The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
added to military datasheet
Imperial Guard
Squad 10 Men – Sargent
Platoon 50 Men, 5 squads– Lieutenant
Company 250 Men – Captain
Battalion 1,000 Men, 4 Companies – Major
Regiment 10,000 Men, 10 Battalions – Colonel
Brigade 100,000 Men, 10 Regiments – Brigadier
Division 1,000,000 Men, 10 Brigades – Major-General
Corps 10,000,000 Men , 10 Divisions – Lieutenant-General
Field Army 100,000,000 Men, 10 Corps – Marshal
Army Group 1,000,000,000 Men, 10 armies – General
Multiple Army Groups- Lord General
Hundreds of Army Groups- Lord General Militant


Naval
Commander- Escort
Captain- Escort Squadron (5-15), Cruiser (light to Grand)
Lord-Captain- Escort Flotilla (30-100), Cruiser Squadron (2-12, 2 Grand, 4 Heavy, 6 Battle, 8 Normal, 12 Light), or Battleship
Commodore/ Flag Captain- Task force (3-5: Flotillas, Cruiser Squadrons, or Battleships)/ Command Battleship
Vice-Admiral/Rear-Admiral- Fleet Flank (4 Task Forces, or Command Battleships)
Admiral- Fleet (4 Flanks)
Solar Admiral -Battlefleet (4 Fleets)
Lord -Admiral -Sector Fleet (4 Battlefleets)
 
Turn One Hundred Results
Turn One Hundred Results
Two Hundred and Thirty years since the Founding of Avernus

Over the last five years the the general Ork and wildlife kills has increased to three point eight million troopers a year.

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.

Complete

A bit over a year ago General Richards finished retraining the last of the Helltrooper Void Infantry in the use of Power Armour. This gives Avernus almost enough troops to fully garrison your entire fleet with Power Armoured Void trained infantry, though you lack the sheer numbers of Void Infantry that say Vanaheim can deploy. To make up for this General Richards has proposed raising several armies of PDF Void Infantry, which will allow you to provide a maximum capacity garrison to all of your voidshps and orbital defences if necessary.


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

Complete

Four years ago the last of the Helguard finished accustoming themselves to their new bionics. The increase combat efficiency and survival rates has already been noticed, with deaths being significantly less common when combating the wildlife. General Richards tells you that this increased survivability, and in particular the ability to survive incapacitating wounds more often should increase the life expectancy of your Helguard in combat by a large amount, allowing you to get more veterans. On the other hand the maintenance costs of the bionics are putting a significant dents in your Exotic Material income.


Ork Culling- With the coming Awakening of the Ork Gods it may be a good idea to wipe out as many of the feral Orks on Avernus as you can. While the nature of Orks and of Avernus means that you will not be able to kill all of them General Richards believes that with effort her forces will be able to kill all of the warbands numbering more then a thousand, at least in the inhabited regions. Despite the fact that this campaign will kill several million Avernites General Richards strongly advises that you begin it immediately.

Time: 5 years
Chance of Success: 60%

Cost: 400,000,000 Thrones, 80,000,000 Material, 16,000,000 Promethium, 790,000 Advanced Material, 45,000 Exotic Material.
Reward: Cull the Ork population on Avernus, increased military casualties.

Complete
year five d100=32+30(Martial)=62: Success

Over the last five years General Richards has been leading her forces in a massive cull of the Orks on Avernus. It is estimated that she killed almost half a billion Orks, well over ninety percent of the Orks in the inhabited regions. This came at the cost of twelve million soldiers, more of them killed by the wildlife then by the Orks.


Expand PDF- General Richards has recently put forward a plan to approximately triple the size of your PDF, to over an army group. This is easily affordable and will end the current situation of Avernus having one of the smaller percentages of its population in the military of the Imperial Trust. General Richards strongly advises that you begin this project immediately.

Time: 10 years

Cost: 3,400,000,000 Thrones, 740,000,000 Material, 17,000,000 Promethium, 64,000,000 Advanced Material.
Upkeep per year: 180,000,000 Thrones, 40,000,000 Material, 7,100,000 Promethium, 1,100,000 Advanced Material.
Reward: Triple the size of your PDF by recruiting 11,837 PDF Infantry Regiments, 6,987 PDF Light Infantry Regiments, 6,634 PDF Mechanised Infantry Regiments, 7,504 PDF Heavy Infantry Regiments, 7,202 PDF Armour Regiments, 7,312 PDF Rough Rider Regiments, 1,369 PDF Siege Infantry Brigades, 1,400 PDF Transport Regiments.

Locked- Four out of Ten years completed

For the last four years General Richards has been overseeing a massive expansion of the Avernite PDF. She now has several hundred million recruits in varies stages of their training, and is still in the process of recruiting more. According to General Richards the first new PDF Regiments will finish training in two years time, and the last in six years. This expansion will allow Avernus to field one of the most powerful land armies in the Imperial Trust.

Life Guard- General Richards has recently put forward a proposal to form another six Life Guard Regiments, modelled on the Governor's Own. This would greatly expand the number of incredibly elite soldiers that you can field, though training them will take time. Currently it is not decided who the new Life-Guard Regiments would be assigned to, though Saint Lin, High Grandmaster Ridcully and General Richards are de finites.

Time: 10 years

Cost: 7,100,000 Thrones, 430,000 Material, 120,000 Promethium, 310,000 Advanced Material, 7,400 Exotic Material.
Upkeep per year: 1,400,000 Thrones, 87,000 Material, 60,000 Promethium, 31,000 Advanced Material, 370 Exotic Material.
Reward: recruit 6 more Life Guard Regiments

Locked- One out of Ten years completed

Over the last year General Richards has been working with the trainers from the Governor's Own to find candidates to form the new Life Guard Regiments. She has found a hundred thousand candidates from among the Helguard, many of them champions. Over the next five four years these candidate will be put though a combustion of high intensity training and testing to winnow them down to the six thousand who will actually form the Life Guard Regiments.


Personal Attention: Expand Air- The final military expansion that General Richards has proposed involves massively increasing the size of your airforce, until you have an entire air corps. This would provide a powerful aerial arm to your military, allowing to you intercept hostile aircraft, redeploy via the air and launch powerful bombing raids.

Time: 8 years

Cost: 320,000,000 Thrones, 65,000,000 Material, 4,400,000 Promethium, 4,400,000 Advanced Material, 47,000 Exotic Material .
Upkeep per year: 22,000,000 Thrones, 4,500,000 Material, 5,500,000 Promethium, 140,000 Advanced Material, 910 Exotic Material.
Reward: increase the size of your airforce fivefold by recruiting 3,100 Peregrine Fighter Wings, 3,100 Firehawk Assault Fighter Wings, 3,200 Stormcrow Bombers, 225 Huginn Stealth Reconnaissance Wings and 3,376 Hercules Cargo Wings.

