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
We're probably going to cycle back to upgrading Deiphobe's orbitals afterward. I wouldn't be opposed to having Avernus' orbital defenses a tier below Deiphobe's.
 
Few admin action ideas:
  • Neutron Laser and/or Power Armor factories. Same general idea as the Juvenat factories, where the mass producible aspects of the construction of those goods is done, reducing the cost of the first X of the neutron laser or power armors produced for a year by some amount,
  • Expansion of the Knowledge Implantation chair usage.
  • A Cultural Studies aspect to our education program to help with the diplomatic issues Avernites run into with offworld cultures.
  • Creation/revamp of a micro finance wing to help improve local economic growth and production.
  • Setting up long-term studies and improving data collection, storage, and presentation to give a boost to actions that involve population wide data mining, such as the psyker genes study.
  • Setting up/supporting useful 'independent' Avernite systems, like the delving guilds for the caves and the ocean-going groups.
 
Don't we already do this?
We do lots of things. The idea here is taking an action to do them better.

I mean, the practical issues surrounding wide-scale data collection and the amount of data we can handle per individual should have massively expanded since the fall of the Imperium, between our absurd economic growth, new technology, improved educational levels, and general improvements to the efficiency and accuracy of record keeping.
 
Turn One Hundred and Six
Turn One Hundred and Six
Two Hundred and Fifty years since the Founding of Avernus
Five year turn

As you think back over the last few years, which has mostly consisted of Avernus rebuilding, a single event draws your focus. The Imperial Trust will be launching its second major campaign to date and you will be in command. While you have already proven your ability to command a multi-system campaign this will be the first time you do not have any superiors, and the first time you take the offensive against chaos. Back on Avernus your economy is starting to run into limits, and Signe is working hard on coming up with ways to further strengthen it. However you doubt that she will be able to make any major improvements in the near future.

Currently you and General Richards are working on preparing for the Valinor Campaign, where you are commanding a mixed force that will be using your Avernites as the spearhead. So far you have come up with three separate plans to conduct the campaign, depending on just how much of a hurry you are in and how many losses you are willing to accept. On another note some rather gifted therapists have been able to use Marshal Waters recent experiences to reign in his pride to the extent where it doesn't cause any issues.
Marshal Waters losses trait Overly Proud (-1I, -1D) – Marshal Waters near death experience fighting against Orks on Mar Sara was enough to greatly curb his arrogance, and stop him from underestimating his foes, most of the time.
Marshal Andreev gains trait Intuitive (+2I, +1C)- Marshal Andreev has developed her intuition to a high level, allowing her to go with her first thought when pressed for time with a rather high rate of success.
Once Locked Choose Two
Two Four years

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- Six out of Seven years completed

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.


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- Six out of Twelve years completed


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 Material.
Reward: Triple the size of your Helltroopers by recruiting 736 Helltrooper Power Infantry Regiments, 300 Helltrooper Scout Infantry Regiments, 304 Helltrooper Power Mechanised Infantry Regiments, 127 Helltrooper Armour Regiments, 119 Helltrooper Fast Armour Regiments, 296 Helltrooper Jetbike Regiments, 240 Helltrooper Power Drop Infantry Regiments, 79 Helltrooper Power Siege Infantry Brigades, 164 Helltrooper Hellhound Regiments, 164 Helltrooper Bane Wolf Regiments, 164 Helltrooper Anti-Air Regiments, 680 Helltrooper Artillery Regiments, 82 Helltrooper Sentinel/Goliath Regiments, 340 Helltrooper Power Combat Engineer Regiments, 34 Helltrooper Phase-Tank Regiments.

Locked- Fifteen out of Sixteen years completed

Hyper Advanced-Juv Nat: Veterans- Now that you have the production facilities General Richards would like to start rolling out Hyper-Advnaced Juv-Nat to those few veterans who have lived long enough that Advanced Juv-Nat is no longer effective. While this is only a few hundred thousand people at the moment the number will rise rapidly over the next few decades, making it a significant expense. However General Richards tells you that the sheer skill and experience of those soldier who live long enough on Avernus to qualify for this makes them more then worth the price.

Time: 3 years

Cost: 800,000,000 Thrones, 20,000,000 Material, 1,900,000 Advanced Material, 450,000 Exotic Material.
Upkeep per year: 80,000,000 Thrones, 2,000,000 Material, 190,000 Advanced Material, 45,000 Exotic Material
Reward: roll out hyper advanced Juve-Nat to all soldiers, +5 to all combat rolls, increases with number of soldiers on hyper advanced Juve-nat


Valinor Campaign: Slow and Steady- The safest option for the Valinor Campaign would be to focus overwhelming forces on one or two worlds at a time, taking your time to minimise losses. This would allow you to concentrate all of your advantages and to let the enemy start running out of supplies on their Hive worlds. On the other hand it will take several decades to conquer all fifteen possible worlds of the Realm of Valinor.

Time: (d10+15) years
Chance of Success: 50% (each 5% failure increases losses and adds 1 year)

Cost: 15,000,000,000 Thrones, 3,000,000,000 Material, 600,000,000 Promethium, 6,000,000 Advanced Material, 60,000 Exotic Material.
Reward: lead the Imperial Trust to conquer Valinor with light losses


Valinor Campaign: Middle of the Road- The second option for the Valinor Campaign would be to assault three or four worlds at a time, using standard tactics. This would still allow you to field equal numbers and to use multiple aces per world but you would still suffer greater losses then the first option in exchange for greatly decreasing how long the campaign lasts.

Time: (d8+9) years
Chance of Success: 40% (each 5% failure increases losses and adds 1 year)

Cost: 10,000,000,000 Thrones, 2,000,000,000 Material, 200,000,000 Promethium, 2,000,000 Advanced Material, 20,000 Exotic Material.
Reward: lead the Imperial Trust to conquer Valinor with moderate losses


Valinor Campaign: A Short Victories War- The final and most dangerous option would be to launch a simultaneous assault on a third of Valinor's worlds at a time, and to push your assault forces hard. This would allow you to conquer Valinor within a decade, possibly even five years but would result in heavy losses.

Time: (d6+4) years
Chance of Success: 30% (each 5% failure increases losses and adds 1 year)

Cost: 5,000,000,000 Thrones, 1,000,000,000 Material, 100,000,000 Promethium, 1,000,000 Advanced Material, 10,000 Exotic Material.
Reward: lead the Imperial Trust to conquer Valinor with significant losses


Recruit- Your forces suffered heavy losses during the recent wars and will take several decades to replace them at normal recruitment rates. However General Richards tells you that if she conducts a major additional recruitment drive she should be able to bring your armies back up to full strength within a decade. It is only due to the massively expanded training facilitates that she now as access to that this is possible, and even now she will have to wait a few years for them to be emptied.

Time: 8 years (must begin in year 3 or later)

Cost: 2,100,000,000 Thrones, 390,000,000 material, 6,500,000 Promethium, 38,000,000 Advanced Material, 15,000 Exotic Material.
Reward: bring your ground forces back up to full strength

Hellord Regiments- General Richards has recently finished determining the best formation to deploy Hellords in. These large super heavy tank regiments will be a terrifying force to any normal or elite infantry or light vehicle force, and a formidable foe for Super-Elites or armour. General Richards would prefer to train an entire brigade, which can be either used together as a powerful strike force or split into regiments to spearhead armour forces on multiple fronts.

Time: 10 years

Cost: 8,700,000 Thrones, 970,000 material, 130,000 Promethium, 180,000 Advanced Material, 910 Exotic Material.
Upkeep per year: 1,700,000 Thrones, 190,000 material, 26,000 Promethium, 18,000 Advanced Material, 45 Exotic Material.
Reward: Recruit 10 Hellord Regiments


Lessons Learned: Siege- Your forces gained a good deal of experience with the defensive side of siege warfare in the recent wars. Marshal Richards tells you that if she focuses on codifying the gathered knowledge she could notably improve your training in siege warfare.

Time: 1 year. (can't be taken with any other Lessons Learned)

Cost: 4,000,000 Thrones, 400,000 Material, 20,000 Promethium.
Reward: +5 to all rolls when defending in siege and +3 to combat rolls.


Lessons Learned: City Fighting-Your forces gained a good deal of experience with city fighting in the recent wars. Marshal Richards tells you that if she focuses on codifying the gathered knowledge she could notably improve your training in city fighting.

Time: 1 year. (can't be taken with any other Lessons Learned)

Cost: 4,000,000 Thrones, 400,000 Material, 20,000 Promethium.
Reward: +5 to all rolls in city fighting and +3 to combat rolls.

Lessons Learned: Orks- Your forces gained a good deal of experience with fighting the new Orks on Mar Sara. Marshal Richards tells you that if she focuses on codifying the gathered knowledge she could notably improve your training in against Orks.

Time: 1 year. (can't be taken with any other Lessons Learned)

Cost: 4,000,000 Thrones, 400,000 Material, 20,000 Promethium.
Reward: +5 to all rolls against Orks and +3 to combat rolls.

Power Armoured Militia- Currently a large number of Avernites have managed to acquire their own suits of power armour, either by personal wealth or as part of a group. General Richards believes that by providing tax cuts to the owners of these suits as long as they reach a certain required skill level, she will be able to recruit a massive powered armoured militia force. This will take some time to take effect and to train the new power armoured militia task forces and be very expensive but the reward is estimated to be over a hundred and twenty million powered armoured militiamen, an incredible force. It should be noted that despite their armour this force will not be nearly effective as your regulars due to training.
Time: 20 years

Cost: 39,000,000,000 Thrones, 3,900,000,000 Material, 390,000,000 Metal, 309,000,000 Promethium, 7,900,000 Advanced Material.
Upkeep: Estimated 8.5 billion Thrones a year
Reward: Recruit 1 power armoured militia regiment per 10 militia siege infantry brigades, currently 12,000., Power Armoured Militia Regiments have +20 combat skill from superior training.


