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

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
@Durin, looking at the Trust datasheet and I have a question. We only had two Ramilies Starfort after the Fall (Ours and Asgard's) so where did Alfheim, and Byzantium get theirs? My best guess if when we reverse engineered ours to make Advanced Ramilies Designs the two just commissioned their own old school versions?

Edit: Also for some reason Asgard has 43 Armored Battleships but only the Imperium era ships they started with in support? I think this is a typo for the Trust having those ships.
 
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Riiight, we still need to upgrade that thing. Deiphobe won't be complete without a DAoT-grade Ramilles.
I could see the argument for multiple Ramilles types to round off our defenses. First off some Fortress types over our moon city's and as cap stones to our main world defense net. They'd be to our Defense Stations what said Stations are to our Heavy Defence Platforms. Next is a few Carrier types to expand our Void Fighter/Bomber wings and counter Ork/Chaos Fighters and landing craft. We really lack on that fount compared to what they toss out in a fight. After that I have two support types in mind. First is a System Command and Control that goes all in on coordination and anti EW for the fleet/stations and gives a bonus to space combat. The second can probably be rolled into the first but is a Fleet HQ/Training/and Fleet Support center. It's not suppose to be a main contributor in a space battle and should be protected but to passively handle the support functions our fleet needs off of the battle field and cut down on maintenance cost and increase our navy's base skill rate and bonuses across the board.

The variant we have designed (one for fleet support) costs around the same to build and maintain as a command battleship.

So somewhere in that ball park.
Do note that that one is suppose to be semi-mobile and has internal factories to handle supplying and fixing both a fleet and a Army Group all by itself. Just keeping it supplied is a major cost. Everything else should be mostly stationary and more mono focused so much cheaper on the budget.
 
I-era Ramilles can have upgraded components. To get the full bonus it would need total rebuilding. And we either need a generalist or defens version (only have foreward base at the moment).
 
I-era Ramilles can have upgraded components. To get the full bonus it would need total rebuilding. And we either need a generalist or defens version (only have foreward base at the moment).
Thankfully the action in question is now short enough (5 years as opposed to 10) that we'll actually consider doing it.
 
Speaking of Avernite signautre traits I expect having Combat skill that makes each Avernite 40k John Wick now with cybernetics is quite terrifying. Looking at our causality rates you will notice how Avernites rip and tear through anything you send them against and you can be assured be it rangeed or melee Avernites will find a way to kill the enemy even if they must use only their bare hands and whatever else they can scrounge up.
 
I'm really looking foreward to seeing the effects of our power armor and cybernetics. I hope to see a much more lopsided casualty ratio now.
 
@Durin
1. What tech level are the Mycendid's bio chemicals on?
1ii. Are they telling us how to make them or are we just buying the chemicals and medicines?
2. Have we seen/asked the Sphinx if the rifts they guard ever close?
3. Have we asked why there are rifts in Duat to begin with? There are not randomly opened rifts in the Everglades with sphinx's as far as I know.
4. Have we asked the Sphinx about the Planet mind.
5. If we have what did they say (probably something mysterious and not especially useful if they said anything at all)
 
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Turn One Hundred and Three Results
Turn One Hundred and Three Results
Two Hundred and Forty-five years since the Founding of Avernus

Over the last five years the the general Ork and wildlife kills has increased massively to eight and a half million troopers a year, half of them a result of multiple Magma Wyrms hitting Dis.

Ace Pilot Academy- Avernus has now built up enough institutional experience on piloting that General Richard believes that creating an Ace Pilot Academy is worthwhile. As well as increasing the average skill of your pilots this will allow you to train Ace Fighter Wings, which if equipped with the more advanced technology that you have access to will be an incredible force in the skies.

Time: 8 years

Cost: 30,000,000 Thrones, 6,000,000 Material, 3,000,000 Metal, 1,200,000 Promethium, 140,000 Advanced Material, 15,000 Exotic Material.
Upkeep per year: 3,000,000 Thrones, 600,000 Material, 300,000 Metal, 120,000 Promethium, 70,000 Advanced Material, 300 Exotic Material.
Reward: Ace Fighter Academy in Dis, +5 to air skill and allows the training of Ace Air Wings

Complete

A bit over a year ago General Richards formally opened the doors of the Ace Pilot Academy, where Avernus' est pilots will receive advanced training. The initial class is already in progress and you will soon be able to begin training Ace Air Wings, of which General Richard's already has some plans for.


PDF: Void Infantry- Currently Avernus has a large force of power armoured Helltrooper Void Infantry but lacks any normal Void Infantry. This gives you a highly elite strike force but means that you lack the numbers to properly garrison all of your warships, let alone your defences as well. General Richards has put forward a plan to recruit two armies of PDF Void Infantry, which would give you enough forces not not only properly garrison your warships and defences but fully garrison the warships and have entire corps of PDF in reserve for expansions to your fleet. Given just hoe much Orks use boarding this could prove to be essential in the years to come.

Time: 6 years

Cost: 190,000,000 Thrones, 31,000,000 Material, 400,000 Promethium, 6,400,000 Advanced Material.
Upkeep per year: 8,000,000 Thrones, 1,800,000 Material, 180,000 Promethium, 110,000 Advanced Material.
Reward: Recruit 20,000 PDF Void Infantry Regiments.

Complete

A bit over a year ago General Richards commissioned the last units of the 2nd​ PDF Void Infantry Army, which will finally provide more Void Infantry then is necessary, even for a heavy boarding environment. As well as ensuring that Avernus will have sufficient Void Infantry for almost all of its needs this is enough to provide a large reserve that can be used to rapidly recover losses or be loaned to the Imperial Trust as needed.


PDF: Artillery and Transport- Currently your forces lack the sheer weight of firepower that massed artillery can provide when you are on campaign. General Richards would like to change this by forming ten thousand regiments of PDF Artillery, and entire army. To supply this force on the move she would need to greatly expand the number of transport regiments that you can field, also to around ten thousand. Despite the increase in capabilities that this would provide it is still dealing with a relativity small number of people and so requires a far shorter training time then other options.

Time: 5 years

Cost: 220,000,000 Thrones, 59,000,000 Material, 7,700,000 Promethium, 720,000 Advanced Material, 8,860 Exotic Material.
Upkeep per year: 9,300,000 Thrones, 3,700,000 Material, 3,300,000 Promethium, 12,000 Advanced Material.
Reward: Recruit 10,000 PDF Artillery Regiments, Recruit 8,000 PDF Transport Regiments.

Complete

A bit over a year ago General Richards finished training the last of the new PDF artillery regiments, well before they are needed. The massive increase in artillery that they provide to your forces will prove to be highly useful against Orks, who are one of the forces most susceptible to massed artillery that you know of. When combined with the transporters that you also prepared the Avernite miltiary has gained a powerful new weapon.


Crab Regiments- General Richards has proposed founding twenty Helguard Crab Walker Regiments. These powerful regiments will both allow you to make use of armour in environments that are usually impassable and provide a force able to counter Ork Walkers in melee.