Locked – Four out of Eight years completed

For the last four years you have been overseeing the expansion of the Avernite airforce by a massive amount. When this project is completed Avernus will have one of the more formidable airforce in the Imperial Trust, though not one of the top three. Currently you have all of the pilots undergoing training, with the first due to graduate within two years time.


Personal Attention: 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

Locked- Three out of Eight years completed

Over the last three years you have been overseeing the process of providing some very basic bionic enhancements to the Avernite Helltroopers. While not particularly impressive these enhancements should reduce the casualty rates among your forces by a noticeable amount, which will both allow your forces to fight harder and allow for more veterans to build up. Given how much the Avernite military power relies on the sheer skill of its innumerable veterans the increase in veterans is worth the price by itself.

Upgrade Defences Deiphobe: Twice- With the awakening of the Ork Gods it becomes likely that the Imperial Trust will come under heavy assault. The naval base orbiting Deiphobe is one of the most valuable soft targets in the Imperial Trust and Admiral Sarnow advises that you strengthen its defences significantly in the coming years

Time: 7 years.

Cost: 1,410,000,000 Thrones, 445,000,000 Material, 131,000,000 Metal, 30,100,000 Promethium, 222,000 Advanced Material, 4,890 Exotic Material.
Upkeep per year: 70,500,000 Thrones, 22,200,000 Material, 6,540,000 Metal, 1,510,000 Promethium, 4,440 Advanced Material, 49 Exotic Material.
Reward: Build 6 Advanced Defence Stations, 30 Advanced Heavy Orbital Weapons Platforms and 150 Advanced Orbital Weapons Platforms around Deiphobe

Complete
Complete

Three years ago Admiral Sarnow finished the construction of a dozen defence stations and several hundred smaller orbital defences in orbit of Deiphobe. This leaves Diphobe the third best defended section of space in the Imperial Trust, with only the shipyards of Midgard and the Vanaheim system having stronger orbital defences. Well and Muspelheim if you count their cities as orbital defences, which Admiral Sarnow tells you they are.


Construct: Repair: What's left- There are only a few ships left in the once massive ship graveyard over Diephobe. Admiral Sarnow would like to begin working on repairing these ships, starting with those that are the most useful to the Avernite Navy. He will be able to repair a few dozen cruisers and a few hundred escorts with five years work, making them available for the next campaign.

Time: 5 years.

Cost: 1,400,000,000 Thrones, 1,300,000,000 Material, 7,600,000 Promethium, 440,000 Advanced Material, 2,900 Exotic Material.
Upkeep per year: 200,000,000 Thrones, 198,000,000 Material, 11,000,000 Promethium, 64,000 Advanced Material, 158 Exotic Material.
Reward: Repair 12 Kshatriya Cruisers, 10 Samurai Cruisers, 8 Youxia Escort Cruisers, 200 Legionnaire Destroyers, 70 Squire Frigates.

Complete

Admiral Sarnow has recently completed repairing the next set of ships from the ship graveyard, which is now almost entirely empty. Half of these have been added to the Avernite order of battle while the remainder were tithed to the Imperial Trust, further strengthening what is already the most powerful fleet in the region by far.


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. Admiral Sarnow strongly advises that you finish this before the Ork Gods Awaken, and possibly even the next level.

Time: 6 years.

Cost: 88,00,000,000 Thrones, 18,000,000,000 Material, 880,000,000 Promethium, 13,000,000 Advanced Material
Upkeep per year: 2,200,000,000 Thrones, 550,000,000 Material, 28,000,000 Promethium, 170,000 Advanced Material
Reward: Thicken Minefield to heavy

Locked- Three out of Six years completed

For the last three years Armorial Sarnow has been working on thickening the minefield around the Deiphobe Naval area. This requires an incredible number of mines, but despite that he is making an lot of progress and expects to be finished within three years time. Even the miens currently positioned would make it suicide for escorts or Light Cruisers to try and pass the minefield, and leave any cruisers or Battlecruisers that attempted to push though vulnerable to your orbital defences.


Expedite: Upgrade Defences Deiphobe- With the awakening of the Ork Gods it becomes likely that the Imperial Trust will come under heavy assault. The naval base orbiting Deiphobe is one of the most valuable soft targets in the Imperial Trust and Admiral Sarnow advises that you strengthen its defences significantly in the coming years

Time: 6 years.

Cost: 1,410,000,000 Thrones, 445,000,000 Material, 131,000,000 Metal, 30,100,000 Promethium, 222,000 Advanced Material, 4,890 Exotic Material.
Upkeep per year: 70,500,000 Thrones, 22,200,000 Material, 6,540,000 Metal, 1,510,000 Promethium, 4,440 Advanced Material, 49 Exotic Material.
Reward: Build 6 Advanced Defence Stations, 30 Advanced Heavy Orbital Weapons Platforms and 150 Advanced Orbital Weapons Platforms around Deiphobe

Locked- Three out of Five years completed: Expedited

For the last three years Admiral Sarnow has been working on constructing another set of orbital defences for Avernus. Thanks in large part to the experience that your void workers are developing in this work has been ahead of schedule, and he expects the last of the Advanced Defence Stations to come online in eighteen months time.

The population of Avernus grew by an average of 1.34% over the last five years with the situation remaining steady.

Administration Assistance (Expand and Upgrade Forge-Hive: Mag Mell)- As a result of the recent reforms in the Adeptus Mechanicus it is now possible for secular authorities to oversee the expansion of a Forge-City or the upgrading of its defences at the request of the local leader of the Adeptus Mechanicus. Fabricator-General Scott has requested that the Avernite Administratum oversee the upgrading of the defences of all of the Forge-Cities in the system, and the expansion of Belagost, Annwn and Mag Mell.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences, Expand or Expand and Upgrade from Fabricator-General

Complete

Two years ago Edvin finished overseeing the expansion of Mag Mell into a Large-Forge Hive, the second in the system. As well as allowing for the production of some truly impressive forges Mag Mell is now equipped with the most powerful set of orbital defences in the Imperial Trust, which are enough to take down a battleship in a single volley. This significantly increases the challenge facing any attack on the Deiphobe Naval Area just above Mag Mell.


Administration Assistance (Expand and Upgrade: Belegost)- As a result of the recent reforms in the Adeptus Mechanicus it is now possible for secular authorities to oversee the expansion of a Forge-City or the upgrading of its defences at the request of the local leader of the Adeptus Mechanicus. Fabricator-General Scott has requested that the Avernite Administratum oversee the upgrading of the defences of all of the Forge-Cities in the system, and the expansion of Belagost, Annwn and Mag Mell.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences, Expand or Expand and Upgrade from Fabricator-General

Complete

Four and a half years ago Edvin finished overseeing the expansion of Belagost and the upgrading of its defences. Like the other Forge-Hives of Avernus the defences of Belagost are designed to be strongest against an enemy which has broken though the outer wall, after which is a maze of ambushes, traps and chokepoints that the defenders will make use of. This is the last of the Hive-Cities in the system that need to be expanded to a Forge-Hive.