Expand Helguard- The third expansion proposal that General Richards has put forth will greatly expand the size of your Helguard. This will give you an entire corps of soldiers able to utterly annihilate all but the strongest foes, and entire divisions of heavy armour. On the downside it will take a long time to gather and train this number of Helguard, and it will be very expensive for to maintain. General Richards considers this to be the lowest priority of the military expansions due to cost.

Time: 17 years

Cost: 2,400,000,000 Thrones, 220,000,000 Material, 12,000,000 Promethium, 66,000,000 Advanced Material, 1,100,000 Exotic Material .
Upkeep per year: 340,000,000 Thrones, 31,000,000 Material, 4,100,000 Promethium, 4,200,000 Advanced Material, 37,000 Exotic Material.
Reward: Triple the size of your Helguard by recruiting 122 Helguard Power Infantry Regiments, 81 Helguard Mechanised Power Infantry Regiments, 60 Helguard Power Drop Infantry Regiments, 74 Helguard Scout Infantry Regiments, 25 Helguard Fast Armour Regiments, 47 Helguard Armour Regiments, 74 Helguard Jetbike Regiments, 400 Helguard Vanquisher Regiments, 400 Helguard Deathstrike Batteries, 3 Helguard Life-Eater Deathstrike Batteries, 75 Helguard Phase-Tiger Rider Companies, 40 Helguard Skimmer Regiments, 20 Helguard Land Raider Power Infantry Regiments, 80 Macharius Heavy Armour Regiments, 4 Macharius Vanquisher Heavy Armour Regiments, 200 Macharius Mega-Vanquisher Heavy Armour Regiments, 15 Magni Transporter Companies,15 Northern Sentinel Maniples.


Implement (Technology): 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


Readiness Training- General Drago suggests putting his troops though combat readiness training in order to ensure that they are fully prepared if another invasion occurs. While effective this training will not have any long term effects and will need to be redone every decade. General Drago does not consider this to be urgent.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 12,200,000 Thrones, 1,220,000 Material, 122,000 Promethium, 167 Advanced Material
Reward: +5 to all combat rolls for regular forces the next decade, can be taken multiple times


Militia Readiness Training- General Schwarz suggests putting the militia though combat readiness training in order to ensure that they are fully prepared for the incoming invasion. This would potentially provide a massive boost to your total combat power but given that you want to avoid using the militia in combat as much as possible how much effect thi will actually have is unknown.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 880,000,000 Thrones, 88,000,000 Material, 8,800,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for militia the next decade, can be taken multiple times, -1% city productivity per attempt (for the turn)


Specialist Grenadiers (Write In): Planning- Now that you have the Elite Training Facilities General Drago would like to create elite, specialist units that take advantage of the unique skills that each region of Avernus instils in its soldiers. General Drago does not consider this to be urgent.

Time: 1 year.
Chance of Success: Variable

Cost: 7,200,000 Thrones, 14,400 Material, 1,440 Promethium, 860 Advanced Material.
Reward: Get Composition of Chosen Elite Unit. Put forward a write-in of a unit type and I will tell you if it it viable and how easy it will be (good omake will make it easier).

Admiral Sarnow is currently in the middle of repairing the damage done to his forces by the recent wars. He tells you that Avernus remains exposed for the moment, though in only a few short years enough of the orbital defences will have been rebuilt to withstand a determined assault from almost any polity in the region.
Three Locked Choose None

Construct: Repairs: First Step- A large number of your ships were damaged and destroyed in the defence of Avernus. The first step of rebuilding your fleet is to repair the damaged ships and start working on repairing the hulks. The initial repairs will take a dozen years, though it will take far longer to repair all of your ships.

Time: 12 years

Cost: 4,100,000,000 Thrones, 4,800,000,000 Material, 34,000,000 Promethium, 5,000,000 Advanced Material, 13,000 Exotic Material .
Upkeep per year: 290,000,000 Thrones, 370,000,000 Material, 22,000,000 Promethium, 330,000 Advanced Material, 360 Exotic Material.
Reward: Repair all damaged ships, replace all lost attack craft wings, repair all 56 Defence Cruiser hulks, repair all 19 Armoured Cruiser hulks, repair 18/41 Cruiser hulks, repair 5/30 Light Cruiser hulks.

Locked- Three out of Twelve years completed


Rebuild Orbitals- The orbital defences of Avernus were destroyed by the Abomination Crusade Fleet, though not before inflicting major losses. Admiral Sarnow estimates that it will take a decade to replace them and strongly advises that you begin immediately.

Time: 10 years

Cost: 9,500,000,000 Thrones, 3,000,000,000 Material, 860,000,000 Metal, 200,000,000 Promethium, 1,500,000 Advanced Material, 35,000 Exotic Material .
Upkeep per year: 210,000,000 Thrones, 66,000,000 Material, 19,000,000 Metal, 4,500,000 Promethium, 14,000 Advanced Material, 150 Exotic Material.
Reward: Replace destroyed orbital defences

Locked- Three out of Ten years completed


Upgrade Defences (Avernus)- Orbital defences have proven to be one of the main advantages that your fleets have against invaders. Admrial Sarnow would like to further strengthen your orbital defences both at Deiphobe and Avernus to make attacks even more challenging.

Time: 10 years

Cost: 9,500,000,000 Thrones, 3,000,000,000 Material, 860,000,000 Metal, 200,000,000 Promethium, 1,500,000 Advanced Material, 35,000 Exotic Material .
Upkeep per year: 210,000,000 Thrones, 66,000,000 Material, 19,000,000 Metal, 4,500,000 Promethium, 14,000 Advanced Material, 150 Exotic Material.
Reward: Build 21 Advanced Defence Stations, 90 Advanced Heavy Orbital Weapons Platforms and 450 Advanced Orbital Weapons Platforms around selected planet

Locked- One out of Ten years completed


Valinor Campaign: Naval- Valinor has lost pretty much all of its warp capable fleet assets, either in the doomed attack on Avernus or to desertion. As such Admiral Freyr intends to spend a few years bringing the Imperial Trust Navy to bear on its worlds, targeting one at a time so that overwhelming superiority can be achieved. Avernus' fleet still has the majority of its capital ships and will be expected to participate in this campaign.

Time: 5 years

Cost: 5,000,000,000 Thrones, 1,000,000,000 Material, 200,000,000 Promethium, 1,000,000 Advanced Material, 5,000 Exotic Material .
Reward: Have Avernite Fleet participate in the naval campaign over Valinor, no loss in reputation.


Ship Design Investigation (Ship)- While you gained many ancient ship designs from the Sword of Sutur datacores there are still many holes in the line of battle for the Imperial Trust. Admiral Sarnow could spend a year determining if a particular design would work. If it is determined that a design is possible it will then have to be passed on to the Adeptus Mechanicus to actually make the design.

Time: varies (1 yr for escorts, 2 years for cruisers, 3 years for battleships, 4 years for Command Battleships, 5 years for Dreadnoughts)
Chance of Success: 60% (uses learning)

Cost: 38,000,000 Thrones per year
Reward: information on whether design is possible and useful.

Upgrade Defences (Avernus or Deiphobe)- Orbital defences have proven to be one of the main advantages that your fleets have against invaders. Admrial Sarnow would like to further strengthen your orbital defences both at Diephobe and Avernus to make attacks even more challenging.

Time: 10 years

Cost: 9,500,000,000 Thrones, 3,000,000,000 Material, 860,000,000 Metal, 200,000,000 Promethium, 1,500,000 Advanced Material, 35,000 Exotic Material .
Upkeep per year: 210,000,000 Thrones, 66,000,000 Material, 19,000,000 Metal, 4,500,000 Promethium, 14,000 Advanced Material, 150 Exotic Material.
Reward: Build 21 Advanced Defence Stations, 90 Advanced Heavy Orbital Weapons Platforms and 450 Advanced Orbital Weapons Platforms around selected planet

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 destroy most cruisers that try to advance though it and inflict major damage on even Battleships. This would be a time consuming and expensive option, but would make attacking though the minefield near impossible for most fleets.

Time: 12 years.

Cost: 350,00,000,000 Thrones, 72,000,000,000 Material, 3,500,000,000 Promethium, 52,000,000 Advanced Material
Upkeep per year: 8,800,000,000 Thrones, 2,200,000,000 Material, 110,000,000 Promethium, 680,000 Advanced Material
Reward: Thicken Minefield to very heavy

Expand Shipyards: Small- Now that you have a huge shipyard it is possible to build five small shipyards at a time. This would allow you to more quickly increase the total number of shipyards that you own though it would not help with building capital ships or maintaining anything above cruiser. Admiral Parnell would prefer to finish all of your planned large shipyards before building up your small shipyards.

Time: 11 years. (can be taken twice)

Cost: 740,000,000 Thrones, 111,000,000 Material, 55,500,000 Metal, 111,000,000 Promethium, 10,200 Advanced Material, 475 Exotic Material.
Upkeep per year: 148,000,000 Thrones, 22,200,000 Material, 11,100,000 Metal, 11,100,000 Promethium
Reward: 5 new small shipyards


Expand Shipyards: Large- Now that you have a huge shipyard it is possible to build large shipyards whole. This would increase the rate at which you can build capital ships and maintain anything short of battleships more easily. Admiral Parnell advices you to focus on this until you have all four large shipyards that you plan on constructing.