Time: 7 years

Cost: 22,000,000 Thrones, 3,500,000 Material, 170,000 Promethium, 1,700,000 Advanced Material, 100,000 Exotic Material.
Upkeep per year: 4,400,000 Thrones, 700,000 Material, 84,000 Promethium, 170,000 Advanced Material, 5,000 Exotic Material
Reward: train 20 Helguard Crab Regiments

Locked- One out of Seven years completed

For the last year General Richards has been working on training Avernus' first Crab Regiments. These units will add a whole new dimension to Avernus' tactical options, being able to be used in environments that normal armour is forced to avoid and being able to meet other walkers in melee in far greater numbers then the Aesir can manage.


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

Time: 2 years

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

Locked- One out of Two years completed

For the last year General Richards has been working on figuring out how to best use the Hellord Superheavy Tank, one of the best anti-infantry vehicles that you know of. He tells you that the Hellord seems to work best in larger formations with support from a small number of the more flexible Fellblades. The best size of the unit and proportion of Fellblades to Hellords is still being worked on though General Richards can approximate it as a regiment with several dozen Hellords and one to three squadrons of Fellblades.


Double Down: Mass Power Armour Investigation- Avernus is deploying power armour on a scale quite possibly not seen since the Dark Age of technology. It is quite likely that there are several major flaws in your methods which were made from a mix of the use of power armour as elites and regular tactics and force compositions. General Richards would like to spend a decade studying the use of power armour on the scale you are now operating in order to find any such flaws. While time consuming this could lead to some major improvements in your use of power armour without increasing upkeep, a vital consideration.


Time: 12 years
Chance of Success: 40%

Cost: 380,000,000 Thrones, 38,000,000 Material, 3,800,000 Promethium, 790,000 Advanced Material, 890 Exotic Material
Reward: Investigate ways to improve your use of power armour on large scales and your force compositions.

Locked- One out of Twelve years completed

Over the last year General Richards has begun a major investigation into the use of massed power armour by the forces of Avernus. So far this has consisted entirely of gathering all combat reports from power armoured groups in regiments size and above and starting to interview veterans of this battles for their opinions. So far no conclusion have been drawn but General Richards is pretty convinced that a major reorganisation will be required.


Personal Attention: Expand Helltroopers- Another proposal by General Richards is to greatly expand the size of your Helltroopers, forming them into a full size army. This is time consuming and expansive but the sheer combat power that it will provide makes it more then worthwhile. General Richards advises beginning this project as soon as possible.

Time: 16 years

Cost: 6,000,000,000 Thrones, 560,000,000 Material, 21,000,000 Promethium, 130,000,000 Advanced Material, 97,000 Exotic Material .
Upkeep per year: 420,000,000 Thrones, 40,000,000 Material, 7,000,000 Promethium, 4,800,000 Advanced Material, 1,400 Exotic Materal.
Reward: Triple the size of your Helltroopers by recruiting 1,841 Helltrooper Power Infantry Regiments, 750 Helltrooper Scout Infantry Regiments, 760 Helltrooper Power Mechanised Infantry Regiments, 318 Helltrooper Armour Regiments, 298 Helltrooper Fast Armour Regiments, 740 Helltrooper Jetbike Regiments, 599 Helltrooper Power Drop Infantry Regiments, 198 Helltrooper Power Siege Infantry Brigades, 410 Helltrooper Hellhound Regiments, 410 Helltrooper Bane Wolf Regiments, 410 Helltrooper Anti-Air Regiments, 1,700 Helltrooper Artillery Regiments, 205 Helltrooper Sentinel/Goliath Regiments, 850 Helltrooper Power Combat Engineer Regiments, 85 Helltrooper Phase-Tank Regiments.

Locked- Ten out of Sixteen years completed

For the last five years you have continued to overseeing the expansion of the Avernite Helltroopers into a full army. Almost half of the new regiments have now finished their training, and the remainder are currently being trained. You expect the last of the new Helltrooper Regiments to be combat ready in six years time, probably before they are needed.

Construct: Skeid Military Transport- Admiral Sarnow has recently proposed that Avernus build several Skeid Military Transports to help transport your ground forces. This will leave most of our smaller shipyards free for repairing Shadow Class Destroyers, many of which will be tithed to the Imperial Trust. Given that the Avernite Navy is intended to specialise in planetary assault having some Skeids would be incredibly useful.

Time: 6 years.

Cost: 2,000,000,000 Thrones, 1,200,000,000 Material, 17,000,000 Promethium, 920,000 Advanced Material, 5,800 Exotic Material.
Upkeep per year: 100,000,000 Thrones, 58,000,000 Material, 7,200,000 Promethium, 38,000 Advanced Material, 96 Exotic Material.
Reward: Construct 8 Skeid Military Transports, repair 340 Shadow Stealth Destroyers, tithe 182 Shadow Stealth Destroyers to the Imperial Trust.

Complete

Three years ago Admiral Sarnow formally commissioned the first eight Skeid Military Transports for the Avernite navy. These ships will allow you to land a significant force even in the face of heavy combat and orbital defences, as well as giving access to the ability to make crash landings on very heavily fortified worlds.

Construct: Skeid Military Transport- Admiral Sarnow has recently proposed that Avernus build several Skeid Military Transports to help transport your ground forces. This will leave most of our smaller shipyards free for repairing Shadow Class Destroyers, many of which will be tithed to the Imperial Trust. Given that the Avernite Navy is intended to specialise in planetary assault having some Skeids would be incredibly useful.

Time: 6 years.

Cost: 2,000,000,000 Thrones, 1,200,000,000 Material, 17,000,000 Promethium, 920,000 Advanced Material, 5,800 Exotic Material.
Upkeep per year: 100,000,000 Thrones, 58,000,000 Material, 7,200,000 Promethium, 38,000 Advanced Material, 96 Exotic Material.
Reward: Construct 8 Skeid Military Transports, repair Repair 18 Buccaneer Class Light Cruisers, 33 Adherent Class Light Carrier, 200 Privateer Class Raiders, 200 Soldier Class Destroyers, tithe Light Cruisers, Light Carriers and 172 Soldier Class Destroyers to Imperial Trust.

Locked- Four out of Six years completed

Admiral Sarnow has continued to focus Avernus' shipyards on building Skeid Military Transports and repairing the last ships from the graveyard. He now has another eight Skeids under construction along with most of the remaining ships from the graveyard. He tells you that he will be finished in two years time, as planned.

Expedite: Upgrade Defences Deiphobe: Four times- 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: 4 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
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Complete

Admiral Sarnow has continued to focus the vast majority of his spare resources on strengthening the orbital defences of Deiphobe, which are getting rather formidable. He tells you that he has just about reached the point where he believes that Deiphobe has sufficient defences, needing only one more set of orbital defences. Given the likelihood of a Abomination Crusade Fleet attacking the system in the near future you are glad to hear that your orbital infrastructure is secure.