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)

Locked- Seven out of Twelve years completed

Edvin has been continuing to work on upgrading the defences of Dis for the last five years, and has now got them to the point where they are nearly as strong as they were before he started working on them. This ends the period of vulnerability that is involved in any major defensive upgrade, thankfully before it was explicated. According to Edvin he will finish the upgrade several months ahead of schedule, in a bit under five years time.


Administration Assistance (Upgrade Defences: Nechtan)- As a result of the recent reforms in the Adeptus Mechanicus it is now possible for secular authorities to oversee the expansion of a Forge-City or the upgrading of its defences at the request of the local leader of the Adeptus Mechanicus. Fabricator-General Scott has requested that the Avernite Administratum oversee the upgrading of the defences of all of the Forge-Cities in the system, and the expansion of Belagost, Annwn and Mag Mell.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences, Expand or Expand and Upgrade from Fabricator-General

Locked- Three out of Ten years completed

For the last three years Edvin has been overseeing the upgrade of the defences of Nechtan, the last of the Forge-Hives of the system. He tells you that so far he has been mostly earning down obsolete defences and constructing the infrastructure that will be needed by the new defences, which will being being installed in the years to come. At the moment Nechtan is highly vulnerable to attack, and will be for the next few years so Edvin hopes that you can avoid any attacks for the time being.


Expand Factories: Avernus- While your current factories are sufficient for your current needs if you intend to expand any more Forge-Cities it will stretch your manufacturing capability to the limit. As such Edvin has proposed further expanding your factories. This will take around a decade and approximately double your production. According to Edvin these factories are easily affordable in every way and will produce enough manufactured goods for your needs for the next century or so.

Time: 10 years.

Cost: 1,100,000,000 Thrones, 220,000,000 Material, 220,000,000 Metal, 44,000,000 Promethium, 42,000 Advanced Material, 133 Exotic Material.
Upkeep per year: 440,000,000 Thrones, 44,000,000 Material, 44,000,000 Metal, 8,800,000 Promethium, 2,100 Advanced Material, 3 Exotic Material
Reward: enlarges factories over Avernus, +7,300,000,000 Production Capacity, +500% base production capacity (increase of +100%).

Locked- Two out of Ten years completed

For the last two years Edvin has been overseeing the construction of a series of massive factories in all of the cities of Avernus. When completed these factories will double your manufacturing capacity, which has proven to be barely sufficient for some of the projects of the last few decades.


Thaddeus Expertise: Administration Assistance (Upgrade Defences (Silver Lake))- As a result of the recent reforms in the Adeptus Mechanicus it is now possible for secular authorities to oversee the expansion of a Forge-City or the upgrading of its defences at the request of the local leader of the Adeptus Mechanicus. Fabricator-General Scott has requested that the Avernite Administratum oversee the upgrading of the defences of all of the Forge-Cities in the system, and the expansion of Belagost, Annwn and Mag Mell.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences, Expand or Expand and Upgrade from Fabricator-General

Complete

A bit over a year ago Thaddeus finished upgrading the defences of Silver lake, the second on the Forge-Cities of Avernus. This leaves only Dis lacking incredibly heavy defences among the cities of Avernus, along with many of the lunar Forge-Hives orbiting Cumea.


Personal Attention: Administration Assistance (Upgrade Defences (Dorthonion))- As a result of the recent reforms in the Adeptus Mechanicus it is now possible for secular authorities to oversee the expansion of a Forge-City or the upgrading of its defences at the request of the local leader of the Adeptus Mechanicus. Fabricator-General Scott has requested that the Avernite Administratum oversee the upgrading of the defences of all of the Forge-Cities in the system, and the expansion of Belagost, Annwn and Mag Mell.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences, Expand or Expand and Upgrade from Fabricator-General

Complete

Four years ago you oversaw the final stages of the upgrades to Dorthonion, the first of the Forge-Cities of Avernus, though it is now as Forge-Hive. Like the other Forge-Hives of Avernus Dorthonion is designed to bleed attackers in the area between the first layer of defences and the second layer of defences, achieving better military positioning at the cost of sacrificing the people and industry of the outer city.


Personal Attention: Administration Assistance (Upgrade Defences (Erecura))- As a result of the recent reforms in the Adeptus Mechanicus it is now possible for secular authorities to oversee the expansion of a Forge-City or the upgrading of its defences at the request of the local leader of the Adeptus Mechanicus. Fabricator-General Scott has requested that the Avernite Administratum oversee the upgrading of the defences of all of the Forge-Cities in the system, and the expansion of Belagost, Annwn and Mag Mell.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences, Expand or Expand and Upgrade from Fabricator-General

Locked- Eight out of Ten years completed

Three years ago you finished upgrading the defences of Erecura, one of the Forge-Hives of Taraxandra and one of the most efficient mines in the Imperial Trust. Erecura is buried deep into the metal crust of Taraxandra, forcing enemies to attack it by fighting their way past countless layers of defences, ambushes and other traps. Like your other Lunar Forge-Hives all of the most valuable infrastructure is buried at the base of the Hive, kilometres below the surface.

Inquisitor Klovis-Ultan's diplomats have been working on repairing the damage that your recent actions have caused to the reputation of Avernus. They are continuing to make progress and the reputation of Avernus is normalising in most worlds, though it will take a long time before Avernus' actions are forgotten.
+1 relationship with Alfheim

Currently every polity in the explored regions are bunkering down in perpetration for the Awakening of the Ork Gods. According to rumours even more distant and powerful polities like the United Sectors of Amir-Ka are doing the same.


Trade Talks (Niflheim)- 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.

Complete
+100,000 Exotic Material per year from Niflheim
increase debt to Niflheim by 729,900 Credits (now 1,683,755 Credits)

Shortly after the High Council Meeting you contacted Governor Ulrik of Niflheim in order to purchase a signification larger amount of Exotic Materials. He was willing to increase the amount you received per year by an additional hundred thousand, which should prove to be more then enough for all but the most ambitious of projects.


Investigate Relationship (Avernus, Adeptus Mechanicus)- 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

Complete
year two d100=70+17(diplomacy)=87: Success

Inquisitor Klovis-Ultan spent a year working on determining exactly what relationship Avernus has with the Adeptus Mechanicus of the Imperial Trust. The relationship is dominated by a single factor, the fact that the Progressive faction of the Adeptus Mechanicus was founded on and remains based around Avernus. This means that to a large extent the views of Avernus are based entirely on where on the conservative/progressive spectrum a Tech-Priest falls. To the progressives your SOE relationship with and support of Fabricator-General Scott and Fabricator-General Britton before her represent the close and respectful relationship between secular authorities and the Adeptus Mechanicus that they are aiming for, while to the Conservatives it is you intruding on matters that are none of your concern. There are even muttering that Fabricator-General Scott is your puppet and you are attempting to either break the Adeptus Mechanicus or take it over. Fortunatly those muttering as as of now confirmed to the most extreme of the Conservatives, few of whom hold any real power or influence.


