thrones, 2,345,000 Material, 469,000 Metal, 23,450 Promethium, 100 Advanced Material.
Upkeep per year: 938,000 Thrones, 234,500 Material, 46,900 Metal, 2,345 Promethium.
Reward: Major Forge-Temple in Dorthonion, +40 to all Adeptus Mechanicus rolls, +30 Advanced Material produced a turn (+75 after STC bonus applied), 5 Exotic Material Produced per turn.
Build Life-Eater Fungus Missiles – Now that Magos Biologis Saren has figured out how to weaponize the Life-Eater Fungus, it is up to Forge Master Britton to complete the design and build the first examples. He proposes building a battery of Deathstrike Missile Launchers armed with the Life-Eater Fungus Warheads to begin with. This will take some time as it will not be easy putting the weaponization of the Life-Eater Fungus into practice.
Time: 3 years
Chance of Success: 40%
Cost: 13,400 Thrones, 3,350 Material, 67 Promethium, 500 Advanced Material.
Upkeep per year: 1,340 Thrones, 700 Material, 34 Promethium, 25 Advanced Material (upkeep increases massively if used).
Reward: 1 Deathstrike Missile Battery armed with Life-Eater Fungus Warheads
Deacon Lin has been spending a lot of time around his Warriors of the Emperor lately, both Chaplains and Witch Hunters, and has developed a real talent for using the pair of bolt pistols he usually wields. He has also recently proposed another expansion to the Orphanages, this time turning them into less specialised, less advanced versions of Schola Progenium.
Gained Trait Expert Gunfighter (+3C, +30 to combat rolls with pistols)
One Locked; Choose One
Constant Recruitment: Witch Hunters – Like the Psyker Hunters the Witch Hunters are being ground down by casualties and Deacon Lin also plans to deal with this by setting up a system that will constantly feed new recruits into the Witch Hunters. The new recruits for the Witch Hunters will mostly come from the Seminaries and the Chaplains and they will be taught in a specialized Seminary in Dis.
Time: 3 years
Cost: 1,005,000 Thrones, 20,100 Material, 1,005 Metal, 105 Promethium.
Upkeep per year: 100,500 Thrones, 2,010 Material, 101 Metal, 1 Promethium.
Reward: recruit 5d20 Witch Hunters per year
Locked – Two out of Three years complete
Priest Training: Signs of the Plague – Deacon Lin wishes to train his priests in how to spot the signs of disease. Hopefully this training will allow for more infectious people to be spotted early which should reduce the number of plagues, as well as increasing the chance that the ill can be treated quick enough.
Time: 1 year.
Cost: 34,978 Thrones
Reward: Trains priests to spot the signs of plague, +0.5% to population growth.
Priest Training: Public Speaking – Deacon Lin wishes to improve the training his priests get in public speaking. If successful, this would improve the eloquence of the sermons and uplift the morale of the Avernite population.
Time: 1 year.
Chance of Success: 60%
Cost: 34,978 Thrones
Reward: +1 Civilian morale.
Orphanages: Schola Progenium Model – Deacon Lin has plans to change the orphanages so the children receive training on a model that resembles that of the Schola Progenium, except with a wider focus and to a lesser extent. This would take several years and be moderately expensive (you remember when a million Thrones was more than your annual budget), but will definitely be worth it. As well as increasing the education level of your orphans and therefore your general populace (there are a lot of orphans on Avernus), this will allow Deacon Lin to easily expand the size of the Schola Progenium.
Time: 3 years
Cost: 1,038,00 Thrones, 103,800 Material, 103,800 Metal, 5,188 Promethium.
Upkeep per year: 103,750 Thrones, 5,188 Material, 5,188 Metal, 249 Promethium.
Reward: Orphanages enlarged and converted to Schola Progenium-style system, +25% education bonus, can enlarge Schola Progenium
Headmaster Ridcully reports that his Scholastia Psykana is going well and that the first group of minor psykers are on the verge of finishing their initial education and beginning to choose what path they take. He wants advice on what to teach his recent graduates and whether to send them all into a particular path or assign them as their talents demand.
Choose One
Task Minor Talents: Witch Sniffers – One of your most urgent needs is for more psykers trained to locate the undiscovered psykers of Avernus. Headmaster Ridcully has a plan for all of the recently trained minor talents to be put into this role, which will be wasting a lot of potential but will allow for a rapid increase in the number of Psykers, particularly minor talents, found.