Time: 11 years. (can be taken twice)

Cost: 740,000,000 Thrones, 111,000,000 Material, 55,500,000 Metal, 111,000,000 Promethium, 10,200 Advanced Material, 475 Exotic Material.
Upkeep per year: 148,000,000 Thrones, 22,200,000 Material, 11,100,000 Metal, 11,100,000 Promethium
Reward: 1 new large shipyard


Readiness Training: Fleet- With Garkill and his forces being expected to arrive within two years Admiral Parnell would like to conduct some last minute training and exercises with his fleet to better prepare them. This could provide a needed edge to your fleet which could have a major impact on the course of the campaign.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for fleet the next decade, can be taken multiple times


Readiness Training: Defences- With Garkill and his forces being expected to arrive within two years Admiral Parnell would like to conduct some last minute training and exercises with his orbital defences in order to better prepare them. This could provide a key advantage to your orbital defences, which represent the majority of your firepower.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for defences the next decade, can be taken multiple times

Currently Signe does not have any new projects to propose, having reached the limits of what is affordable on the current upgrade paths. As such she is currently working on developing new ideas for the expansion of Avernus' economy, such as specialised repair workshops for damaged military equipment and making use of the less dangerous forms of Avernite wildlife.
Choose Three
Two Five years, One Four years

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: 25%(goes down by 5% per success)

Cost: 370,000,000 Thrones
Reward: +0.5% administrative efficiency (currently 63.5%)

Locked- One out of Two years completed

Quarantine: Dis and the Lonely Citadel- One of the methods that you have discovered for keeping cults under control is the quarantine the cities that they are in to limit their growth. Given that there is likely going to be Chaos cults forming in Dis and to a lesser extent the Lonely Citadel in the wake of the Abomination Crusade it may be a good idea to preemptively quarantine them.

Time: Unknown (until Cults are under control)

Cost: 98,000,000 Thrones, 980,000 Promethium.
Reward: Quarantine Dis and Lonely Citadel, +10 to rolls to locate cultists in selected cities, -10% all resource production in selected cities, less likely for cults to spread between cities.

Three out of ?? years completed (does not have to be continued)


Thaddues Expertise: Rebuild- Currently Dis has suffered significant damage from the Abomination Crusade which will need to be rebuilt. Signe tells you that it will take a decade to repair this damage, which can be done as Saint Lin oversees its purification and the Battleships rammed into Dis are removed. Signe strongly advises that you begin work on this at once.

Time: 10 years (must take Remove Battleships and Cleanse Dis)

Cost: 2,100,000,000 Thrones, 2,000,000,000 Material, 1,900,000,000 Metal, 440,000,000 Promethium, 850,000 Advanced Material, 6,400 Exotic Material.

Locked- Three out of Ten years completed


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: 25%(goes down by 5% per success)

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


Munition Stores- Edvin has recently proposed building a series of massive munitions stores in each of your cities, which will contain massive amounts of fuel and munitions allowing your cities to withstand extended sieges. These stores would be heavily armoured to prevent them becoming liabilities and would be able to allow one of your cities to fire all of its defensive weapons and those of its militia for an entire month without pause they could prove useful. However building and filling them will be both time consuming and very expensive.

Time: 10 years.

Cost: 72,000,000,000 Thrones, 36,000,000,000 Material, 12,000,000 Metal, 3,600,000,000 Promethium, 19,000,000 Advanced Material, 170,000 Exotic Material. (note that cost includes filling munition stores)
Upkeep per year: 360,000,000 Thrones, 190,000,000 Material, 12,000,000 Metal, 19,000,000 Promethium, 210,000 Advanced Material, 9,100 Exotic Material.
Reward: Build Munitions Stores in every city, each containing enough supplies for cities defences and militia to operator at max intensity for a month


Administration Assistance- 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


Expand (City) to Small Hive- Now that the cities of Duat have all been built, or are in the final stages of construction it would be a good 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


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%)


Underground Railways: Azure Islands- Currently your underground railways connect all of your continental cities bar those in Duat. Edvin has put forward a proposal to put in some deep lines connecting them to the Azure Islands by going under the sea floor. While this would expand the network to the Azure Islands in your experience going to deep on Avernus has consequences. The question is whether the added flexibility of the Azure islands being part of your main railway network is worth the risk.

Time: 18 years

Cost: 4,800,000,000 Thrones, 1,600,000,000 Material, 4,000,000,000 Metal, 800,000,000 Promethium, 160,000 Advanced Material, 9,300 Exotic Material.
Upkeep per year: 1,920,000,000 Thrones, 320,000,000 Materiel, 800,000,000 Metal, 160,000,000 Promethium, 16,000 Advanced Material, 415 Exotic Material.
Reward: Expand rail network to Azure Islands, +5% Thrones and +2.5% production in Avernus Spine, Lindon, Everglades, Elysium and Aridia, +40% Thrones and +18.5% production in The Azure Islands, increased risk of wildlife.


Economic Focus (Thrones, Production, Metal, Promethium or Food) -Caroline is capable of notably increasing the efficiency of a portion of your economy by focusing a large portion of her attention, and resources, on it. This will have little long term effects but is a good way of overcoming a resource shortage in the short term.

Time: 1 year.
Chance of Success: 50%

Cost: 44,000,000 Thrones.
Reward: total production of chosen resource this turn by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.

Inquisitor Klovis-Ultan reports that currently Dragon's Nest has been making inquiries about closer ties to the Imperial Trust in the wake of the recent Waaagh. He tells you that they seem to be worried by the reports of those that fought Waaagh Gutcrumpa, and are looking to strengthen themselves and their alliances before a similar Waaagh attacks them.
Choose One
One Three years

Contact the Ancient Wanderer- The Ancient Wanderer seems to be a very human-like woman who has travelled Avernus for thousands of years. Between the knowledge that this would grant, her demonstrated powers and the fact that she has been rumoured to have visited all of the peoples of Avernus and much more besides making contact with her could be valuable. Inquisitor Klovis-Ultan would like to have his best diplomats make contact with her

Time: d3 years
Chance of Success: 50%

Cost: 390,000 Thrones
Reward: contact with the Ancient Wanderer

Locked One out of Three years completed

Sphinx Decoding- The Sphinx of Duat offered to help you decide any pules of any form that you encounter, purely for their own entertainment. Due to how their minds work they would be a major asset to any decoding attempts, and should be called upon for any difficult codes.

Time: 1 year

Cost: 4,000 Thrones
Reward: +2d20 to decoding roll of action started this turn


Investigate: Blood Dragons- 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 Blood Dragons history and organisation.

Time: 5 years
Chance of Success: 40%

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


Investigate Relationship (Group One, Group Two)- Inquisitor Klovis-Ultan is willing to spend some time investigating the relationships of organisations, planets, or peoples within the Imperial Trust. This could provide important military, political, and economic information.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on relationship between two groups

Investigate (Aspect of selected planet, including Avernus)- Inquisitor Klovis-Ultan is willing to spend some time investigating aspects of the Imperial Trust that you are interested in. These aspects could be organisational, cultural, political or fall into several other areas.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on selected topic


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

Time: 1 year
Chance of Success: 50%

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


Re-Investigate (Planet)- It has been many decades since the Imperial Trust was founded and Inquisitor Klovis-Ultan suggests investigating the other worlds to determine how they have changed in this time. Given how much Avernus has changed over the last century it is likely that several toehr worlds have also changed a lot.

Time: 2 years
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: information on how selected world has changed since the Imperial Trust was founded,


Re-examine (Person)- It has been many decades since Inquisitor Klovis-Ultan has gathered information on the notables of the Imperial Trust and so the information that he gathered is now well out of date. Inquisitor Klovis-Ultan has suggested that he spend a few years conducting new investigations on people of interest in order to determine how they have changed.

Time: 1 year
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: Selected Character sheet is updated, (please do not do more then 2 or 3 of these actions per turn)


Sirens Trade (Write In)- There are several bit of knowledge that the Sirens that have that could be of great use to the humans of Avernus. While at the moment they will only trade it for human souls there is a chance that you could find something else that they would consider valule enough to bargain for.

Time: 1 year.

Cost: 490,000 Thrones.
Reward: Determine whether write in is valuable enough to the Sirens to conduct trade negotiations


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

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

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


Ear to the ground- Inquisitor Klovis-Ultan has offered to attempt to determine if any other High Councillors are planning to put forward any proposal at the next High Council Meeting. This would give you a greater amount of warning and allow you to sound out others about their proposals ahead of time.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: determine if one other High Councillor is planning to put forward a proposal per 10% you pass by.


Investigate Quartok (Area)- Now that the Quartok are formally a protectorate it would be a good idea to gain a better understanding of them. Inquisitor Klovis-Ultan wishes to begin conducting investigations of their military, system of government, ect immediately.

Time: 1 year.

Cost: 5,500,000 Thrones.
Reward: Gain information on the selected area of the Quartok such as the military, government, technology or any other.


Trade Talks (Planet)- Now that you have the datacores you can begin to sell the large amounts of warships in the ship graveyard. Currently Vanaheim would be the best customer though Midgard and Asgard may also be interested.

Time: 1 year

Cost: 550,000 Thrones.
Reward: Trade with chosen planet.