Investigate Relationship (Avernus, Byzantium)- 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

Complete
year three d100=10+17(diplomacy)=27: Fail
year three re-roll d100=39+17(diplomacy)=56: Success

Despite a few distractions Inquisitor Klovis-Ultan managed to gather a good deal of information about how Avernus is viewed on Byzantium. He tells you that relations are close due to a combination of the fact that half of Byzantium's initial settlers were Avernite and in part due to the fact that the Vargarian Guard share many views with Avernites. In particular Chapter Master Julius utter willingness to discard the traditions of the past if the reasons behind them no longer apply goes well with the constantly adapting culture of Avernus, which is driven by Avernus itself. In general while the people of Byzantium and the Vargarian Guard view Avernites are crazy to continue to live on Avernus they respect their skills, attitude and courage, respect that is returned. In fact Byzantium seems to be one of the few worlds that Avernite arrogance does not seem to apply to, along with Muspelheim and Niflheim.


Investigate Relationship (Vanaheim, Byzantium)- 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

Complete
year four d100=44+17(diplomacy)=61: Success

Inquisitor Klovis-Ultan spent a year working on determining the relationship between Byzantium and Vanaheim, which he found was rather mixed. The Vargarian Guard respect Vanaheim's Navy and the economic policies that led to the expansion of the shipyards to their current size but view the system of Government with its Governor that can be recalled at any time as overly political and view the current Governor as a fool. In return Vanaheim respect the Vargarian Guard, both for their nature as Astartes and for the resistance that they have displayed in both surviving as long as they did and in rebuilding so quickly but many have issues with the Vargarian Guard's attitude towards tradition and criticism of their governmental structure.

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

Time: 1 year
Chance of Success: 50%

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

Complete
year four d100=67+17(diplomacy)=84: Success

Inquisitor Klovis-Ultan spent a very frustrating year investigating Commissar Dalv Sepet, the Commissar of the Catachan 813th​ "The Phase-Tigers". He tells you that Commissar Sepet is the sneakiest, most tricky person that he has ever encountered and that everything he managed to determine about the Commissar was information that the Commissar was willing to share. He tells you that the only person who many be able to gather more information is Grandmaster Ridcully, and he would not bet on it. What he did manage to find out is very interesting and slightly scary and could be best summed up as Commissar Sepet is the Phase-Tigers Phase-Tiger, and that they tell stories about his deeds in the same way the regulators tell stories about their deeds. Given that despite giving them a though investigation after every campaign you are still not convinced that the Phase-Tigers are merely incredibly skilled humans that scares you.

Jane reports that the number of Chaos Cultists found per year has risen a bit to around two hundred and ten.

Of the 3,835 major psykers found over the last five years only 286 of them were Chaotic, this drop is attributed to the research that Archmagos Biologis Maximal recently completed, which allows the Witch Finders to find the more powerful psykers younger.
261 of the Chaotic Psykers consisting of 1 Beta-level, 13 Gamma-levels, 42 Delta-levels, 102 Epsilon-levels and 103 Zeta-levels were killed without causing any significant levels of damage over the last five years.
At least 23 of the Chaos Psykers including 3 Beta-levels, 7 Gamma-levels and 13 Delta-levels were dragged though warp rifts that closed behind them.

One Gamma-level and one Epsilon-level caused minor damage killing 85 Veteran Psyker Hunter, 6 Elite Psyker Hunters.

The first Rogue Psyker to cause major damage was a Alpha-level Telepath in Hollin who made entire districts commit suicide before he was put down by a Psyker task group led by a Primaris Execution Force. 23,000,000 citizens, 480 Witch Finders, 1,600 Battle Psykers, 960 Veteran Battle Psykers, 96 Elite Battle Psykers, 48 major Battle Psykers, 9 Veteran major Battle Psykers, 4 Elite major Battle Psykers and 3 Primaris Psykers fell to this suicidal child, several districts of Hollin and several Battle Psyker Regiments.

The second Chaos Psyker to cause major damage was an Alpha-level Telepath/ Daemonologist in Garden Grove who unleashed legions of daemons from all of the five powers in support of mind controlled forces to attempt to seize the hive. By the time you killed him 24,000,000 militiamen, 56,371 Psyker Hunters, 8,640 Veteran Psyker Hunters, 960 Elite Psyker Hunters, 27,501 Witch Hunters, 11,662 Veteran Witch Hunters, 320 Elite Witch Hunters, 480 Witch Finders, 1,600 Battle Psykers, 960 Veteran Battle Psykers, 96 Elite Battle Psykers, 48 major Battle Psykers, 8 Veteran major Battle Psykers, 4 Elite major Battle Psykers and 2 Primaris Psykers had fallen.

Over the last five years 48,000,000 militiamen, 59,689 Psyker Hunters, 10,300 Veteran Psyker Hunters, 966 Elite Psyker Hunters, 27,501 Witch Hunters, 11,662 Veteran Witch Hunters, 320 Elite Witch Hunters, 960 Witch Finders, 3,200 Battle Psykers, 1,920 Veteran Battle Psykers, 192 Elite Battle Psykers, 96 major Battle Psykers, 17 Veteran major Battle Psykers, 8 Elite major Battle Psykers and 5 Primaris Psykers were killed, almost entirely by a pair of Alpha-level Psykers. Jane tells you that you were very lucky with these two Alpha-levels, and that they could have caused a lot more damage. As it is a major portion of your anti-psyker forces were killed, leaving you vulnerable for a period.

The untainted major Psykers included 4 Beta-levels, 44 Gamma-levels, 252 Delta-levels, 1,047 Epsilon-levels and 2,198 Zeta-levels.
383,430 minor Psykers were located by the Witch Finders over the last five years.

Super-Elite Operatives: Constant Training - 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: 30 years

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: 4,800,000 Thrones, 400,000 Material, 200,000 Promethium, 87,000 Advanced Material, 9,000 Exotic material, 10.2 Relic Material (or 0.2 Relic Material and 1,000 credits to Svartalfheim).
Reward: set up your facilities to constantly train Last Hunters, train 10 Last Hunters a year

Locked- Five out of Thirty years completed

For the last five years Jane has been working on setting up the Temple of Last Hunters to continuously train Last Hunters. The first few hundred have already begun training even as the improvements that Jane made to the training after the second batch were implemented. Jane tells you that it will be quite some time before the Temple is set up and that her attention will have to remain on it for the period.


Regional Spy Network- Jane believes that the Imperial Trust now has enough contact with the surrounding regions of the galaxy for her to set up a very basic spy network in the know regions. This network would consist of between a dozen and a hundred agents per world. It main purpose would be to provide basic information about the planets that they are assigned to, and what is happening in the region. Jane tells you that a spy network this light is both very hard to find and not overly offensive.