The population of Avernus grew by an average of 1.27% over the last five years with the situation remaining steady. Currently both Elysium and Duat are approaching their maximum population capacity, which can be countered by expanding a city in Duat and building more cities in Elysium.

Hyper Juve-Nat Production Factories- The older members of your military forces are reaching the age where Advanced Juve-Nat is not enough to keep them going. General Richards has requestd tht you build a large enough source of Hyper Advanced Juve-Nat to supply to these veterans. Given that the entire Phase-Tigers are in this category you see her point. Signe tells you that it will be time consuming to get enough production for even a few hundred thousand doses, though this should be a sufficient number for the foreseeable future.

Time: 12 years.

Cost: 1,200,000,000 Thrones, 230,000,000 Material, 11,000,000 Metal, 45,000,000 Promethium, 94,000 Advanced Material, 5,300 Exotic Material.
Upkeep per year: 120,000,000 Thrones, 23,000,000 Material, 11,000,000 Metal, 45,000,000 Promethium, 9,000 Advanced Material, 530 Exotic Material
Reward: builds Juve-Nat factories oin each city of Avernus, +380,000 doses pf Hyper Advanced Juve-Nat per year

Locked- Ten out of Twelve years complete

Signe has continued to work on building Hyper-Advanced Juve-nat Factories and is now in the final stages. She tells you that all of the factories have been built and have had most of their equipment installed. Over the next few years the equipment will be tested and calibrated as the workforce finishes its final stages of training.


Expand Juve-Nat Production Factories- Currently Avernus is using up more Juve-Nat per year then your factories produce. At the moment this is no issue but it will become one if left unattended for to long, or if you start using much more Juve-Nat. To fix this Signe has suggested expanding the size of your Juve-nat Factories four-fold. This would allow you to potentially provide Juv-Nat to a quarter of your current population, which should be enough for the foreseeable future.

Time: 10 years.

Cost: 8,500,000,000 Thrones, 1,700,000,000 Material, 85,000,000 Metal, 340,000,000 Promethium, 710,000 Advanced Material.
Upkeep per year: 850,000,000 Thrones, 170,000,000 Material, 8,500,000 Metal, 34,000,000 Promethium, 71,000 Advanced Material.
Reward: enlarges Juve-Nat factories over Avernus, +4,560,000,000 doses per year

Locked- Eight out of Ten years complete

Signe is also in the final stages of expanding the normal Juve-Nat Factories, which is a very good thing as currently demand is half again your production which is eating into your reserves at a rapid pace. She tells you that production will begin to rise over the next year as factories being to be completed and will peak in two years time when the final factories comes online.


Juve-Nat: Centenarians- Signe has suggested providing free Juve-Nat treatments to everyone who survives spending a hundred years on the surface of Avernus. Given the planet they will mostly consist of the toughest, most skilled and luckiest people of their generations and will hopefully act as a great source of institutional experience for the population as a whole.

Time: 5 years.

Cost: 750,000,000 Thrones, 38,000,000 Material, 790,000 Advanced Material.
Upkeep per year: varies
Reward: arrange to provide Juve-Nat treatments to everyone over a hundred years old, provide Juve-Nat treatments to 70 million centenarians, increase rate of Juve-Nat bonuses, +5 to wildlife combat bonus, +9 militia combat bonus.

Complete

Three years ago Signe finished rolling out Juve-Nat to several hundred million Avernite Centenarians. This increases the number of civilians with access to Juve-Nat by a third to eight hundred million, a percentage that will only go up over the years. Signe tells you that currently over five percent of the population of Avernus has access to Juve-Nat, a significant amount.


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

Time: 10 years.

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

Complete

Thaddeus has recently finished expanding the city of Okenfenokee into a Small Hive, bringing the number in the Everglades up to two. As well as providing living space for a lot more people in the region this offers a strongpoint in the western Everglades, one of the edges of human civilisation on Avernus.


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

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

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

Complete
year one d100=54+34(Rotbart)=88: Fail +10 to next attempt
year one re-roll d100=18+34(Rotbart)+15(Paragon Diviner)=77: Fail

You spent a year conducting an educational review, to little real impact. You fund a few areas tat you felt could be improved but as of yet have not figured out how they can be improved.


Double Down: Personal Attention: Administrative Shake up- In the centuries since the Avernite Administratum was founded much has changed, about both Avernus and the galaxy as a whole. Signe is sure that this ahd led to several administrative inefficiencies forming within it. She thinks that with a few years work she will be able to find these and patch them up.

Time: 2 years.
Chance of Success: 40%(goes down by 5% per success)

Cost: 370,000,000 Thrones
Reward: +0.5% administrative efficiency (currently 62.5%)

Complete
year three d100=72+34(Rotbart)+20(double down)=126: Success
year three re-roll d100=22+34(Rotbart)+20(double down)+15(Paragon Diviner)=91: Success
+0.5% administrative efficiency

You spent a pair of years devoting a large portion of your attention to working on improving the efficiency of the Avernite Administratum. You were able to find several officers within the Administratum which could be either entirely removed or almost so as a result of improvements to data technology making their purposes either irrelevant or trivial.


Personal Attention: Double: Administrative Shake up- In the centuries since the Avernite Administratum was founded much has changed, about both Avernus and the galaxy as a whole. Signe is sure that this ahd led to several administrative inefficiencies forming within it. She thinks that with a few years work she will be able to find these and patch them up.

Time: 2 years.
Chance of Success: 35%(goes down by 5% per success)

Cost: 370,000,000 Thrones
Reward: +0.5% administrative efficiency (currently 62.5%)

Complete
year five d100=1+27(Signe)+34(Rotbart)=62: Critical Fail
year five re-roll d100=83+27(Signe)+34(Rotbart)+15(Paragon Diviner)=159: Critical Success
+1% administrative efficiency

For the last two years you and Signe have been working on improving the efficiency of the Avernite Administratum. Between the two of you dozens of changes have been made, ranging from minor tweaks in procures to entire officers being made, removed or amalgamated as you strive to improve your planetary government at its most basic level.

Inquisitor Klovis-Ultan's diplomats have been working on repairing the damage that your recent actions have caused to the reputation of Avernus. They have made no progress over the last half decade, though they remain hopeful.


Investigate: Dragon's Nest- According to Inquisitor Klovis-Ultan relations between the Imperial Trust and Dragon's Nest are now good enough that he could conduct enough of an investigation to provide you with an overview of the realms history and current capabilities.

Time: 5 years
Chance of Success: 60%

Cost: 400,000,000 Thrones
Reward: More detailed write up of Dragon's Nest

Complete
year four d100=94+17(diplomacy)+20(double down)=131: Critical Success
See datasheet for more detailed information

Inquisitor Klovis-Ultan recently finished his report on the history and current capabilities of Dragon's Nest, the Imperial Trust's main regional ally. He tells you that while far larger then the Imperial Trust Dragon's Nest has a similar sized economy due to the lower level of available technology and economy. This economy is sued to support good planetary defences, a skilled but not massive fleet and an highly trained and well equipped army as well as the Blood Dragon's themselves. Hisotically Dragon's Nest started off as an Imperial Sector which the Blood Dragon's took over after the Sector Lord fell to Chaos, since then it has largely remained stable until the recent conquest of the Petty Imperium of Karnas.