Sound Out (Write In Proposal)- Inquisitor Klovis-Ultan has suggested that you sound out the other Governors' about any proposal that you make before the next High Council meeting. While it is rather early to start now it would give you time to attempt to convince people to change their minds before the next High Council meeting.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: Gain level of support for proposal and reasons for this for one planet per 10% you succeed by.


Request Information (Write In)- Inquisitor Klovis-Ultan has suggested that you try requesting information from one of the other planets before conducting an In-Depth investigation that they may take offence to. He is more then willing to try to convince a planet to to give you specific information such as the exact organisation of Muspelheim's education system or Asgard's mines, which seem to be able to function with surprisingly little trained labour.

Time: 1 year.
Chance of Success: Varied

Cost: 144,000 Thrones.

Jane is currently overseeing the rather extreme measures being used in Dis and the Lonely Citadel to keep down chaos cults. She tells you that now that the Daemon Battleships have been removed along with many of the more tainted relics that the curfew and quarantine measures could be ended, though they do not have to be. In other news Jacob has finished his training for the Helguard and been given a position as a Company Champion in the 14th​ Helguard Drop Troopers. You expect that he will be at least a regimental champion by the time that Valinor has fallen given his combat skills.
One Locked Choose One
One 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-Five out of Thirty years completed


Curfew: Dis and the Lonely Citadel- One of the effective measures to deal with Chaos Cults is to enforce a curfew on the population and greatly limit the freedom of people to move between districts. This helps in the identification of Cults and reduce their ability to recruit. Jane would like to begin a curfew in Dis and the Lonely Citadel immediately, in an effort to prevent the cults from ever building up any numbers.

Time: Unknown (until Cults are under control)

Cost: 246,000,000 Thrones, 12,300,000 Material, 6,150,000 Promethium.
Reward: -5% cultist growth , +10% number of Cultists found , -50% all resource production for all cities, -1 Civilian morale.

Three out of ?? years completed (does not have to be continued)

Security Review- The recent invasion tested Dis' security protocols to a level that they have never been tested in the past. Jane would like to go over the reports from the invasion and its aftermath in order to identify any flaws that were found, and any improvements that can be made. This will take some time due to the sheer amount of information that she gained but the improvements to your security protocols will be worth it.

Time: 7 years
Chance of Success: 30%

Cost: 38,000,000 Thrones
Reward: review of security protocols, +10 to rolls against sabotage and assassination within Avernus' cities.


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


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

Time: 1 year.
Chance of Success: 10%

Cost: 6,100,000 Thrones.
Reward: +16 to rolls to deal with Chaos Psykers of at least beta-level for each success, can be taken multiple times


Propaganda about Quartok: (Planet)- Jane has suggested that she use the intelligence network that she commands to push a positive view of the Quartok on the average citizens. This is a type of operation that the Adeptus Arbites are well trained in and she is certain that she could convince almost any population in the Imperial Trust to have a slightly better opinion of the Quartok.

Time: 6 years.
Chance of Success: 20% (fail by more then twenty leads to issues, add spy network bonus to roll)

Cost: 110,000,000 Thrones, 1,100,000 Material, 11,000 Promethium, 34 Advanced Material
Reward: Better attitude towards Quartok in chosen population.


Dedicated Spy Network (Planet, Focus)- While you have a decent spy network on many planets it is a rather general thing not focused on getting any information in particular. Jane has proposed that she build dedicated networks designed to gather information bout a particular facet of the target world. Proposed focuses include military, naval, economic, cult activity, and government.

Time: 4 years.
Chance of Success: 40% (major issues if you fail by more then 15, size of diplomatic issue varies with chosen focus)

Cost: 13,750,000 Thrones, 137,500 Material, 13,750 Promethium, 212 Advanced Material
Upkeep per year: 2,750,000 Thrones, 27,500 Material, 2,750 Promethium, 42 Advanced Material,
Reward: Basic Spy network on chosen planet upgraded to Dedicated Spy Network, +60 to all investigate actions on planet chosen field, can discover secret information.


Psyker Hunting- Jane is willing to personally oversee the activities of the Psyker Hunters for a few years. This would greatly increase their effect and reduce the amount of damage that Chaos Psykers inflict. On the downside it would have few long term effects and would take up some of Jane's valuable time.

Time: 1 year.
Chance of Success: 50%

Cost: 6,100,000 Thrones.
Reward: +4 to rolls to deal with Chaos Psykers for each success, can be taken multiple times


Hidden Watchers- One of the ways in which you can keep a close watch on the Quartok is to install hidden watchers in Malae, both human and technological. This would allow Jane to ensure that the Quartok are what they seem to be and that they are not doing anything dangerous without making it obvious that they are being watched. If detected this would lead to some major diplomatic issues with the Quartok.

Time: 4 years.
Chance of Success: 40%

Cost: 6,500,000 Thrones, 325,000 Material, 16,250 Metal, 65,000 Promethium, 430 Advanced Material.
Upkeep per year: 650,000 Thrones, 32,500 Material, 1,625 Promethium, 21.5 Advanced Material.
Reward: Hidden watchers on Quartok, increased chance of warning if they begin acting against your interests or if Chaos Cults form.

Fabricator-General Scott tells you that the recent war on Mar Sara has been enough to gather more support for some of her reforms, especially those involving military technology. She plans on making full use of this added support in the creation of Avernus Pattern Titans, though that will be a project requiring decades. However the combination of the sheer military power that being able to producer Titans will offer the Imperial Trust and the prestige that Fabricator-General Scott will gain from Avernus Pattern Titans will be more then worth the time and resources spent on the project.

-1 Mechanicus Unrest

Archmagos Tranth gains trait Combat Analyst (+3M, +2C)- Archmagos Tranth is an expert at recording and analysing combat data, which he uses to aid his tactics as both an officer and as a combatant.

Choose Four
Two Five years, Two Four years
Titan Designing Step One: Schematics – Archmagos Tranth believes that he now understands Titans well enough to begin to work on how to create more. The first step of these would be to create a set of schematics for the Titan, integrating the advanced technology that the Imperial Trust has access to from the start. Once this has been completed he will need to work on creating the data systems and Machine Spirit, integrating the Princeps and then tying it all together.

Time: 10 years
Chance of Success: -100% (4% after bonuses)

Cost: 38,000,000 Thrones, 380,000 Material, 76,000 Promethium, 158,000 Advanced Material, 18,000 Exotic Material, 5 Relic Material.
Reward: Gain schematics of Titan, first step on the path to creating Titans.

Gravatic Engines Part Two: Repair– The Gravatic Engines of The Well of Urd are currently the only component that has not been repaired. Archmagos Tranth believes that with a few years study he will be able to figure out how to repair them, allowing you to bring The Well of Urd online.

Time: 3 years.
Chance of Success: -130% (36% after bonuses)

Cost: 1,600,000,000 Thrones, 4,000,000 Advanced Material, 45,000 Exotic Material
Reward: Learn how to repair the Gravity Engines of The Well of Urd, second step on the path to replicating them.

Examine: Mindcatcher- The Mindcatcher is part of a system that the Dark Age humans could use to hold off the Men of Iron in information warfare. Reverse engineering it is the first step to replicating this ability for yourself, which could prove to be highly useful in a range of situations.

Time: 1 year
Chance of Success: -150% (16% after bonuses)

Cost: 32,000,000 Thrones, 79,000 Advanced Material, 8,900 Exotic Material
Reward: Gain Blueprints of Mindcatcher , lose d6 Mindcatcher.


Grav-Shear Weapons- Archmagos Tranth found a set of Prototype Grav-Shear weapons in the ruins of Deiphobe and a set of notes on creating them. Between this information, the Dark Age knowledge on gravatics that he also found and his own talents Tranth believes that he will be able to figure out how to create more, and possibly even improve on the design which is still a work in progress.

Time: 2 years
Chance of Success: -160% (6% after bonuses)

Cost: 32,000,000 Thrones, 79,000 Advanced Material, 8,900 Exotic Material, 5 Exotic Material
Reward: Gain Blueprints of Grav-Shear Prototypes.


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

Time: 5 years
Chance of Success: -125% (31% after bonuses)

Cost: 800,000,000 Thrones, 40,000,000 Material, 4,000,000 Metal, 2,000,000 Promethium, 7,900,000 Advanced Material, 89,000 Exotic Material.
Reward: learn how to make Vortex Shells for Macrocannons


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

Time: 3 years
Chance of Success: -75% (81% after bonuses)

Cost: 80,000,000 Thrones, 4,000,000 Material, 400,000 Promethium, 790,000 Advanced Material, 8,900 Exotic Material.
Reward: adapt Recon Armour Stealth Technology for use by vehicles, +0.5 Mechanicus Unrest


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

Time: 1 year
Chance of Success: -25% (99% after bonuses)

Cost: 40,000,000 Thrones, 4,000,000 Material, 800,000 Promethium, 70,000 Advanced Material, 4,400 Exotic Material
Reward: Create variation of selected Advanced Power Armour with either improved stealth technology or access to stealth technology.


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

Time: 5 years

Chance of Success: -70% (86% after bonuses, failing by over 25% damages Goliath Factory Ship and increases Mechanicus Unrest by 1)
Cost: 1,600,000,000 Thrones, 80,000,000 Material, 8,000,000 Metal,4000,000 Promethium, 6,800,000 Advanced Material, 79,000 Exotic Material.
Reward: blueprints of the Goliath class Factory Ship

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

Time: 1 year.
Chance of Success: -20% (74% after bonuses)

Cost: 11,000,000 Thrones, 1,100,000 Material, 550,000 Promethium, 79,000 Advanced Material, 8,900 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Stable Plasma Reactor, which is an Stable Plasma Reactor with half against the output.