Time: 15 years

Cost: 39,000,000,000 Thrones, 390,000,000 Material, 39,000,000 Promethium, 790,000 Advanced Material, 8,900 Exotic Material, 10 Relic Material.
Upkeep per year: 780,000,000 Thrones, 7,800,000 Material, 78,000 Promethium, 15,000 Advanced Material, 89 Exotic material, 0.1 Relic Material
Reward: set up basic spy network in explored regions, gain more information about planets and gossip reports extended beyond Imperial Trust.

Locked- Five out of Fifteen years completed

For the last five years Jane has been carefully inserting some of her best agents in most of the worlds in the explored regions. These agents are organised into cells ranging from half a dozen to over a hundred, with each cell having some Muspelheim communications technology which will allow it to quietly send reports to a buoy in the outer system, from which a stealth ship can collect the reports.

Advanced Terminator Armour: Human- The Advanced Astartes Terminator armour is the best armour that Archmagos Tranth has ever heard of. However it is currently only usable by members of the Adeptus Astartes. Archmagos Tranth believes that with half a decades time he will be able to create a version that s usable by normal humans, hopefully without sacrificing to much of its capabilities.

Time: 5 years
Chance of Success: 10% (99% after bonuses)

Cost: 200,000,000 Thrones, 10,000,000 Material, 2,000,000 Promethium, 79,000 Advanced Material, 4,200 Exotic Material, 2.5 Relic Material
Reward: Create variation of Advanced Terminator Power Armour that humans can use

Locked - Two out of Five years completed

Complete
year three d100=16+34(learning)+30(traits)+60(buildings)+25(other)+20(double down)=185: Critical Success
year three re-roll d100=39+34(learning)+30(traits)+60(buildings)+25(other)+20(double down)+15(Paragon Diviner)=223: Greater Critical Success
Advanced Terminator Armour (20 Armour, +350% HP, +100 bonus, *3.5 melee, +50 stealth, hover, teleporter, teleport homer, Low Relic)

Two years ago Archmagos Tranth finished designing a suit of Advanced Terminator Armour for normal humans. While not quite as strong or tough as the Astartes version it is still the second strongest form of armour you have heard of created by humans, and is significantly cheaper. While far to expensive to provide to all but the greatest of your heroes with your current economy the Advanced Terminator Armour is still a useful designing. You are planning on getting a suit yourself in fact, and maybe providing Ajax and Odysseys with some.


Explore Ruins: Deiphobe-- Deiphobe has the most extensive ruins of any of the moons of Cumea and as such Archmagos Tranth would like to being his explorations there. Due to the condition of the ruins and how wildly scattered they are it will take most of a decade for him to explore them.

Time: 8 years

Cost: 39,000,000 Thrones, 390,000 Material, 39,000 Promethium, 7,900 Advanced Material, 890 Exotic Material
Reward: Explore ruins of Deiphobe, chance of STC schematics, chance of archeotech chance of ??

Locked- Two out of Eight years completed

For the last two year Archmagos Tranth has been exploring the ancient ruins on Deiphobe. So far he has not found anything new, though he has found several hints that some of the unexplored ruins were research and navigations centres which could prove to be interesting.
Complete Examination (Calming Butcher Bird) - 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

Complete
year four d100=92+28(stats and traits)+60(buildings)+10(Rune Priests) =190: Critical Success

Archmagos Biologis Maximal has recently finished his study of the Calming Butch Bird. To begin with he found that as well as using as a defensive measure to calm down potential attackers it uses it to pacify the small animals it hunts as it gets close. However the first aggressive move by the Butcher Bird will break the spell. The Calming Butcher Birds power is a combination of a very beautiful and calming song, even without the power, which has its effect magnified by a telepathic power. Unfortunately it is of limited utility against anyone feeling strong enough emotions. Given that rioters are almost by definition feeling a strong emotion and that pretty much everyone has a strong fear of death, hatred or similar strong emotion when in combat it is not very useful for the purposes you hoped for. However the song does have its use in calming down volatile situations that have not yet degenerated into riots, and given how easy Archmagos Biologis Maximal has found taming the Calming Butcher Bird they have already been pressed into service in this. They are also another harmless illusion that can be sued to train Witch and Psyker Hunters in resisting telepathic effects.

Complete Examination (Mycenids) - 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- One out of Six years completed

For the last year Archmagos Biologis maximal has been examining the Mycenids, the new People recently found in the more remote areas of the Everglades. So far he has little new to report, though he does mention that as far as he can tell there are only a few dozen tribes in the region, and given that each tribe numbers under a thousand you can see how they were missed until now
Cathedral of the Omnissiah: Annwn- In four years time Annwn will have been fully expanded into a Large-Forge Hive. This will allow Fabricator-General Scott to begin building a Cathedral of the Omnissiah or a Cathedral of the Machine-God following the plans provided by the Blood Dragons. A Cathedral of the Omnissiah would massively increase your production of Advanced Materials, increasing your current production by 60%.

Time: 15 years. (can not be chosen until year 4)

Cost: 38,000,000,000 Thrones, 9,400,000,000 Material, 3,800,000,000 Metal, 190,000,000 Promethium, 880,000 Advanced Material, 110,000 Exotic Material, 12 Relic Material.
Upkeep per year: 3,800,000,000 Thrones, 940,000,000 Material, 380,000,000 Metal, 19,000,000 Promethium, 88,000 Advanced Material, 11,000 Exotic Material, 1.2 Relic Material.
Reward: Increase base AM production by 100% (currently +100%), increase AM production by 68,000 (2.8 million), can have either Cathedral of the Omnissiah or a Cathedral of the Machine God, -1 Unrest for first built.

Locked- Seven out of Fifteen years completed

Fabricator-General Scott has been continuing to oversee the construction of a Cathedral of the Omnissiah in Annwn for the last five years. She has now finished the superstructure of the building itself, which is as large as a small Hive to begin with, and has started working on installing the incredibly advanced machinery that makes it so effective. This will take around six years, after which the details of the Cathedral will be finished and it will be consecrated.


Upgrade Defences (Belisama)- Currently the Forge-Hives of Avernus are the least defended locations on Avernus. Fabricator-General Scott would like to change that before the Ork Gods Awaken, which could be as soon as fifteen years, or as long as forty years. This will only be possible with major support from the Administratum and careful management of your economy.

Time: 10 years.

Cost: 9,100,000,000 Thrones, 12,000,000,000 Material, 15,000,000,000 Metal, 3,500,000,000 Promethium, 3,200,000 Advanced Material, 22,000 Exotic Material.
Upkeep per year: 91,000,000 Thrones, 120,000,000 Material, 150,000,000 Metal, 35,000,000 Promethium, 32,000 Advanced Material, 220 Exotic Material.
Reward: Selected Hive has defences upgraded to incredibly heavy

Complete

Fabricator-General Scott has recently finished brining the defences of Belisama up to an incredibly heavy level, on par with the other cities of the system. Like Erecura its defences are focused on forcing attackers to fight their way though a massive number of defensive layers of all types and takes advantage depth and the composition of the moon to shield it from bombardment. With this project completed only Nechtan and Dis have not yet been upgraded, and their' upgrades are approaching completion.