Trade Talks (Mycenids)- The Mycenids of the Everglades are some of the best biochemists that you know of and are willing to assist you in exchange for goods you are perfectly willing to give up. This assistance should greatly assist your medical system deal with the constant plagues that ravage your population, many originating in the region they hail from.

Time: 1 year.

Cost: 490,000 Thrones.
Reward: provide Mycenids with chemicals and biological samples in exchange for medical assistance, +20 to some Biologis actions, +1% population growth rate, reduced losses from plagues.

Complete

Inquisitor Klovis-Ultan recently struck a deal with several of the more friendly Mycenid tribes in which they will assist Avernus with their biochemical skills and knowledge in exchange for a range of manufactured chemicals and a few biological samples. With their assistance the creation time for new antibiotics and vaccine has been reduced by a large amount, reducing the numbed that are killed by Avernite diseases each year.

Jane reports that the number of Chaos Cultists found per year has dropped at around one hundred and thirty.

Of the 4,341 major psykers found over the last five years only 327 of them were Chaotic.
300 of the Chaotic Psykers consisting of 2 Beta-level, 16 Gamma-levels, 46 Delta-levels, 117 Epsilon-levels and 118 Zeta-levels were killed without causing any significant levels of damage over the last five years.
At least 26 of the Chaos Psykers including 3 Beta-levels, 7 Gamma-levels and 16 Delta-levels were dragged though warp rifts that closed behind them.

One Gamma-level caused minor damage killing 600 Witch Hunters, 36 Veteran Witch Hunters and 40 Elite Witch Hunters

One Beta-level Diviner/Daemonologist failed to kill anyone but did successfully telaport Jacob Oakheart deep into the caverns, before calmly waiting for his inevitable death at the hands of Jacobs loyal team. While many have written him off as dead Ridcully encouraged Jane not to lose hope. So she hasn't.

The untainted major Psykers included 7 Beta-levels, 49 Gamma-levels, 286 Delta-levels, 1,185 Epsilon-levels and 2,487 Zeta-levels.
217,071 minor Psykers were located by the Witch Finders over the last five years, not as many as usual but still far more then the previous 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- Twenty out of Thirty years completed

Jane has continued to work on setting up the Assassination Temple of the Last Hunters for the last five years, and is continuing to make decent progress progress. She is currently working on creating a more detailed organisational structure for the Last Hunters, so that talents can be recognised and made proper use of.


Focused Psyker Hunting- Jane is incredibly skilled at hunting down and killing powerful psykers. If she focuses her hunt on the more powerful psykers she will be able to kill many of the more powerful psykers without much issue, though this is more risky for her than normal psyker hunting.

Time: 1 year.
Chance of Success: 30%

Cost: 6,100,000 Thrones.
Reward: +8 to rolls to deal with Chaos Psykers of at least Delta-level for each success, can be taken multiple times

Complete
Year One d100=31+25(Intrigue)+18(combat)+20(traits)=94: Success
Year One re-roll d100=15+25(Intrigue)+18(combat)+20(traits)+15(paragon diviner)=93: Success
+8

Jane personally led the hunt for the more powerful rogue Psykers over the last years was was able to kill over a half dozen of them including several Gamma-levels. This had a major impact on the amount of damage that Chaos Psyker inflicted over the last five years.


Train Master Psyker Hunters- Around five thousand of Jane's Psyker Hunters, including Jacob, are skilled and experienced enough that she could train them into being Master Psyker Hunters. These Psyker Hunters would be armed to a level similar to that of the champions of the Life-Guard and have the skills to make proper use of their wargear. Jane tells you that the addition of Master Psyker Hunters to her ranks should result in a notable decrease in the amount of damage that the more pwoerful Psykers cause to Avernus.

Time: 8 years

Cost: 287,000,000 Thrones, 370,000 Material, 22,000 Promethium, 700,000 Advanced Material, 250,000 Exotic Material, 5 Relic Material.
Upkeep per year: 3,700,000 Thrones, 60,000 Material, 11,000 Promethium, 140,000 Advanced Material, 25,000 Exotic material, 2.5 Relic Material
Reward: train 5,000 Master Psyker Hunters, start training more Master Psyker Hunters, +5 to dealing with Chaos Psykers and an addition +5 to dealing with Delta-level and above.

Locked- Four out of Eight years completed

For the last four years Jane has been putting her best Psyker Hunters though an intensive training program in order to bring them up to the level that she considers to be a Master Psyker Hunter. This training has been going well and Jane expects that the Master Psyker Hunters that she gets out of it will be some of the deadliest people on Avernus, and a major edge against even the most powerful of rogue psykers.

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

Time: 2 years

Chance of Success: -65% (99% after bonuses)
Cost: 800,000,000 Thrones, 40,000,000 Material, 4,000,000 Metal, 2,000,000 Promethium, 1,700,000 Advanced Material, 36,000 Exotic Material.
Cost: 400,000,000 Thrones, 20,000,000 Material, 2,000,000 Metal, 1,000,000 Promethium, 340,000 Advanced Material, 3,600 Exotic Material.
Reward: learn how to make better Grav-Accelerator Nova Cannons

Complete
year two d100=37+36(learning)+25(traits)+60(buildings)+35(other)+20(double down)=213: Success
year two re-roll d100=92+36(learning)+25(traits)+60(buildings)+35(other)+20(double down)+15(Paragon Diviner)=283: Critical Success

Three years ago Archmagos Tranth finished applying the improvements to Kinetic Weapons that he figured out based on The Well of Urd's weapons to Grav-Accelerator Nova Cannon. He was highly successful in this task, and not only figured out a way to increase the Grav-Accelerator Nova Cannon high range by a fifth and damage on direct hit by a tenth he was able to make the modifications minor enough that they could be applied to existing ships without a total rebuild.


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

Time: 1 year.
Chance of Success: -110% (56% after bonuses)

Cost: 320,000,000 Thrones, 790,000 Advanced Material, 89,000 Exotic Material
Reward: Gain information about Secondary Engines, first step on the path to creating your own version of Secondary Engines.

Complete
year three d100=94+36(learning)+20(traits)+75(buildings)+35(other)+20(double down)=280: Success

After a years careful study Archmagos Tranth was able to determine how the Secondary Engines of The Well of Urd function. He tells you that they effectively twist gravity in the area around the ship in order to accelerate the ship in a selected direction. While the engines are not able to provide nearly as much acceleration as a conventional engine their nature means that they emit absolutely no emissions, allowing acceleration under stealth to be achieved without compromising the stealth at all. This is helped by the fact that they do not need a particularly large amount of power to work, allowing them to be run with the main reactor on low. Archmagos Tranth is sure that he can repair the engines and almost certain that he can copy them.