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

Time: 1 year.
Chance of Success: -20% (74% after bonuses)

Cost: 11,000,000 Thrones, 1,100,000 Material, 550,000 Promethium, 79,000 Advanced Material, 8,900 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Overcharged Plasma Reactor, which is an Overcharged Plasma Reactor with half against the output.


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

Time: 1 years.
Chance of Success: -120% (46% after bonuses)

Cost: 120,000,000 Thrones, 6,100,000 Material, 2,400,000 Promethium, 79,000 Advanced Material, 8,900 Exotic Material
Reward: learn how to repair the Gravatic Array


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

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

Cost: 32,000,000 Thrones, 79,000 Advanced Material, 8,900 Exotic Material
Reward: Gain Blueprints of Vortex Grenades, lose d10 Vortex Grenades.
Complete Examination (Nynye) - 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- Five out of Six years completed

Preliminary Examination (Species) – There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next.

Time: 1 year.
Chance of Success: unknown.

Cost: 40,500 Thrones, 2,025 Material, 2,025 Metal, 810 Promethium.
Reward: Discover more about selected species, including whether or not it is possible to tame or weaponize it, and how warp-tainted it is.


Regional Survey (Region) – Magos Biologis Saren wishes to give each region a thorough survey to discover if there is any interesting flora or fauna that is so far undiscovered. He is willing to let you choose which region to begin with.

Time: 1 year.
Chance of Success: 60%

Cost: 40,500 Thrones, 2,025 Material, 405 Metal, 810 Promethium.
Reward: Find out more about wildlife in selected region, possibly discover new interesting species.


Complete Examination (Species) - There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each spices.

Time: 6 years.
Chance of Success: unknown.

Cost: 1,221,000 Thrones, 61,000 Material, 61,000 Metal, 30,500 Promethium.
Reward: Discover large amounts about selected species
Repair and Upgrade: Sanctus Furorem- Now that Fabricator-General Scott is comfortable with her new position it is time to repair the Sanctus Furorem, an ancient Mars-Pattern Warlord Titan that was damaged in the Daemonic Incursion. It would be possible to take this opportunity to carefully upgrade it with the new technologies found in the Avernus system, though such a choice would be rather controversial.

Time: 6 years
Chance of Success: 50% (-2 Mechanicus Morale and +1 Mechanicus Unrest if failed)

Cost: 26,060,000 Thrones, 4,832,000 Promethium, 79,420 Advanced Material, 89,005 Exotic Material.
Reward: Sanctus Furorem repaired and upgraded, +1 Mechanicus Morale, +2 Mechanicus Unrest, more information about Titans, less issues with upgrading future Titans in the same manner

Locked- Five out of Six years completed

Terminator Armour- Now that you have a design for Terminator Armour usable by humans Fabricator-General Scott is wiling to make twenty suits for Avernus. This will e time consuming and use up a lot of Relic Material but he defensive bonus for your leaders and heroes makes it worthwhile.

Time: 8 years

Cost: 380,000 Thrones, 180 Exotic Material, 40 Relic Material
Upkeep per year: 38,000 Thrones, 3.6 Exotic Material, 0.4 Relic Material.
Reward: 20 suits of Terminator Armour


Expand Military Forces: Mechanicus- Fabricator-General Scott believes that it is time to expand the military power of the Avernite Mechancius in order to properly defend the Forge-Hives. She proposes training an entire army of Tech-Guard, two corps of Skitrii and two hundred Battle Congregations. This force would be highly expensive but allow the deployment of a massive number of devastating troops. It represents the shift in force composition of the Mechanicus military that Fabricator-General Scott plans over time, with the emphases being moved from massive armies of cybernetically enhanced soldiers to smaller elite forces making use of highly advanced technology and cybernetics. In particular the vast increase in the number of Battle Congregations fielded should prove to be devastating.

Time: 18 years

Cost: 5,500,000,000 Thrones, 440,000,000 Material, 27,000,000 Promethium, 140,000,000 Advanced Material, 940,000 Exotic Material .
Upkeep per year: 730,000,000 Thrones, 56,000,000 Material, 14,000,000 Promethium, 9,400,000 Advanced Material, 45,000 Exotic Material.
Reward: increase the size of your Mechanicus military forces by recruiting 2,848 Tech-Guard Regiments, 1,920 Skitrii Regiments and 200 Battle Congregations.


Expand Forge-Hive: Erecura, Belisama or Nechtan – Currently Erecura, Belisama or Nechtan are starting to reach the level where it would be possible to expand them into Large-Forge Hives. This would leave then vulnerable for a period but would allow you to strengthen their defences and expand your advanced production even more.

Time: 16 years.

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

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

Time: 1 year.

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


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

Time: 1 year.
Chance of Success: 50%

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


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

Time: 1 year.

Cost: 38,500,000 Thrones, 539,000 Material, 192,500 Metal, 84,700 Promethium, 1,720 Advanced Material, 96 Exotic Material.
Upkeep per year: 3,850,000 Thrones, 53,900 Material, 19,250 Metal, 17,400 Promethium, 172 Advanced Material, 4.8 Exotic Material.
Reward: 1 Large Mobile Research Facility: Helheim patten, can be taken multiple times
Decode: Data-Jewel- A dozen heavily encoded Data-Jewels were located in the Ruins of Deiphobe, with unknown contents. While their encryptions are far to strong for your current technology to pierce with sustained effort from Ridcully Fabricator-General Scott believes that he could break them.

Time: 3 years
Chance of Success: -300% (-159% after bonuses, failing reduces success cahnce by 15% of margin of failure)

Cost: 320,000,000 Thrones, 790,000 Advanced Material, 89,000 Exotic Material
Reward: Decode a Data-Jewel.


Hyper Battle Cruiser Design: Ragnarok Cannon- Archmagos Tranth has recently working out how to fit Hyper-Plasma reactors into smaller warships. This will allow the creation of Battlecruisers armed with more powerful weapons, such as the Ragnarok Cannon. A Battlecruiser equipped with a Hyper-Plasma reactor and a Ragnarok Cannon would be capable of inflicting massive damage at high range, though the size of a Ragnarok Cannon would make it a bit less manoeuvrable and the Hyper-Plasma Reactor would make it far more fragile then a normal Battlecruiser.

Time: 3 years.
Chaconne of Success: 00% (99% after bonuses)

Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for Hyper Battlecruiser with Ragnarok Cannon

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

Time: 3 years.
Chaconne of Success: 00% (99% after bonuses)

Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for Hyper Battlecruiser with Super Lance


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

Time: 3 years.
Chaconne of Success: 00% (64% after bonuses)

Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for Hyper Heavy Cruisers with Graviton Weapons


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

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

Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for selected type of Advanced Ramilies Starfort

Saint Lin is currently involved in the cleansing of Dis from the taint left in it by the Abomination Crusade. However he has enough free time to continue his studies on the nature of gods. Saint Lin tells you that there are three main paths that he could take his studies, first he could study the nature of particular gods or pantheons, next he could investigate the different types of gods in greater detail and finally he could investigate the different ways in which gods gain power. He feels that his investigations into divinity will be one of his greatest legacies to the Imperial Trust

Saint Lin gains trait Scholar of the Divine (+4L, +1P,, +10 to rolls to investigate gods or religions)- Saint Lin has delved deep into the true nature of Gods, learning much lore that would drive a normal mortal mad if they merely lisped it.
One Locked Choose One

Cleanse Dis- Dis has been contaminated by several possessed battleships and countless small chaotic items. Saint Lin estimates that it will take a full decade to fully cleanse Dis and remove the vectors of corruption, and would like to begin immediately.

Time: 10 years

Cost: 38,000,000 Thrones, 3,800,000 Material, 3,800,000 Promethium, 78,000 Advanced Material, 8,100 Exotic Material.
Reward: Cleanse Dis of chaos taint.

Locked- Three out of Ten years completed


The Nature of (God or Pantheon)- Saint Lin is willing to spend some time gathering more knowledge about a particular god or pantheon. As well as furthering your knowledge this may help you deal with agents of that particular god, though how much Lin can not say.

Time: 5 years
Chance of Success: -30 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on the nature of selected God or Pantheon, ??.


The Power of Faith- Saint Lin is willing to spend some time gathering more knowledge about how gods gain power from faith, and what they can do with said power. This is both interesting information and information that may give you a key insight into cults of all forms.

Time: 5 years
Chance of Success: -40 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on the power of faith, ??.


The Power of Dominions- Saint Lin is willing to spend some time gathering more knowledge about how gods gain power from their dominions, and what they can do with said power. This is both interesting information and information that may give you a key insight into the actions of gods and daemons.

Time: 5 years
Chance of Success: -40 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on the power of faith, ??.


On Primal Gods - Saint Lin is willing top spend a few more years investigating the nature of the Primal Gods, who arise full fledged from the Warp. Given that it is believed that most of the Chaos Gods are Primal Deities the knowledge gained from such an endeavour could prove valuable.

Time: 5 years
Chance of Success: -40 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on Primal Gods, ??.


On Religious Gods - Saint Lin is willing top spend a few more years investigating the nature of the Religious Gods, who arise from worship. Saint Lin tells you that they are probably the most common form of god, and as such should be inveistigated.

Time: 5 years
Chance of Success: -40 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on Religious Gods, ??.