Pilgrimage- Now that enough of your forces are free to escort him Saint Lin would like to journey though Dragon's Nest and attempt to speed up the spread of the New Imperial Truth though this region. The Blood Dragons are willing to allow him and an acceptable escort of a Helguard Battalion and have given him their protection. This means that as long as the Blood Dragon's are as trustworthy as you believe that they are there will be little risk for Saint Lin in this pilgrimage. Saint Lin expects this to reduce time it takes to covert Dragon's Nest to around half a century.

Time: 15 years (uses both actions)
Chance of Success: 50% (rolled each year)

Cost: 400,000,000 Thrones, 7,900 Advanced Material, 890 Exotic Material.
Reward: +2% conversion progress per year, +2% conversion rate per year

Complete
year one d100=10+51(piety)+5(traits)+20(double down)-5(hurry)=81: Success
year one re-roll d100=32+51(piety)+5(traits)+20(double down)-5(hurry)+15(Paragon Diviner)=118: Success
year two d100=88+51(piety)+5(traits)+20(double down)-5(hurry)=159: Critical Success
year three d100=88+51(piety)+5(traits)+20(double down)-5(hurry)=159: Critical Success
year four d100=80+51(piety)+5(traits)+20(double down)-5(hurry)=151: Critical Success
year five d100=77+51(piety)+5(traits)+20(double down)-5(hurry)=1048: Critical Success
+26% (37.6% progress, 1.61 multiplier=78 years)

Saint Lin spent the final five years of his pilgrimage visiting the recently taken worlds of Dragon's Nest, including the Karnas Sub-Sector. His attempts to convert the population found fertile ground, and now over a quarter of the population follow the new Imperial Truth. This number is expected to rise to around two thirds over the next eighty years, after which conversions will slow.

               

Trials

Alpha​

Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Passed​

0​

2​

18​

138​

663​

1,486​

304,584​

Attempted​

0​

6​

36​

216​

908​

1,917​

380,731​

Percent passed​

NA​

33.33%​

50.50%​

64.00%​

73.00%​

77.50%​

80.00%​
             

33​

Regular​

26​


Veteran​

6​


Primaris​

Beta​

Gamma​

Delta​

Beta​

Gamma​

Delta​

Biomancer​

0​

1​

4​

0​

0​

1​

Diviner​

0​

0​

3​

0​

0​

0​

Pyromancer​

0​

1​

4​

1​

0​

1​

Telekinetic​

0​

1​

5​

0​

0​

1​

Telapath​

0​

0​

4​

0​

0​

0​

Daemonologist​

0​

0​

3​

0​

1​

1​

Order of Omens​

0​

0​

0​

0​

0​

0​
                                         

516​

Normal​

406​




Veteran​

89​




Elite​

12​




Master​

8​




Battle Psyker

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

1​

0​

3​

22​

50​

0​

0​

1​

6​

12​

0​

0​

0​

1​

2​

0​

0​

0​

0​

1​

Diviner

0​

0​

2​

15​

35​

0​

0​

1​

3​

7​

0​

0​

0​

1​

1​

0​

0​

0​

0​

1​

Pyromancer

0​

0​

3​

29​

66​

0​

0​

1​

6​

13​

0​

0​

0​

1​

2​

0​

0​

0​

1​

1​

Telekinetic

0​

0​

3​

22​

50​

0​

0​

1​

6​

11​

0​

0​

0​

1​

2​

0​

0​

0​

0​

1​

Telapath

0​

1​

2​

15​

35​

0​

0​

1​

3​

7​

0​

0​

0​

1​

1​

0​

0​

0​

0​

1​

Daemonologist

0​

0​

2​

15​

35​

0​

0​

0​

3​

7​

0​

0​

0​

0​

1​

0​

0​

0​

0​

1​
             

37,339​

Trainee

Normal

Veteran

Elite

Master

Grandmaster

Minor Battle Psykers

121,834​

25,522​

8,327​

3,018​

460​

12​
                               

634​

Normal

458​




Veteran

154​




Elite

21​




Sanctionite

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

1​

0​

3​

29​

65​

0​

0​

2​

10​

21​

0​

0​

0​

1​

3​

Diviner

0​

0​

3​

23​

41​

0​

0​

1​

5​

12​

0​

0​

0​

1​

2​

Pyromancer

0​

0​

2​

19​

44​

0​

0​

1​

7​

14​

0​

0​

0​

1​

2​

Telekinetic

0​

0​

3​

29​

64​

0​

0​

2​

9​

21​

0​

0​

0​

1​

3​

Telapath

0​

0​

3​

19​

41​

0​

0​

1​

6​

14​

0​

0​

0​

1​

2​

Daemonologist

0​

0​

2​

18​

44​

0​

0​

1​

7​

14​

0​

0​

0​

1​

2​

Order of Omens

0​

0​

0​

1​

1​

0​

0​

0​

1​

2​

0​

0​

0​

0​

0​
           

55,327​

Trainee​

Normal​

Veteran​

Elite​

Master​

Minor Sanctionites​

121,631​

37,097​

15,953​

2,098​

68​

Order of Omens​

203​

89​

18​

4​

0​
                               

139​

Normal​

96​

0​

0​


Veteran​

35​




Elite​

7​




Neo-Astropaths

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Neo-Astropaths​

0​

0​

2​

14​

32​

0​

0​

1​

5​

11​

0​

0​

0​

1​

2​

Neo-Astropathic Receivers​

0​

0​

2​

14​

32​

0​

0​

1​

5​

11​

0​

0​

0​

1​

2​
             

19,063​

Trainee​

Normal​

Veteran​

Elite​

Master​

Grandmaster​

Witch Finder​

57,871​

12,206​

5,469​

1,302​

84​

1.0​
             


Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Inquisition​


1​

6​

28​

62​

3,046​

Double Down: A Witness Part One: Why- High Grandmaster Ridcully believes that it may be very useful to discover exactly why the Ork Gods are Awakening. In part because this may give insight into what they will do after Awakening and in part because anything big enough to wake them up is a possible threat that should be known about. He tells you that it will take a year or two at the most for him to discover this information.

Time: 1 year.
Chance of Success: 10%

Cost: 4,000,000 Thrones
Reward: Learn why the Ork Gods are Awakening.