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

Time: 2 years

Chance of Success: -65% (99% after bonuses)
Cost: 800,000,000 Thrones, 40,000,000 Material, 4,000,000 Metal, 2,000,000 Promethium, 1,700,000 Advanced Material, 36,000 Exotic Material.
Reward: learn how to make better Grav-Accelerator Batteries

Complete
year five d100=69+36(learning)+25(traits)+60(buildings)+35(other)+20(double down)=245: Critical Success

For the last two years Archmagos Tranth has been working on applying the improvements to Kinetic Weapons that he figured out based on The Well of Urd's weapons to your Grav-Accelerator Batteries . He was highly successful in this task, and not only figured out a way to increase the Grav-Accelerator Battery already high range by a fifth and damage by a half he was able to make the modifications minor enough that they could be applied to existing ships without a total rebuild. Given that Grav-Accelerators are often used in your orbital defences and defence ships this will provide a significant boost to your planetary defences once implemented.
Complete Examination (Orks) - 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 five d100=1+28(stats and traits)+60(buildings)+10(Rune Priests) =99: Critical Fail
year five re-roll d100=32+28(stats and traits)+60(buildings)+10(Rune Priests)+15(Paragon Diviner) =145: Success

Archmagos Biologis Maximal recently finished his investigation of the changes made to Orks by the Green Awakening. His first discovery is that Orkish Spores now seem to mature and grow at around double their old pace, greatly boosting the Orks population growth and reducing the time between them landing and the first Feral Orks appearing. Next he found out that while an average boy is no bigger then they used to be the amount that they grow as they gain in rank has almost doubled. If the trend continues this means that a Beast Warlord is around six meters tall, a truly terrifying preposition. He has also found that the Orks ability to determine who is larger and tenancy to follow the lead of larger Orks has been magnified, along with many other classical Orkish traits.
Cathedral of the Machine-God: Mag Mell- In four years time Mag Mell 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 Machine-God would significant;ly increase your production of Exotic Materials, an increase of around twenty percent and almost double your production of Relic Material.

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:+10 to all Adeptus Mechanicus rolls, increase base EM production by 100% (currently +100%), increase AM production by 6,800 (280k), increase EM production by 5,535 (31k), provides 5 Relic Material per year, can have either Cathedral of the Omnissiah or a Cathedral of the Machine God, -1 Unrest for first built.

Complete

Fabricator-General Scott is currently finishing consecrating the Cathedral of the Machine-God in Mag Mell. This massive Forge is one of the greatest works of the Adeptus Mechanicus so far in the Imperial Trust, and is going to become the centre for Mechanicus research now that it is completed.. As well as being a symbol of the Mechanicus the Cathedral of the Machine-God produces an large amount of Exotic and Relic Material, reducing your reliance on imports and allowing for the construction of more very advanced technology.

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

Time: 8 years.

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

Complete

Fabricator-General Scott recently finished consecrating a Cathedral-Forge in Belisama, increasing your total number to six. As well as being a sign of prestige this will help build and maintain the highly advanced technology that many of your most powerful forces utilise.

What is The Nature of Divinity?- Saint Lin has been pondering on exactly what gods are and how they are formed for many years. He feels that is is approaching a breakthrough in this endeavour and would like to devote more of his time and effort to this project. While there are no immediate benefits to this if he can discover anything new it would be more then worthwhile.

Time: 10 years
Chance of Success: -20 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on the nature of Gods, ??.

Complete
year five d100=35+43(stats and traits)+20(double down)+20(double)=128: Success

Saint Lin has recently finished his meditations on the nature of divinity. He begins by telling you that Gods draw their power from a combination of two things, the first is worship and the second is their domain. He also mentions that there are three main types of gods, which are mostly determined by their birth. These types are Primal Gods which are born of the Warp, Religious Gods who arise from worship, and Ascended Gods, who are created by their own actions, though the line between the three is often blurry. There is possibly a fourth type, the Created God which is made by the actions of others but Saint Lin is unsure of this.

Gods gain power from worship in two ways, the first is a small amount of power for every worshipper, the amount depended on the piety of the worshipper in question and the power of their soul. The second form is from actions done in their name. This a is board category and exactly what actions one in a gods name can give it power varies but in general the more an action fits into the gods sphere of interest and the greater the action the more power the god will gain from it. According to Saint Lin power gained from worship is easier for gods to store, and is the reserves that they draw on when pressed.

Gods gain power from their domain in a rather simple way, the more actions there are in their domain and the bigger the actions are the more power they gain. The domains of gods can vary greatly, from the massive domains of the Gods of Chaos, who draw power from every action in the galaxy that fall under them to the more limited domains of many lessor gods. In particular many racial gods such as the Eldar Pantheon only draw power from actions involving their race, and possibly within a very small domain on a galactic level. For example where the Blood Gods draws power from every fight in the galaxy Gork will only gain power from fight involving Orks. The power gained though a Gods Domain is far more temporary then the power gained though worship, not being easy to store for long but regenerating quickly.

A Primal God in one formed out of the Warp when a aspect of the Warp unclaimed by another god gains enough power, and a God arises to claim that aspect as a domain. Primal Gods generally gain the majority of their power though their domain, which are almost always galactic in scope. It is near impossible to truly kill a Primal God while its core domain still exists, but a Primal God has its actions limited by its nature and domains to a far greater extent then any other form of god. The most well know examples of Primal Gods are the Chaos Gods, though their may be others of lessor power.

A Religious God is one formed by the worship of mortals, which comes into being after enough believe in it for long enough. Religious Gods generally gain the majority of their power though worship, though many do have domains which are often limited to a single species. A Religious God is tied in a very real way to its followers, and its existence often relies on their survival and its nature is affected by their beliefs. Mork and Gork are the greatest of the Religious Gods, though the gods of most races Pantheons also fall into this category.

The third form of God is the Ascended God, a mortal who has in some manner ascended into true godhood. These are the rarest gods and in most cases the weakest, relying entirely on the worship of a small group or on a tiny domain. An Ascended God is the only form of God that cans survive the destitution of its domain and death of its worshippers, though on the flip side they are far more vulnerable to death in other ways. Ascended Gods have far more freedom of action then even Religious Gods, and can at without many of the limits that other gods have on their actions. The most common form of Ascended God is the most powerful of the Daemon Princes of Chaos, who have Ascended into minor Gods in their own right.

It is possible that there is a final form of God, the created God which is made by the actions of others but Saint Lin is unsure of this. His only evidence of their existence is the older Gods of the Eldar Pantheon, which were possibly created by the Old Ones. If this form of god does exist Saint Lin doubts that any bar the Old Ones have ever been able to create them.