On Transcendent Gods - Saint Lin is willing top spend a few more years investigating the nature of the Transcendent Gods, mortal who attain divinity. Saint Lin tells you that they are probably the type of god least restricted by their nature, and therefore possibly the most dangerous.

Time: 5 years
Chance of Success: -40 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on Transcendent Gods, ??.


On Created Gods - Saint Lin is willing top spend a few more years investigating whether there is such a thing as Created Gods. While there is no proof of their existence there are a few hints, that may lead to something interesting.

Time: 5 years
Chance of Success: -60 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on Created Gods, ??.


Preaching- Saint Lin can spend a year preaching to the people of Avernus, preparing them for the trials that will come in the fight to resist the Anti-abortion Crusade. This will help strengthen your peoples resolve and reduce the number you lose to the mental attacks that the Abomination forces are so fond of.

Time: 1 year
Chance of Success: 50% (uses piety)

Cost: Free
Reward: +5 to your forces rolls to resist corruption and to morale for the next 5 years


Oversee Missionaries- Saint Lin has recently received permission to send missionaries into Dragon's Nest, though the missionaries will be closely watched. While it may not be a good idea for Saint Lin to personally lead them his oversight would increase the chance that they are successful in their efforts.

Time: 1 year
Chance of Success: 40%

Cost: 4,000,000 Thrones
Reward: +1% chance of success for conversion, can be taken multiple times

Keeping the Faith- Saint Lin has offered to spend some time on the other worlds in the Imperial Trust in order to help raise morale and strengthen their faith. He would prefer to focus on those worlds having troubles such as Vanaheim first and would like to begin sooner rather than later.

Time: 1 year.
Chance of Success: 10%

Cost: 61,000 Thrones.
Reward: +1 morale and -5% cultist numbers for selected world, will not raise morale above 10


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

Time: 1 year
Chance of Success: 30%

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

Currently the Adeptus Astra Telepathica has almost entirely recovered from the recent war, with the losses suffered having been mostly replaced by new recuirts. In large part this is because most of the battle Psykers were deployed on the far less dangerous front of Avernus, and so avoided the meat grinder that Mar Sara turned into. Hopefully the relatively light losses trend continues into the Valinor Campaign, where your Battle Psykers will be one of the main forces protecting the Imperial Trust armies from taint.
One Locked Choose Three
Three Five years
Cheating- Recently Archmagos Explorator Tranth and Headmaster Ridcully have come up with the idea to use Headmaster Ridcully's postcognition to discover more about The Well of Urd and the technologies that make it up. This should be very effective and will hopefully be enough to allow Archmagos Explorator Tranth to learn how to use technologies otherwise incomprehensible.

Time: 1 year. (must be taken by Headmaster Ridcully, Archmagos Explorator Tranth must have taken an Examine or decoding action this year)
Chance of Success: 30%

Cost: 71,000 Thrones, 710 Material, 7 Promethium, 86 Advanced Material, 9.6 Exotic Material.
Reward: permanently reduce the difficulty of the Examine Sub-Systems or an Examine: Any, or deciding by one percent per three percent that the action is passed or one percent per five the action is passed by if it is Examine: Any or Decoding


Contact Eldrad Ulthran (Reason)- Now that High Grandmaster Ridcully has made contact with Eldrad Ulthran and formed an agreement with him it is possible for him to make contact once more. This could be either to share the result of a vision that Ridcully has had or to make a request of the Eldar, which Eldrad Ulthran will require some sort of compensation for and will require High Council backing.

Time: 1 years
Chance of Success: 30% (uses control)

Cost: 3,900,000 Thrones
Reward: Make contact with Eldrad Ulthran.


Fanning the Flames- In the recent emergency meeting it was decided that High Grandmaster Ridcully should devote a major portion of his time to intensifying the civil war in Tugozak's Domain. This should hopefully increase the number of casualties that the Orks take in the coming years and will soften them up for later strikes.

Time: 1 year
Chance of Success: 20%

Cost: 3,800,000 Thrones
Reward: civil war in Tugozak's Domain prolonged and intensified


Greater Divination (Focus)- High Grandmaster Ridcully is more skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums or even the activity and compositions of pantheons of gods.

Time: 1 year. (can only be taken three times per turn, including free action)
Chance of Success: 10%

Cost: 4,000,000 Thrones
Reward: Information on focus. The narrower the target the more information.

Divination: Attacks- Headmaster Ridcully could spend some time attempting to predict any incoming attacks on the Imperial Trust. While he tells you that it will be easy for him to spot that an attack is coming, finding more information such as the size, composition, location, and exact timing will take more time and effort.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: Information on incoming attacks for the next five years, each success provides more information.


Divination (Target)- Headmaster Ridcully is almost as skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the neighbouring sectors without putting any scouts at risk. Valinor, Dragons Nest, and the Orkish domains seem to be the best options to investigate this way.

Time: 2 years.
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: Information on selected polity, location ect. The narrower the target the more information.

Focused Divination (Target, Area)- High Grandmaster Ridcully is almost as skilled at seeing the present as he is at predicting the future. This allows him to investigate specific aspects of one of the neighbouring nations, such as their military composition, leaders, or even the best times to attack them.

Time: 2 years.
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: Gain selected information on selected polity, location ect. The narrower the target the more information.
Research: Power Melody Composition- The recent joint research project between Headmaster Ridcully and Primaris Jameson made several major discoveries, one of which is that the closer the melody of songweaving matches the required frequencies of a power the more effective the power is. While the exact mechanisms of this increase are as yet not understood Primaris Jameson thinks that she will be able to figure out how to compose melodies that match the powers used.

Time: 7 years
Chance of Success: 40% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Primaris Jameson figures out how to compose a melody that matches the power better.

Locked- Two out of Seven years completed

Unknown Metal- Jacob came back from the caverns with a broken blade made from some unknown silvery metal. He tells you that this blade was made from the teeth of a draconic creature that he killed deep in the caverns, and was both harder and sharper then the power blade that he once wielded. Archmagos Tranth examined this metal and found that its properties are most likely warp related in nature. As such it would be a good idea for the Adeptus Astra Telepathica to examine it.

Time: 1 year
Chance of Success: 20% (uses learning)

Cost: 4,000,000 Thrones, 400,000 Material, 4,250 Advanced Materials.
Reward: Information on Unknown Metal.

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

Cost: 130,000,000 Thrones, 1,300,000 Material, 3,000 Advanced Material, 350 Exotic Material.
Reward: Create personal scale power able to cause Ork technology to malfunction

Anti-Ork Powers: Grand Countering- Now that she has created an anti Ork Power Tamia thinks that it is possible to upscale it so that it can be used by entire Choirs of Psykers. While it would take a good bit of research to create this power would allow your Demonology Choirs to better counter Ork Grand Rituals such as the one that Garkill used on the walls of Salem.

Time: 8 years
Chance of Success: 0% (uses learning)

Cost: 180,000,000 Thrones, 1,800,000 Material, 4,200 Advanced Material, 480 Exotic Material.
Reward: Create choir scale power optimised for counters the powers of Ork Weirdboyz


Psychic Materials: Wildlife- There are some materials that channel psychic energies better then others, or in certain ways. Given the sheer variety of psychic wildlife of differing sorts on Avernus, Grandmaster Jameson believes that at least some of them will be useful in this manner. She will only be able to examine a single type of creature at a time, so it will take quite some time to examine everything that Avernus has to offer.

Time: 1 year

Cost: 4,000,000 Thrones, 400,000 Material, 4,250 Advanced Materials.
Reward: Determine if any part of selected species is useful as a psychic conductor.

Research: Immaterial Resonance- One of the most intriguing discoveries of Headmaster Ridcully and Primaris Jameson is that some patterns in the Materium resonate with the Immaterium, affecting it. This is likely the basis of runes and some rituals, both Chaotic and non-Chaotic. Headmaster Ridcully would like to spend a decade studying it. He can not promise any useful results even if he is successful but given that this is a possible path to several major breakthroughs he thinks it is worth the risk.

Time: 10 years (must be taken by Ridcully)
Chance of Success: 20% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on how some things in the Materium resonate with the Immaterium

Research: Black Crystal Items (Item)- Last year Headmaster Ridcully determined that each of the items of Black Crystal has its own unique property, though he was not able to determine what they are. He tells you it would most likely take a couple of years of study to determine exactly what the unique properties are but it would most likely be worth the time expended.

Time: 2 year
Chance of Success: Unknown (uses learning)

Cost: 355,000 thrones, 17,750 Material, 43 Advanced Material.
Reward: More information on Black Crystal Item selected


Research (Species that has completed Biologus research) – Many of the more interesting creatures of Avernus use psychic powers in some manner and while Magos Biologis Saren has discovered as much about them as he can, there is still more to learn. Headmaster Ridcully would like to lead a team of Sanctionites to try to discover more about these species, hopefully including how to mimic their innate powers in some manner.

Time: 1 year
Chance of Success: Unknown (uses learning)

Cost: 81,000 thrones, 8,100 Material, 8.6 Advanced Material.
Reward: More information on chosen species, chance of learning new psychic power.
Valinor Campaign: Psykers- The Battle Psykers of Avernus will be one of your most valuable forces in the Valinor Campaign. Currently you are planning on deploying the majority of your Battle Psykers to the campaign, led by at least one of your Grandmasters.

Time: as military options

Cost: 4,000,000 Thrones, 400,000 Material, 4,250 Advanced Materials per year of campaign
Reward: Battle Psykers deployed on Valinor Campaign

Valinor Campaign: Support- The Grandmasters of the Adeptus Astra Telepathica are each able to swing the tide of a battle singlehandedly. While you are already deploying one of them for the entire campaign as part of the regular contingent it may be a good idea to have more for a period.