Complete
Year one roll d100=52+45(control)+60(Paragon of Divination)+20(double down)=177: Critical Success

High Grandmaster Ridcully spent a year attempting to divine exactly what caused the Ork Gods to Awaken. When he attempts this his mind is drawn back to an earlier vision of his, when just before the Eldar sacrificed themselves to create/awaken Ynead "He saw the Starstriders of Alaitoc leave, beginning their final mission to free ancient, forgotten allies from the first enemy. They will most likely die to the last Eldar in their quest but are willing to shoulder this burden. Their quest must succeed if the forces of the Necrons are to be stopped when they return from the Deep Void.", and he is given the knowledge that they succeeded and that this is what has caused the Ork Gods to Awaken. From what he knows it is likely that they freed some Krok from somewhere, and that the Awakening of the Ork Gods is in response to this. Given how little you know of the Krok you are not sure what to think about this, though at least there is chance that they will be reasonable.

Double Down: A Witness Part Two: When- While High Grandmaster Ridcully has seen the year of the Ork Gods Awakening a more accurate time would be very useful. As well as helping you prepare your war ships and psykers in case it has a major impact this will make it far easier for High Grandmaster Ridcully to personally witness the Awakening.

Time: 1 year.
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: Learn exact day that the Ork Gods will Awaken.

Complete
Year two roll d100=20+45(control)+60(Paragon of Divination)+20(double down)=145: Critical Success

High Grandmaster Ridcully then spent a year determining exactly when the Ork Gods will Awaken, a task he was successful in. He managed to determine the approximate day on which the Awakening will take place, though he tells you that he may be off by one. However even this means that you will know the three day period in which the Ork Gods will Awaken, and can ensure that every psyker is under wards and no ships are in the Warp when it happens.


Greater Divination (Local Chaos Polities)- 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.

Complete
Year three roll d100=33+45(control)+60(Paragon of Divination)+20(double down)=158: Success
Year three roll d100=57+45(control)+60(Paragon of Divination)+20(double down)+15(Paragon of Divination)=197: Critical Success
some information will be added to datasheets

High Grandmaster Ridcully spent a year examining the local Chaos polities in order to detemrine both what they are capable of and what they are doing. To begin with he found that Valinor is expecting a major crusade fleet within the next decade, which they intend to keep secret until they have an opportunity to use it to kill Saint Lin. They are certain that they will gain much favour from the Abomination if they kill him and are willing to die to the last man in this effort. That means that while they are currently fortifying they will be willing to strip their worlds of defences in order to get enough men to kill Saint Lin, and will likely wait until the Imperial Trust is tied down on another front before they begin.

Otherwise he can tell that the Princedom of Turoq is preparing their new game-changing super-weapon for the Awakening of the Ork Gods, and are confident that it will be enough to allow them to weather the storm. So far Ridcully has not proven able to determine exactly what said weapon is and tells you that it is obscured by a diviner of prestigious skill, most likely a Lord of Change or Daemon Prince of Tzeench. The Princedom of Demagoye is also fortifying their worlds but does not have any new super weapons waiting in reserve, or at least not any that Ridcully can predict. The assorted minor Chaos polities are not doing anything of note, and are almost certainly doomed.


Double Down: A Witness Part Three: What- In five years time the Ork Gods will Awaken, and change the galaxy. High Grandmaster Ridcully wishes to personally witness this awakening. As well as deepening his understanding of both the Warp and the Ork Gods this will hopefully give him insight into what has changed about the Orks with their Gods Awakening, which will help prepare you for what is to come. On the downside this is a incredibly dangerous idea, even for Ridcully.

Time: 2 years. (must have succeeded in Part two)
Chance of Success: -10% (no re-rolls)

Cost: 4,000,000 Thrones
Reward: Witness the Awakening of the Ork Gods

Complete
Year three roll d100=93+45(control)+5(traits)+60(Paragon of Divination)+20(double down)=223: Critical Success
See Interlude for details

After two years of mediation and preparation High Grandmaster Ridcully carefully put himself into a deep trance as the Ork Gods Awakening approached.
Anti-Ork Powers: Countering- Tamia thinks that with a few years effort and a bit of luck she will be able to create a Psychic Power designed to specifically counter the Powers of Ork Weirdboyz. She tells you that the power would be based around calm, which is the force most inimical to the portion of the Waaagh that Weirdboyz draw on. While the initial power would be designed to be used by a single psyker in a small scale engagement Tamia thinks that she will be able to improve on it in time and come up with a version susceptible for use by entire Choirs, and one for Songweavers.

Time: 4 years
Chance of Success: 20% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Create personal scale power optimised for counters the powers of Ork Weirdboyz

Complete
year four d100=43+27(learning)+10(traits)+15(Roke Island)=95: Success
year four re-roll d100=99+27(learning)+10(traits)+15(Roke Island)+15(Paragon of Divination)=166: Critical Success

Tamia spent four years working on creating a psychic power that counters Ork Weirdboyz powers efficiently. After much work she was able to create a pair of powers, one usable by any Daemonologist or Primaris Psyker that will harmlessly counter any Weirdboyz power of equal or lesser strength and reduce the impact of more powerful powers. This works by pure destructive resonances, weakening the Orks Power as a whole. The other is far harder to use, with only Grandmaster Battle Psykers, Elite Primaris Daemonologists and some Master Primaris being able to use it. This power effectively destabilises a Waaagh power significantly stronger then it, causing unpredictable effects. This works by using targeted destructive resonances to remove a portion of the target powers make up, causing the whole power to collapse in on itself.


Double Down: Anti-Ork Powers: Techbane- Tamia thinks that with a few years effort and a lot of luck she will be able to create a Psychic Power designed to make Ork technology malfunction. This is due to the fact that most Ork technology relies of the probability manipulating aspects of the Waaagh to avoid malfunction, and that disrupting this should cause malfunctions. It will be highly channelling for Tamia to create even a personal scale version of this power, and take at least a decade. Creating more wonderful version would be even harder and more time consuming, though absolutely devastating in effects.

Time: 10 years
Chance of Success: -20% (uses learning)

Cost: 390,000,000 Thrones, 3,900,000 Material, 8,500 Advanced Material, 950 Exotic Material.
Reward: Create personal scale power able to cause Ork technology to malfunction

Locked – One out of Ten years completed

Tamia has recently started working on creating a psychic power designed to make Ork technology malfunction. She has only just started the project and has yet to report any results, and will not for several years at the least. She deos tell you that despite the difficulty of the task she has several leads which make her confident that she will be able to succeed in time.
Create Psyker Order (Order of Warding, for the purpose of implementing, maintaining, and researching wards and runes)- 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.

Locked- Three out of Six years completed

For the last three years Xavier has been overseeing the foundation of a Psychic Order dedicated to Runes. This Order will create and maintain runic items as well as conduct research into runes. It will fall under the Central Department under the command of Grandmaster Tamia Jameson. He is recruiting from among the Artisan and Sancitonites mostly, as would be expected given the Orders purpose.

Personal Attention: Administration Assistance: Upgrade Defences (Dorthonion and Erecura) [/b]- You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

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

Complete
Complete

Several years ago you finished upgrading the defences of Dorthonion and Erecura, brining Avernus two steps closer to having every city with at least incredibly heavy defences.