               

Trials

Alpha​

Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Passed​

0​

2​

22​

157​

751​

1,665​

83,654​

Attempted​

0​

6​

44​

246​

1,029​

2,148​

104,568​

Percent passed​

NA​

33.33%​

50.50%​

64.00%​

73.00%​

77.50%​

80.00%​
             

33​

Regular​

26​


Veteran​

7​


Primaris​

Beta​

Gamma​

Delta​

Beta​

Gamma​

Delta​

Biomancer​

0​

0​

2​

0​

0​

0​

Diviner​

0​

1​

4​

0​

0​

1​

Pyromancer​

0​

1​

5​

1​

0​

1​

Telekinetic​

0​

1​

5​

0​

0​

1​

Telapath​

0​

1​

4​

0​

0​

1​

Daemonologist​

0​

1​

4​

0​

1​

1​

Order of Omens​

0​

0​

0​

0​

0​

0​

Order of Warding​

0​

0​

0​

0​

0​

0​

Order of Restoration​

0​

0​

2​

0​

0​

0​
                                         

508​

Normal​

325​




Veteran​

155​




Elite​

20​




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

0​

0​

2​

18​

40​

0​

0​

1​

9​

20​

0​

0​

0​

1​

3​

0​

0​

0​

0​

1​

Diviner

0​

0​

2​

12​

27​

0​

0​

1​

6​

13​

0​

0​

0​

1​

2​

0​

0​

0​

0​

1​

Pyromancer

1​

0​

2​

23​

52​

0​

0​

1​

11​

24​

0​

0​

0​

1​

3​

0​

0​

0​

1​

1​

Telekinetic

0​

0​

2​

18​

39​

0​

0​

1​

9​

19​

0​

0​

0​

1​

3​

0​

0​

0​

0​

1​

Telapath

0​

0​

1​

12​

27​

0​

0​

1​

6​

12​

0​

0​

0​

1​

2​

0​

0​

0​

0​

1​

Daemonologist

0​

0​

2​

13​

30​

0​

0​

1​

6​

13​

0​

0​

0​

1​

2​

0​

0​

0​

0​


1​
             

30,973​

Trainee

Normal

Veteran

Elite

Master

Grandmaster

Minor Battle Psykers

33,462​

15,645​

11,457​

3,342​

513​

15​
                               

684​

Normal

452​




Veteran

202​




Elite

28​




Sanctionite

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

0​

0​

4​

28​

63​

0​

0​

1​

6​

13​

0​

0​

0​

1​

2​

Diviner

0​

0​

3​

17​

39​

0​

0​

1​

7​

16​

0​

0​

0​

1​

2​

Pyromancer

0​

0​

3​

19​

42​

0​

0​

1​

8​

18​

0​

0​

0​

1​

2​

Telekinetic

0​

0​

4​

28​

63​

0​

0​

2​

12​

27​

0​

0​

0​

2​

4​

Telapath

0​

0​

3​

19​

40​

0​

0​

1​

8​

18​

0​

0​

0​

1​

3​

Daemonologist

0​

0​

2​

25​

58​

0​

0​

1​

9​

20​

0​

0​

0​

1​

2​

Order of Omens

0​

0​

0​

1​

2​

0​

0​

0​

1​

2​

0​

0​

0​

0​

0​

Order of Warding

0​

0​

-1​

-3​

-7​

0​

0​

0​

2​

4​

0​

0​

0​

0​

1​

Order of Restoration

0​

0​

0​

0​

0​

0​

0​

1​

6​

14​

0​

0​

0​

1​

2​
             

-68,389​

Trainee​

Normal​

Veteran​

Elite​

Master​

Grandmaster​

Minor Sanctionites​

32,569​

-86,366​

15,743​

2,257​

85​

1​

Order of Omens​

56​

-138​

26​

4​

0​

0​

Order of Warding​

837​

-7,955​

1,048​

328​

13​

0​

Order of Restoration

0​

0​

1,431​

205​

8​

0​
                               

23​

Normal​

-55​

0​

0​


Veteran​

58​




Elite​

20​




Neo-Astropaths

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Neo-Astropaths​

0​

0​

-2​

-8​

-18​

0​

0​

1​

9​

18​

0​

0​

0​

3​

6​

Neo-Astropathic Receivers​

0​

0​

-2​

-8​

-18​

0​

0​

2​

9​

19​

0​

0​

0​

3​

6​
             

-41,742​

Trainee​

Normal​

Veteran​

Elite​

Master​

Grandmaster​

Witch Finder​

15,894​

-49,575​

6,207​

1,515​

110​

2​
             

Inquisition​

Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​



1​

7​

31​

69​

837​


Free: Greater Divination (Krok)- 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
roll d100=28+49(control)+110(Traits)=187: Critical Success

High Grandmaster Ridcully spent a year divining the Krok, the reason behind the Green Awakening. His first discovery is that over the last thousand years the Krok have been slowly carving out a massive empire in the North-Western area of Ultima Segmentum. This region covers almost two hundred sectors, over a percent of the galaxies largest Segmentum and has the Krok in control of over nine tenths of the inhabitable worlds. The worlds that the Krok hold are heavily fortified and devoted entirely to war, whether it is growing and training new Krok or supplying and equipping the Krok Warhosts. Those worlds not controlled by the Krok are controlled by either humans or xenos living in Krok Protectorates, where the Krok allow other races to keep their worlds in exchange for some form of support and never interfering with the Krok in any way.

The Krok themselves are divided into three castes, the Workers (or Grots) who are the main industrial class, the nameless who make up the vast majority of the militaries numbers and the Krok themselves. The nameless are recently grown Krok who have had a level of tactics and discipline beaten into their skulls but are in many ways similar to the Orks you are familiar with. This is a terrifying prospect by itself as the nameless are equipped with heavy, high quality carapace armour and powerful weapons, which they have the discipline to use properly when a Krokish officer is nearby. As a nameless gets more experienced, and larger it will often show a level of intelligence or interest enough to attract the attention of the Krokish officers, at which point it will be given a named moved into one of the houseless formations. These houseless are generally around the size of what you would consider to be the larger Scarboyz and the smaller Nobs. The houseless formations are units with a far higher proportion of Krok then normal, mostly around one in twelve, from which the older more intelligent recently named houseless are selected as sons by the Krok. When a houseless is selected as a son he is adopted into the house of his father, who will then spend the next decade training him in the way of the Krok using a mixture of psychic techniques and advanced technological educational tools.

This brings Ridcully to the Krok themselves, the true heart of the civilisation despite only making up a twelfth of the population. The Krok are all highly educated about war, and in many cases other fields of life. In battle each Krok, who is at least the size of an Ork Nob, wears highly sophisticated power armour and wields weapons of terrifying power and variety. However each Krok has their own speciality, including the genetic paths of the Engineer, the Doctor, the Overseer and the Warlock as well as several other paths.

Under the leadership of Grand Marshal Garzorane, a hero of the War in the Heavens, the Krok lead their people into war, and to them everything is war, for a single mandate, to protect the races of the galaxy. They are willing to fight any foe and commit any atrocity needed to fill this duty. In this they work with their allies, the Eldar who freed them from Solemnace, where they had been part of Trazyn the Infinite's collection. They have also recruited a large number of Jokaero, who are responsible for their most advanced weapons as they always have been.