Time: 1 year


Cost: Free
Reward: Additional Grandmaster Priamris deployed on campaign for the year.

Siren Rune of Fire: Black Irons- One suggested use for the Siren Rune of Fire is to provide the entire Black Irons Division with weapons marked with the rune. This would give your most stalwart division a major boost in combat. While time consuming, this project would give a significant damage boost to an entire division.

Time: 3 years

Cost: 37,000,000 Thrones, 300,000 Advanced Material, 13,000 Exotic Material.
Upkeep per year: 7,500,000 Thrones, 30,000 Advanced Material, 650 Exotic Material
Reward: Provide Siren Rune of Fire Inscribed Weapons to the Black Irons. +30% damage by all thermal weapons, +20% damage by all energy weapons, +10% damage by all non-energy melee weapons


Siren Rune of Fire: Helguard- One suggested use for the Siren Rune of Fire is to provide the entire Helguard with weapons marked with the rune. This would give your elites a major boost in damage output, at the expense of tying time and tying u a large number of artisans. It is only thanks to the sheer number of Pykers that Avernus can field that this project is even possible.

Time: 6 years

Cost: 110,000,000 Thrones, 1,700,000 Advanced Material, 47,000 Exotic Material.
Upkeep per year: 21,000,000 Thrones, 330,000 Advanced Material, 8,000 Exotic Material
Reward: Provide Siren Rune of Fire Inscribed Weapons to the Helguard. +30% damage by all thermal weapons, +20% damage by all energy weapons, +10% damage by all non-energy melee weapons


Mentoring: Alpha- Given the high rate of failure for the more powerful psykers High Grandmaster Ridcully would like to have some of his best psykers mentor the second Alpha-level in the years leading up to her trials. This will hopefully be enough to increase her chance of passing by a significant degree.

Time: 1 year. (can be taken per hero)
Chance of Success: 50%

Cost: Free
Reward: each point of success increases chance of the Alpha-level psyker passing the trails by 1% (max pass chance 65%, current pass chance 10%.


Siren Rune of Banishment: Black Irons- One suggested use for the Siren Rune of Banishment is to provide the entire Black Irons Division with weapons marked with the rune. This would give your most stalwart division a major boost in combat against daemonic foes. While time consuming, this project would give you an entire elite division that is able to engage daemons with far greater effect then conventional forces, which would be invaluable when you next come up against daemonic hordes again.

Time: 4 years

Cost: 75,000,000 Thrones, 750,000 Advanced Material, 65,000 Exotic Material.
Upkeep per year: 15,000,000 Thrones, 75,000 Advanced Material, 3,200 Exotic Material
Reward: Provide Siren Rune of Banishment Inscribed Weapons to the Black Irons. +50 to all rolls by Black Irons against daemons, +50% to all damage done by Black Irons to daemons, -5 to daemons armour against attacks from Black Irons,


Create Psyker Order (Purpose or Speciality, Department if Any)- It is possible for you to create an Order of Psykers within the Adeptus Astra Telepathica. This Order will either have a purpose and develop as needed to fulfil this purpose or it will have a speciality and develop that speciality. For example an Order of Healers would have the speciality of Healing and focus on devolving your knowledge of Physic Healing and teaching your Healers while an Order of Daemon Hunters would have the purpose of combating Daemons and would recruit those with the will and talent to combat Daemons.

Time: 6 years

Cost: 200,000,000 Thrones, 2,000,000 Material, 4,150 Advanced Material, 415 Exotic Material.
Reward: Allows the formation of an Order of Psykers with selected purpose or speciality within the selected department, more options.

Battle Preparations- It is highly likely that you will find yourself in a war as soon as the Warpstorm ends and Primaris Xavier has suggested putting the Battle Psykers though last minute training in preparation. While this will have no long term effect in the short term it will hone the edge of their psykers abilities.

Time: 1 year
Chance of Success: 40% (uses Martial, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 22,000,000 Thrones, 11,000 Material, 1,100 Promethium, 10,625 Advanced Material, 116 Exotic Material.
Reward: +5 to all Battle Psyker Rolls for the next decade


Honing an Edge- It is highly likely that you will find yourself in a war as soon as the Warpstorm so it might be a good idea for the heroic Psykers of Avernus to focus on preparing themselves. While normally the time just before a war is not a good time for a military force's leadership to spend a year meditating and training themselves, when the leader is as powerful a weapon as a heroic psyker it becomes a good option.

Time: 1 year
Chance of Success: 40% (uses Control, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: Free
Reward: +10 to all battle rolls by Heroic Psyker who takes the action for the next decade

Mentoring: Beta- Given the high rate of failure for the more powerful psykers Headmaster Ridcully would like to have one of his best psykers mentor the next Beta-level in the year leading up to his trials. This will hopefully be enough to increase his chance of passing by a significant degree.

Time: 1 year. (can be taken once)
Chance of Success: 50%

Cost: Free
Reward: each point of success increases chance of the Beta-level psyker passing the trails by 1%

Currently you are finishing off your urgent work on Avernus in preparation for the Valinor Campaign. This will be the first time that you have been given overall command of the Imperial Trust's campaigns, and you are determined not to prove yourself incapable of filling out the duties involved. Syr, who has recently been promoted to Vice Admiral, will also be part of the campaign. You are proud Syr's success in the Imperial Trust Navy where she seems to be both carving out her own niche separate from being the Heir of Avernus which still helps her develop the skills that will be needed when she becomes the Governor. In fact you would not be surprised if in fifty or a hundred years Syr earns a place on the Security Council on her own merit.
One Locked Choose Three
Three Five years
(note that the only personal attentions that you can choose this turn are those relating to the Valinor Campaign)

Thaddeus Expertise: (Rebuild)- Thaddeus Starr was the second in command of the Avernite Administratum before you recruited him as your personal assistant and is able to run certain projects without any supervision. Currently he has volunteered to oversee the upgrading of the defences of one your cities.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences action without needing a personal attention.

Locked- Three out of Ten years completed

Personal Attention– 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.


Chain of Command- With Marshal Christionson's death and replacement there is now one of the Marshalls of Avernus that you know little about. It would be a good idea to gather information about her and get to know her.

Time: 1 year.
Reward: Get character sheets for new Marshal

Knowing Avernus (Write in or QM's Choice)-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


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

Time: 1 year.
Chance of Success: Unknown

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


Whispers of Change (Suggestion)- Fabricator-General Britton has mentioned that he is trying to slowly change the Mechanicus to remove its more problematic laws and traditions. He is willing to listen to any proposals that you make on what should change and how to change it and promises not to get offended.

Time: 1 year
Reward: Fabricator-General Britton listen to your suggestion and may follow though.


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

Time: 1 Year.
Chance of Success: 50%

Cost: 3,600 Thrones

  Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material
Gross Income 177,043,471,782 66,924,403,609 34,707,189,757 29,713,141,089 91,577,397 487,220 9,916 58
Current Reserves 7,210,670,952 117,446,650,124 410,596,452,627 212,084,693,841 118,818,524 1,878,342 443,035 108
 
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Just one more rank for Admiral!

According to 40k wiki she's in charge of the vanguard of light forces and scouts. Which means what we see is what she tells us.

Go Syr Go!
 
Some key points:

First off for diplomacy it seems important that we strengthen ties with the Dragons nest who are our allies which includes strengthening them in case a Waagh ends up going their way. Another diplomacy actions that seems like a must is the siren trade which offers some pretty good runes.

For the Telepathica action I say that it would be extremely important to found an order of Psyker Hunters since it was mentioned that they would be better against rogue psyker than our normal battle psykers since they would have specialized against them. Considering that we keep getting more and more powerful psykers and that Xavier(IIRC) suggested it himself really think we should do that this turn.

Finally for Lin actions thinking we should have him go the Transcendent Gods path since that seems like it may let us figure out a way to do it with our own people.
 
First off for diplomacy it seems important that we strengthen ties with the Dragons nest who are our allies which includes strengthening them in case a Waagh ends up going their way.
This is a bad idea. The Trust should be the one to do the tie-strengthening. Rotbart's Ruthless trait would handicap any attempts to strengthen ties with them if Avernus was the one to take the lead in this endeavour.
 
This is a bad idea. The Trust should be the one to do the tie-strengthening. Rotbart's Ruthless trait would handicap any attempts to strengthen ties with them if Avernus was the one to take the lead in this endeavour.

Pretty sure that when it comes to strengthening ties that they want to talk to everyone else too instead of just us. Considering that Klovis brougtht it up seems like they want us to talk to them or open up communications.
 
True. But remember his is the best general we got. In this time of trouble, much can be forgiven in alliance.

Is still weird that the ' home front ' was the safe one.

I think that for our saint we should go for how they get power or how pantheons work. Since he will get more powerful until his death and I still hope for a ascension of some kind
 
Emperor before chaosification fall under Ascended God category is it not? Does Good Part of his soul that will reborn also fall under the same category?
 
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Adapt Stealth Technology: Vehicles- Archmagos Tranth has recently gained a good level of understanding of the stealth technology used by Recon Armour. He believes that with a few years work he will be able to figure out how to adapt it for use by vehicles, opening up several new avenues of military combat.