Thaddeus Expertise: Administration Assistance: Upgrade Defences (Silver Lake)- 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.

Complete

Thaddeus finished upgrading the defences of Silver Lake a bit over a year ago, leaving only Dis and Nechtan without incredibly heavy defences in the Helheim system.

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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year one=94+5(Palace)+13(diplomacy)=112: Fail

You have made sure to keep in contact with Syr over the years, and to meet her when she is in system which is currently rather rare. Her new postilion as the Lord-Captain of a Cruiser Squadron is proving to be a very time intensive task, especially with the Imperial Trust on a full war footing.


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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year two=58+5(Palace)+13(diplomacy)=76: Fail
year three=95+5(Palace)+13(diplomacy)=113: Fail

In recent years you have been working heavily with General Richards, and made sure to socialise with her outside of work hours. It is always interesting talking with General Richards who has a level of academic military education that exceeds anyone else on Avernus, making her an interesting counterpart to your more practical educations. The two of you always seem to e able to teach each other something when you talk.


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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year four=52+5(Palace)+13(diplomacy)=70: Fail
year five=57+5(Palace)+13(diplomacy)=75: Fail

You spent as much time as possible with Munstrum Ridcully as he prepared himself for witnessing the Awakening of the Ork Gods for the last two years. As well as providing him with the Black Crystal Jewellery for this entire time so that he may better accustom himself to the benefits that they provide him. It was interesting seeing Munstrum in this period, as it is the most uncertain that you have ever seen him. You suppose that for someone used to knowing the outcome of his actions before he takes them stepping into the unknown like this would be rather disconcerting. You can only hope that he survives what may be the greatest test of his abilities in his life.


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

Time: 1 Year.
Chance of Success: 50%

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

Complete
year five=87+5(Palace)+13(diplomacy)=105: Success

You made a series of speeches to your people over the last year warning them of the Awakening of the Ork Gods and what you suspect may come of it. While there was some fear at your words in general your people remained calmly determined to survive, many thinking that even with their gods awaken the Orks are not more dangerous then living on Avernus.
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 184,464,209,039 10,792,493,144 88,430,313,624 129,681,020,945 2,082,243 1,021,166 294,248 27 20,316,018,428
Net Income -116,216,063,634 6,235,282,917 105,123,159,476 18,948,819,388 3,380,418 -67,499 35,967 -2 1,346,725,393
Percent of Income used 488.53% 83.74% 10.84% 17.19% 96.73% 180.66% NA 108.90%  
Remaining 68,248,145,405 17,027,776,061 193,553,473,100 148,629,840,333 5,462,661 953,667 330,215 25 21,662,743,821
Percent Growth -63.00% 57.77% 118.88% 14.61% 162.35% -6.61% 12.22% -8.99% 1.33%
 
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as a warning I am going on holidays in Friday and will have limited internet access
I plan to try and get the interlude up before then but between work and preparing I may not
I will return on the 16th
 
Dawm these turn!!!!!! Well looks like it was a great choice to expand the PDF and that we bough all the AM we are going to need it. Also fuck the Eldar.
 
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Ouch, 2 Chaos Alpha's, and a poor showing from the beta's taking their trials.
So the Eldar found some krorks which has woken up the ork gods, thats... interesting.
Not good but interesting.
Ridcully crited on watching the gods waking up, looking forward to that interlude.
Pretty mixed results this turn, gonna be FUN TIMES for the near future I feel.

Edit: Gettin kinda hype for Durin's take on the krork, haven't seen anyone imply the eldar are old allies of them before. Makes sense though, both are old one bio weapons made for the same war.
 
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Good turn in a lot of ways. Lots of crits.

Double Down: A Witness Part One: Why- High Grandmaster Ridcully believes that it may be very useful to discover exactly why the Ork Gods are Awakening. In part because this may give insight into what they will do after Awakening and in part because anything big enough to wake them up is a possible threat that should be known about. He tells you that it will take a year or two at the most for him to discover this information.

Time: 1 year.
Chance of Success: 10%

Cost: 4,000,000 Thrones
Reward: Learn why the Ork Gods are Awakening.

Complete
Year one roll d100=52+45(control)+60(Paragon of Divination)+20(double down)=177: Critical Success

High Grandmaster Ridcully spent a year attempting to divine exactly what caused the Ork Gods to Awaken. When he attempts this his mind is drawn back to an earlier vision of his, when just before the Eldar sacrificed themselves to create/awaken Ynead "He saw the Starstriders of Alaitoc leave, beginning their final mission to free ancient, forgotten allies from the first enemy. They will most likely die to the last Eldar in their quest but are willing to shoulder this burden. Their quest must succeed if the forces of the Necrons are to be stopped when they return from the Deep Void.", and he is given the knowledge that they succeeded and that this is what has caused the Ork Gods to Awaken. From what he knows it is likely that they freed some Krok from somewhere, and that the Awakening of the Ork Gods is in response to this. Given how little you know of the Krok you are not sure what to think about this, though at least there is chance that they will be reasonable.

Krork is misspelled as Krok here twice.
 
Oh bugger, most of our anti-Psyker works are offline. Near when the Ork Gods are deploying.

shiiitttttt.

The ATA is good for dealing with Warbosses, sure, but shiiitttt.
 
talk to games workshop as that part of the hierarchy is theirs

From the 40k wiki

Admirals
A High Admiral commands a Crusade or collection of Battlegroups.[17]

Known High Admirals:

An Admiral sees command of a Battlegroup, which is an assigned grouping of ships to handle certain situations.[3]

Known Admirals:

Vice-Admiral is traditionally in charge of a vanguard, and as such is usually placed in command of scouting forces of light cruisers and destroyers[10b].

Known Vice Admirals:

Rear-Admiral is usually an administrative post, based around logistics and planning.[10b]

Battlefleet Ranks

Imperial Navy Officers
Senior Officers
Commodore or Commodore-Captain is a rank within the Imperial Navy, held by personnel such as the adjutant to an Admiral or the commander of a battle-squadron.[7]

Known Commodores:

Lord-Captain or Flag-Captain is the rank given to the Captain of a vessel on detached duty.[10b]

Known Lord-Captains:

Captain: in the Imperial Navy the rank of captain implies that the bearer has command of a ship. On board his ship, his word is law, above that of any other, save the Emperor's own. An Imperial Navy captain receives orders from a Rear-Admiral. He would then interpret these orders, and have them carried out by delegating tasks to his command staff.[Needs Citation]

Known Captains

Commander is a senior officer rank within the Imperial Navy held, for example, by the First Officer of an Imperial Cruiser or the captain of an escort vessel.[4]

Known Commanders:

Lieutenant Commander is a senior officer rank within the Imperial Navy.[4]
 
Ok it might be best to use what we have best against Valinor. Which is a oracle who most likely got a even more badass trait and a sneaky admiral to lay a ambush. We know in advance and can literally put a minefield into where they will come out and have the Avernus fleet lay in wait.
 
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