They are both one of the larger unified forces in the galaxy, with tens of thousands of worlds and a population of something like a quadrillion, and one of the advanced, using brutally powerful psychic powers in conjuration with technology that only the Necrons and Eldar can hope to match. Currently they are slowly and steadily expanding, preparing themselves for the many Waaagh that will be directed at them even as Krok Warhosts ravage Orkish domains all over the galaxy under the guidance of the Eldar.


Greater Divination (Incoming Ork Waaaagh from the North)- 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 five roll d100=14+49(control)+110(Traits)=173: Critical Success

Ridcully has recently finished his divinations on the incoming Ork Waaagh Gutcrumpa, which he tells you is a The New Waaagh level force. Waaagh Gutcrumpa his a highly veteran force of around a hundred billion Orks, the majority of whom are Scarboyz in the Gargantuan Space Hulk Da Crumpa, which is around 63km wide. The Orkish Fleet consists of Da Crumpa, three other Hulks, one the size of Death's Harbinger, around five hundred Ork capital ships, including a dozen Battleships, and twenty thousand escorts along with twenty-five thousand Roks. While the Ork warships alone would be little threat to the Imperial Trust Navy the addition of the swarm of Roks and several massive Hulks changes the balance of power. In particular Da Crumpa is a massive threat. On the ground the combination of the numbers and the quality of the Orks and their twelve hundred Gargents are the biggest threat.

Currently Waaagh Gutcrumpa is on a direct path to Mar Sara, the most distant world in the Gehenna Sub-Sector.
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

Complete
year four d100=38+27(learning)+10(traits)+15(Roke Island)+20(double down)=110: Fail reduce next attempt time by 2 years (to 3)
year four re-roll d100=8+27(learning)+10(traits)+15(Roke Island)+15(Paragon of Divination)+20(double down)=95: Fail

Almost fifteen years after she began her efforts to create a techbane anti-Ork power Tamia has yet to succeed. She tells you that despite her best efforts she has not been able to come up with a way to make her rudimentary techbane power more efficient. However she has done a lot of research on this issue and is confident that with some more time and effort she will be able to succeed, though probably only after three years or more of research.

Wellspring of Power?- After witnessing the Green Awakening something significant has changed about how High Grandmaster Ridcully interacts with the Warp. The amount of power that he can gather and wiled has increased almost sixfold without significantly impacting his level of control. A change this sudden and significant is unheard of short of major sorcerers deals, which Saint Lin assures you did not happen. As such High Grandmaster Ridcully would like to spend some time attempting to determine exactly what has changed about him to create this effect.

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

Cost: 390,000,000 Thrones, 3,900,000 Material, 8,500 Advanced Material, 950 Exotic Material.
Reward: Determine more about the trait Wellspring of Power

Complete
year four d100=11+31(stats)+15(Roke Island)+22(Divination)+20(double down)=99: Fail
year four re-roll d100=16+31(stats)+15(Roke Island)+22(Divination)+20(double down)+15(paragon Diviner)=119: Bare Fail reduce next attempt time by 4 years (to 1)

After a decade of investigating how his relationship with the Warp has changed Ridcully has still not reached a conclusion. However he tells you that he believes that is theory that he has in some way become attuned to some subset of the Warp is correct, though as of now he can not tell you what said part of the Warp is and what effects it may end up having on him. Ridcully believes that with another year or so of trying he will be able to determine that, being on the edge of a breakthrough.
Create Psyker Order (Order of Restoration)- 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.
Spoiler: Personal

Complete

Xavier has recently formally founded the Order of Restoration, headed by Master Ambrosio Rana. This Order includes around half of your Sanctionite Biomancers of at least veteran level and half of your Primaris Biomancers. The Order of Restoration is devoted the use and research of healing techniques of all kinds, be it healing physical wounds, curing plagues, or even tending to wounds of the soul if that is possible. Currently it is responsible for saving around two and a half million lives on Avernus each year, an average of over a hundred and fifty each.


Warded Armour: Psyker Hunters and Witch Hunters- Currently your Psyker Hunting forces have relativity minor amounts of Wards due to the usual expense in such things. Now that the Order of Wards has been created Jane would like to change that. She has requested that all Psyker and Witch Hunters be supplied with warded armour, ranging from Simple wards for the normal soldier all the way to Advanced Wards for any Masters.

Time: 4 years

Cost: 99,000,000 Thrones, 4,900,000 Advanced Material, 40,000 Exotic Material.
Upkeep per year: 5,000,000 Thrones, 240,000 Advanced Material, 2,000 Exotic Material.
Reward: Simple Wards for Witch Hunters, Psyker Hunters, Veteran Witch Hunters and Veteran Psyker Hunters, Basic Wards for Elite Witch Hunters and Elite Psyker Hunters, Advanced Wards for Master Psyker Hunters and Master Witch hunters, +10 to all rolls to deal with psykers, additional +10 to all rolls to deal with Beta and above psykers.

Locked - One out of Four years completed

For the last year Tamia has been overseeing the creation of Warded Power Armour for the Witch and Psyker Hunters by the Order of Warding. The wards on the armour range from simple anti-psyker wards, which are still far more powerful then most work not empowered by a psyker, all the way to Advanced Wards, which are enough to make the Master-level Hunters all but immune to the powers of lesser psykers. Well immune to the direct powers anyway, an intelligent creative psyker can abuse even the most minor seeming ability for great effectas has been demonstrated time after time on Avernus.

Personal Attention: Expand Helltroopers– You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

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

Locked- Ten out of Sixteen years completed

For the last five years you have continued to expand the Helltroopers, a project that you expect to finish in time for Waaagh Gutcrumpa .


Personal Attention: Educational Review- 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.

Compete

You spent a rather unsuccessful year conducting an educational review of Avernus in an effort to boost the quality of your citizens education.


Personal Attention: Adminstrative Shake Up: Twice- 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.

Compete
Complete

You have spent the last four years conducting an administrative shake up of the Avernite Administratum, and with Signe's help have made some significant improvements. Which are actually the only thing currently keeping your Thrones income in the black.


Attend Emergency High Council Meeting- The next meeting of the High Council is scheduled for five years time, however due to the warnings of an approaching Waaagh this has been moved to this year. This meeting will focus on preparing for the Waaagh but several other issues may come up.

Time: 1 year
Cost: Free
Reward: Attend High Council Meeting

Complete

Four years ago you attended a High Council Meeting where the coming Ork Waaagh was discussed and plans were made to deal with both it and the Crusade Fleet that will likely be launched from Valinor as soon as your guard is down.


Knowing Avernus (Psykers)-In the years since founding Avernus has developed in many ways, some of which you have not been able to pay attention to. It may be a good idea to spend some time learning about the smaller organisation that make Avernus so unique and about Avernite culture.