Time: 2 years
Cost: 670,000 Thrones, 6,700 Material, 670 Promethium.
Upkeep per year: 335,000 Thrones, 3,350 Material, 335 Promethium.
Reward: all minor talents trained as Witch Sniffers, more Psykers and Minor Psykers found, Minor Psykers found automatically.
Task Minor Talents: Sanctionites – Rather than putting them into more risky positions, Headmaster Ridcully could train all minor talents to be Sanctionites. As well as preserving your psykers, this would provide a reasonable boost to your economy as the Sanctionites use their talents in various fields.
Time: 1 year
Cost: 670,000 Thrones, 6,700 Material, 670 Promethium.
Upkeep per year: 335,000 Thrones, 3,350 Material, 335 Promethium.
Reward: Minor Psykers trained as Sanctionites, mild boost to economy
Task Minor Talents: Battle Psykers – A third path that Headmaster Ridcully could train his minor psykers to function as is as battle psykers. While many psykers are not suited for combat, almost all have a battlefield role. This would give you a moderately-sized group of combat psykers as well as several specialists of different types.
Time: 3 years
Cost: 670,000 Thrones, 6,700 Material,670 Promethium.
Upkeep per year: 335,000 Thrones, 3,350 Material, 335 Promethium.
Reward: Train all minor talents to be battle psykers
Task Minor Talents: Individual Strengths – The final method of training your minor psykers is to train them for whatever position their individual talents and temperament are best suited for. This will give you a mix of the different types and will avoid having to train psykers for tasks they are not suited for. Headmaster Ridcully would prefer this method of tasking.
Time: 4 years
Cost: 670,000 Thrones, 6,700 Material,670 Promethium.
Upkeep per year: 335,000 Thrones, 3,350 Material, 335 Promethium.
Reward: Train psykers for best job based on talents and temperament, +15% to effect of all psykers.
You have recently returned to Avernus to find that a large amount of work has built up for you in your absence, despite the best efforts of both Caroline and Henry. This work and the time you spent on the Alfheim campaign, such as it was, will limit the number of projects that you can run this year. You spent much of the time travelling the warp in contemplation and you believe that you have found a level of piety and enlightenment that you previously lacked.
Gained Trait Pious (+2P)
lose one action for the turn due to Alfheim campaign
One Locked; Choose Two
Way of the Blade – Arbitrator Oakheart is a master of the blade and willing to teach you. The next step is focused on learning the details of Arbitrator Oakheart's style.
Time: 3 years.
Chance of Success: 30% (55% after modifiers).
Cost: Free
Reward: become Expert Bladesman (+30% to melee combat rolls, +3C)
Locked – Two out of Three years complete
Personal Attention – You are highly capable of military command, administration, intrigue and are capable of managing a project in any of those fields.
Time: as project.
Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum or Adeptus Arbites action with your characteristic bonus. Can be taken twice.
Expedite Administratum request – You have a good understanding of the Administratum and many contacts within it, and can use this to increase the likelihood that a request to the Administratum is carried out and how much you gain from it.
Time: 1 year.
Chance of Success: 49%
Cost: 14,200 Thrones
Reward: Request for aid: Adeptus Administratum gets +20 to success chance and has improved yield.
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: 60%
Cost: 3 550 Thrones
Reward: +1 to Civilian and Military Morale.
Seek the Emperor – You can study and meditate on the holy scriptures and strengthen your faith.
Investigate Headmaster Ridcully – Headmaster Ridcully is the head of the local Scholastica Psykana and therefore the leader of the local psykers. You should try to get information on him from the Adeptus Astra Telepathica.
Time: 1 Year.
Chance of Success: 50%
Cost: 13,700 Thrones
Reward: Character sheet on Headmaster Ridcully.
I heavily suggest going full Cadia. Because, well, when the Imperium falls Cadia is going to fall, and it would be damn sad to see their millenia of tradition fade into nothingness or worse, be used by Abaddon to provide troops for Chaos. Avernus is going to be their successor.
We can take the hit to popularity, train our Priests in public speaking, hold a speech and the majority of it will be ablated.
Can we get some public morale boosting options next turn so that our populace doesn't turn to rebellion against the increased militarization duties? Maybe state sanctioned recreation centres in cities or tax cuts or some such.
Can we get some public morale boosting options next turn so that our populace doesn't turn to rebellion against the increased militarization duties? Maybe state sanctioned recreation centres in cities or tax cuts or some such.