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).