Time: 3 years
Chance of Success: -75% (81% after bonuses)

Cost: 80,000,000 Thrones, 4,000,000 Material, 400,000 Promethium, 790,000 Advanced Material, 8,900 Exotic Material.
Reward: adapt Recon Armour Stealth Technology for use by vehicles, +0.5 Mechanicus Unrest
Heh, with the Mechanicus military on our side we can start innovating military hardware with minimal fuss. Conservatives eat your pumps out.
 
Space weapons in 40k are inaccurate enough that being that big isn't as big a deal as you might expect, especially since it's such a relatively thin structure. There's also little risk of a raid on Deiphobe anyways with the extreme orbital defenses and minefield.

Is it less efficient considering we're losing 5 million soldiers each year to wildlife? Our soldiers are incredibly expensive.

Alfheim does produce enough food for the trust, but it's not really what I meant. We currently provide food for Avernus using hydroponics on Avernus. That has to be a pretty risky and labor intense proposition though because dealing with all the wildlife that sneaks in isn't easy. If we put orbital hydroponics facilities in they'd require far less steady labor, and possibly be cheaper.

In terms of putting stuff over Deiphobe I'm wondering about luxury crops. Alfheim may or may not provide those, but the luxury food market is the sort that is hard to completely saturate. Especially when we could raise exotic Avernus items for it.
Actually they're not that inaccurate, especially with our targeting systems, its just that most other spaceships are moving.

Stationary targets like defences and orbital spires are much more vulnerable as they can't just move to the left.

And that is tragic, but the skill of those soldiers is what we want, we don't get that if we live in orbit, we can't make as many troops or as good.

Surprisingly we do actually farm in some places of Avernus though its possible we gave it up as a bad job. Regardless I can see us doing it, but I can't see us ever stopping ground production, which I doubt is your intent.

As for luxuries I'd be surprised if they didn't. The booze market at least is one they've got as I doubt theirs has chances of causing your arms to liquify if drunk at too cold a body temperature.

Pretty sure that when it comes to strengthening ties that they want to talk to everyone else too instead of just us. Considering that Klovis brougtht it up seems like they want us to talk to them or open up communications.
As far as I can tell Klovis always tells us big diplomatic trust things...we'll probably see the results during the turn rumour mill or something.

Anyway stat increases

Tranth

Martial 22-->25
Combat 42-->44

Lin
Learning 35-->39
Piety 53-->54 (Just 6 more to go lads :))

Waters
Intrigue 16-->17
Diplomacy 21-->22

Andreev
Intrigue 32-->34
Combat 29-->30
 
Examine: Goliath Class Factory Ship: Part Two- Currently a single Goliath Factory Ship is in the Avernus system with no way to make more. Archmagos Tranth tells you that with a decade's study he would probably be able to figure out how to replicate it, which as well as providing a major addition to your fleet's potential to operate without supply lines is the first step to reverse engineering the unknown technologies contained within

We should do this soonish.
 
However the combination of the sheer military power that being able to producer Titans will offer the Imperial Trust and the prestige that Fabricator-General Scott will gain from Avernus Pattern Titans will be more then worth the time and resources spent on the project.
The real question is will it be worth the time that we waited.

He feels that his investigations into divinity will be one of his greatest legacies to the Imperial Trust
Considering that the imperial trust would likely have suffered decades of rebuilding from the chaos had you not warned them then we could argue that the Imperial trust is your legacy. No disputing that the New Imperial Truth is entirely your legacy and also great.

@Durin couple of spelling errors I spotted. Both Very Advanced Reactors say against rather than again.
Reward: Gain Very Advanced Stable Plasma Reactor, which is an Stable Plasma Reactor with half against the output.

Reward: Gain Very Advanced Overcharged Plasma Reactor, which is an Overcharged Plasma Reactor with half against the output.
Recruits not recuirts.
Currently the Adeptus Astra Telepathica has almost entirely recovered from the recent war, with the losses suffered having been mostly replaced by new recuirts
 
[] Plan ______ T106

Munitorum
Slot A - Year 2
-Y2: Hyper Advanced-Juv Nat: Veterans
-Y5: Recruit
Slot B - Year 2
-Y2: Lessons Learned: Orks
-Y3: Hellord Regiments

Void Command
N/A

Administratum
Slot A - Year 1
-Y1: Administrative Shake up
-Y3: Munition Stores
Slot B - Year 1
-Y1: Administrative Shake up
-Y3: Economic Focus (Thrones)
-Y4: Administratum Assistance: Erecura
Slot C - Year 1
-Y1: Administrative Shake up
-Y3: Economic Focus (Thrones)
-Y4: Administratum Assistance: Belisama

Diplomacy
Slot A - Year 3
-Y3: Sirens Trade (rune list here)
-Y4: Investigate: Blood Dragons

Arbites
Slot A - Year 1
-Y1: Security Review

Mechanicus
Slot A - Year 1 (Explorator)
-Y1: Gravatic Engines Part Two: Repair
--REPEAT IF FAILED
--DOUBLE DOWN YEAR 1 (and 4, if repeated)
-Y4: Examine: Goliath Class Factory Ship: Part Two
--DOUBLE DOWN YEAR 4
Slot B - Year 2 (Biologis)
-Y2: Complete Examination (some species here)
Slot C - Year 2 (Fabricator-General)
-Y2: Expand Military Forces: Mechanicus
Slot D - Year 1 (Free)
-Y1: Gravatic Engines Part Two: Repair
--REPEAT IF FAILED
-Y4: Hyper Battle Cruiser Design: Super Lance

Ministorum
Slot A - Year 1
-Y1: Preaching
-Y2: The Power of Faith
--DOUBLE DOWN YEAR 2

Telepathica
Slot A - Year 1 (Ridcully)
-Y1: Cheating
-Y2: Focused Divination (Avernus, Azure Bay Tunnel Plan)
--REPEAT IF FAILED
-Y4: Psychic Materials: Carniflower
-Y5: Research: Immaterial Resonance
--DOUBLE DOWN YEAR 5
Slot B - Year 1 (Xavier)
-Y1: Mentoring: Alpha
-Y2: Siren Rune of Banishment: Black Irons
Slot C - Year 1 (Aria)
-Y1: Mentoring: Alpha
-Y2: Valinor Campaign: Psykers
-Y3: Valinor Campaign: Support
--DOUBLE DOWN YEAR 3
-Y4: Mentoring: Beta
-Y5: Psychic Materials: Carniflower

Personal
SLOT A - Year 1
-Y1: Personal Attention: Valinor Campaign: Slow and Steady
SLOT B - Year 1
-Y1: Personal Attention: Valinor Campaign: Naval
SLOT C - Year 1
-Y1-3: Spend Time With (Syr)
-Y4-5: Spend Time With (Jacob)


I doodled around with a plan, please critique and use as you see fit.
 
Last edited:
[] Plan ______ T106

Munitorum
Slot A - Year 2
-Y2: Hyper Advanced-Juv Nat: Veterans
-Y5: Recruit
Slot B - Year 2
-Y2: Lessons Learned: Orks
-Y3: Hellord Regiments

Void Command
N/A

Administratum
Slot A - Year 1
-Y1: Economic Focus (Thrones)
-Y2: Munition Stores
Slot B - Year 1
-Y1: Administrative Shake up
-Y3: Economic Focus (Thrones)
-Y4: Administratum Assistance: Erecura
Slot C - Year 1
-Y1: Administrative Shake up
-Y3: Economic Focus (Thrones)
-Y4: Administratum Assistance: Belisama

Diplomacy
Slot A - Year 3
-Y3: Sirens Trade (rune list here)
-Y4: Investigate: Blood Dragons
--DOUBLE DOWN YEAR 4

Arbites
Slot A - Year 1
-Y1: Security Review

Mechanicus
Slot A - Year 1 (Explorator)
-Y1: Gravatic Engines Part Two: Repair
--REPEAT IF FAILED
--DOUBLE DOWN YEAR 1 (and 4, if repeated)
-Y4: Examine: Goliath Class Factory Ship: Part Two
Slot B - Year 2 (Biologis)
-Y2: Complete Examination (some species here)
Slot C - Year 2 (Fabricator-General)
-Y2: Expand Military Forces: Mechanicus
Slot D - Year 1 (Free)
-Y1: Gravatic Engines Part Two: Repair
--REPEAT IF FAILED
-Y4: Hyper Battle Cruiser Design: Super Lance

Ministorum
Slot A - Year 1
-Y1: Preaching
-Y2: The Power of Faith
--DOUBLE DOWN YEAR 2

Telepathica
Slot A - Year 1 (Ridcully)
-Y1: Cheating
-Y2: Focused Divination (Avernus, Azure Bay Tunnel Plan)
--REPEAT IF FAILED
-Y4: Psychic Materials: Carniflower
-Y5: Research: Immaterial Resonance
--DOUBLE DOWN YEAR 5
Slot B - Year 1 (Xavier)
-Y1: Mentoring: Alpha
-Y2: Siren Rune of Banishment: Black Irons
Slot C - Year 1 (Aria)
-Y1: Mentoring: Alpha
-Y2: Valinor Campaign: Psykers
-Y3: Valinor Campaign: Support
--DOUBLE DOWN YEAR 3
-Y4: Mentoring: Beta
-Y5: Psychic Materials: Carniflower

Personal
SLOT A - Year 1
-Y1: Personal Attention: Valinor Campaign: Slow and Steady
SLOT B - Year 1
-Y1: Personal Attention: Valinor Campaign: Slow and Steady
SLOT C - Year 1
-Y1-3: Spend Time With (Syr)
-Y4-5: Spend Time With (Jacob)


I doodled around with a plan, please critique and use as you see fit.
you should use a personal attention for the fleet
 
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