Time: 1 year. (no more then twice per turn please, also try and explain what you want, one word topics can be unclear)
Reward: Get information about selected aspect of Avernite culture or organisation

Complete

You spent a year looking into how psykers are viewed by the common citizens of Avernus. In general views on rogue psykers of any strip are simple, utter loathing, but views on Sanctioned Psykers are far more complex. There is a mix of respect for the good they do for Avernus, particularly the Battle Psykers who are often a decisive factor in putting down a wide range of threats, and unease due to a combination of instinct, fear and the an understanding of just how dangerous an Avernite Psyker is. Views have improved over time as Psyker have started living more in the cities of Avernus rather then the Psyker Cities, which could only house half of Avernus' Psykers anyway and as the percentage of the population that is psychic increases. It has now reached the point where a respectable percentage of the population either has a psyker in the family or knows someone who does, which greatly reduces the distance between psykers and non psykers.


Knowing Avernus (The Guilds)-In the years since founding Avernus has developed in many ways, some of which you have not been able to pay attention to. It may be a good idea to spend some time learning about the smaller organisation that make Avernus so unique and about Avernite culture.

Time: 1 year. (no more then twice per turn please, also try and explain what you want, one word topics can be unclear)
Reward: Get information about selected aspect of Avernite culture or organisation

Complete

The Guilds is a term used for those organisations devoted to preparing and organising those who venture out into the Wilds and the Dark, and acting as a meeting place for one of the more cliquish groups of Avernites. The majority of these guilds were set up by the Wildmen themselves to better share skills and knowledge and are run by either respected members of tier particular community or by those who have retired, either because of injuries or because they just can't take it anymore. There are a large range of guilds, each for a particular type of wildmen or region however there is a single guild that is considered to be The Guild. This is the Guild of Explorers, the first of the Guilds of Avernus being founded shortly after landing by the survivors of the initial survey teams sent to Avernus. The Explorer's Guild is responsible for exploring almost as much of Avernus as the planetary government and has thousands of members, making it one of the larger guilds. Due to its and connections the Explorer's Guild acts as the centre for the guilds, organising meetings between guilds and overseeing the sharing of information.


Spend Time With (Signe Seidel)- 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=50+5(Palace)+13(diplomacy)=68: Fail
year five=49+5(Palace)+13(diplomacy)=67: Fail

For the last two years you have been spending a lot of time working with Chief Administrator Signe Seidel as the two of you try to improve the efficiency of the Avernite Administratum. This has given you a good insight into exactly how Signe is when she is working, and you are rather impressed by her focus and skill at understanding the shape and form of a bureaucracy from just a few reports.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 80,001,932,199 77,096,223,150 392,998,201,220 188,127,916,936 33,218,021 1,547,355 423,176 55 24,048,775,741
Net Income -3,135,104,792 68,520,513,138 42,085,769,698 24,689,775,545 88,204,806 -276,582 33,191 11 1,529,487,059
Percent of Income used 129.16% 6.60% 1.27% 0.62% 17.80% 159.79% NA 31.32%  
Remaining 76,866,827,407 145,616,736,288 435,083,970,918 212,817,692,481 121,422,827 1,270,773 456,367 66 25,578,262,800
Percent Growth -3.92% 88.88% 10.71% 13.12% 265.53% -17.87% 7.84% 19.74% 1.27%
Adhoc vote count started by Durin on Nov 7, 2017 at 1:02 AM, finished with 277 posts and 38 votes.
 
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@Durin
1. What tech level are the Mycendid's bio chemicals on?
1ii. Are they telling us how to make them or are we just buying the chemicals and medicines?
2. Have we seen/asked the Sphinx if the rifts they guard ever close?
3. Have we asked why there are rifts in Duat to begin with? There are not randomly opened rifts in the Everglades with sphinx's as far as I know.
4. Have we asked the Sphinx about the Planet mind.
5. If we have what did they say (probably something mysterious and not especially useful if they said anything at all)
1. 20s
1ii. a mix of both
2. yes, and they do over time
3. they are the result of a disaster in the past, you are not sure if this means experiment gone wrong of major chaos incusion
4. yes
5. they gave a bunch of riddles which according to your best experts suggest that there probably is something that acts as a planet mind and that the Sphinxes answer to it. You ahd already guessed that but some confirmation s nice.
 
multiple Magma Wyrms hitting Dis.
Ah the return of the Magma Wyrms...WITH A VENGENCE.


One Beta-level Diviner/Daemonologist failed to kill anyone but did successfully telaport Jacob Oakheart deep into the caverns, before calmly waiting for his inevitable death at the hands of Jacobs loyal team. While many have written him off as dead Ridcully encouraged Jane not to lose hope. So she hasn't.
THAT DICK!!!

Still Ridcully says not too loose hope...

Under the leadership of Grand Marshal Garzorane, a hero of the War in the Heavens, the Krok lead their people into war, and to them everything is war, for a single mandate, to protect the races of the galaxy. They are willing to fight any foe and commit any atrocity needed to fill this duty. In this they work with their allies, the Eldar who freed them from Solemnace, where they had been part of Trazyn the Infinite's collection. They have also recruited a large number of Jokaero, who are responsible for their most advanced weapons as they always have been.
OH crap...

Well At least their mandate is good.

Also another War in Heaven Veteran returns...

Also anyone else notice that we had a ton of crit fails this turn...

Thanks Ridcully.
 
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After a years careful study Archmagos Tranth was able to determine how the Secondary Engines of The Well of Urd function. He tells you that they effectively twist gravity in the area around the ship in order to accelerate the ship in a selected direction. While the engines are not able to provide nearly as much acceleration as a conventional engine their nature means that they emit absolutely no emissions, allowing acceleration under stealth to be achieved without compromising the stealth at all. This is helped by the fact that they do not need a particularly large amount of power to work, allowing them to be run with the main reactor on low. Archmagos Tranth is sure that he can repair the engines and almost certain that he can copy them.

Sarnow must be practically bouncing in glee over these.

The Guilds is a term used for those organisations devoted to preparing and organising those who venture out into the Wilds and the Dark, and acting as a meeting place for one of the more cliquish groups of Avernites. The majority of these guilds were set up by the Wildmen themselves to better share skills and knowledge and are run by either respected members of tier particular community or by those who have retired, either because of injuries or because they just can't take it anymore. There are a large range of guilds, each for a particular type of wildmen or region however there is a single guild that is considered to be The Guild. This is the Guild of Explorers, the first of the Guilds of Avernus being founded shortly after landing by the survivors of the initial survey teams sent to Avernus. The Explorer's Guild is responsible for exploring almost as much of Avernus as the planetary government and has thousands of members, making it one of the larger guilds. Due to its and connections the Explorer's Guild acts as the centre for the guilds, organising meetings between guilds and overseeing the sharing of information.

Do retired Guild members wear gold/yellow stripes on their helmets?
Maybe even make them out of something that can be lit up, to let active members know that they've got a mission planned?
:p

Also anyone else notice that we had a ton of crit fails this turn...

Yeah, he really earned his keep. Saved us from 2 natural 1s.
 
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