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
Whatever is needed.

Bjorne became a transcendent of combat by single handily slaughtering his way through Abbadon's army and beating Abbadon himself half to death Areatha became a transcendent of control by beating an exalted greater daemon in single combat, potentially true deathing it.

My best guess is that it needs to be an incredible act that is going to go down in history one way or another. Tranth might need to invent something that advances us a tech level for instance.

The ones that break this are the Primarchs as usual, Angron was transcendent during the great crusade for instance despite not having his greater feats to his name yet. Phoenix warriors too.

That is Interesting, now I am wondering what Rotbart will need to do to become a Martial Transcendent, especially since he already single handedly stopped a Crusade.
On another note, did anyone ever make an Omage of Kaldor Draigo ending up on Avernus?
 
That is Interesting, now I am wondering what Rotbart will need to do to become a Martial Transcendent, especially since he already single handedly stopped a Crusade.
On another note, did anyone ever make an Omage of Kaldor Draigo ending up on Avernus?
Not really...it was a crusade, it I really wouldn't call it a black crusade. Not even close.

Something above normal chaos, but below a proper black crusade. Still I think his only chance would be to mastermind a stunning victory against impossible odds or a peer commander.

And no I don't believe so.

Given his location I dunno if he's even alive...he'll he may have even been corrupted as the Knights are merely practically immune to the abomination rather than absolutely.

Still he could stumble out of a warp gate.
 
Not really...it was a crusade, it I really wouldn't call it a black crusade. Not even close.

Something above normal chaos, but below a proper black crusade. Still I think his only chance would be to mastermind a stunning victory against impossible odds or a peer commander.

And no I don't believe so.

Given his location I dunno if he's even alive...he'll he may have even been corrupted as the Knights are merely practically immune to the abomination rather than absolutely.

Still he could stumble out of a warp gate.
I'm pretty sure he's an Abomination Exalted Demon. I could have sworn that Durin confirmed it at some point.
 
Not really...it was a crusade, it I really wouldn't call it a black crusade. Not even close.

Something above normal chaos, but below a proper black crusade. Still I think his only chance would be to mastermind a stunning victory against impossible odds or a peer commander.

And no I don't believe so.

Given his location I dunno if he's even alive...he'll he may have even been corrupted as the Knights are merely practically immune to the abomination rather than absolutely.

Still he could stumble out of a warp gate.
You mean THIS Kaldor Drago?
 
More Excerpts from the Codex Arachnos Avernus Vol. 1
Inspired by a few messages on the discord. Here be more spiders.

----

More Excerpts from the Codex Arachnos Avernus Vol. 1

Mirrorcatch Weaver

Found exclusively (thus far) in the rugged savannahs of Duat, the Mirrorcatch Weaver is among the few Avernite arachnids capable of creating anything that a sane species might call beautiful. These spiders, whose adults are approximately a quarter of a meter in size, live amidst the scarce tree groves, near the significantly less scarce hives of the local termite species, or around rock formations which are of adequate dimensions to accomodate their webs. Upon hatching, male mirrorcatch spiders will immediately set out to locate a suitable location which thereafter serves as their permanent home. Conversely, females of the species will tend to live in larger, communal webs. These mirrorcatch hives have been extant in their current locations for as long as we have recorded their presence. The largest of these hives may be several centuries old. Notably, the females of the species have considerably more deadly venom than their male counterparts, although this is not the species' primary means of defense.

The Mirrorcatch Weavers earned their name through the creation of these expansive web-homes. The silk of the Mirrorcatch Weaver has the unique ability to capture incident light sources, whether those may be the emissions of a laspistol or simply light from the moon, sun and stars. The light is thereafter stored within the spiders' vast web arrays, which in the evenings will emit very small amounts of the captured energy in breathtaking, bioluminescent displays. While females of the species are capable of producing similar art, it is the males who seem to forge the greatest and most intricate workings. When a female spider takes interest in the displays of a male, it will travel to the candidate's home web, whereupon the male will engage its prospective mate with a complex light show. If the female is satisfied by the display, she will enter the male's web, whereupon the two spiders will mate and the female will immediately slay the male and lay her eggs in his coccooned body.

In rare circumstances which are hitherto poorly understood, the female will instead spare her mate, and the pair will go on to develop the male's home into a new communal hive.

When threatened, Mirrorcatch Weavers have access to a host of defensive mechanisms. The first and most obvious is stealth; by retreating into their webs and manipulating the light stored within, they are able to weave illusions to deceive would-be predators. This same tactic is used in order to acquire food; by rendering their homes nearly invisible, they are capable of capturing local fauna unaware, whereupon they will use the energy stored within their webs to cook their prey before consuming it. The Mirrorcatch Weaver is also capable of focusing the energies in their webs in a manner akin to the Sun Beetle's unique abilities, unleashing blasts of high-intensity light to obliterate or dissuade larger predators.

Of interesting note is that the Mirrorcatch Weavers do not appear to prey on- nor are they preyed upon by- the Sun Beetle. On the contrary, Weaver nests seem to be designed to accomodate a small population of Sun Beetles, presumably for purposes of mutual defense.

---

Sparkdance Swarmers


Located quite anywhere there is a large quantity of flammable material, Sparkdance Swarmers are one of the few Avernite spider species which utterly lack any sort of venom. They are also diminuitive, only a few milimeters in size. However, the danger they pose is difficult to deny. Sparkdance Swarmers live in a state of suspended animation in the soil until such time that they detect a source of heat and flame nearby. When conditions are right, Sparkdance Swarmers will erupt from the earth in vast quantities and immediately rush toward the fire. This does not, in fact, kill the swarmers; instead, Sparkdancers appear to utilize the heat source as a key step in their reproductive cycle. Allowed to their own devices, Sparkdancers will multiply exponentially within the flame. They will then erupt from the fire as a great, crimson plague. This alone would not be a threat, except that in their rush to feed and store fuel for the next opportunity they have to emerge, the Sparkdancers-- now thoroughly on fire-- will rapidly set the surrounding area ablaze. More flame awakens more spiders, which reproduce in even greater quantities. These spiders spread, feeding and setting further fires.

The only reason the entire planet is not presently on fire seems to be that Sparkdancers are also extremely short-lived. The spiders die a few hours after emerging from the earth in their urgent rush to reproduce. Moreover, a number of Avernite species seem to find Sparkdancers delectable, and will frequently brave the flames to feed upon their remains. Finally, the corpses of Sparkdancers are quick to degrade and provide a great deal of nutrition to the soil where they meet their ends. In this way, the Sparkdancers paradoxically serve the forests of Avernus by rapidly expanding wildfires until the conflagration extinguishes itself, whereupon the fallen dancers provide fertile soil for new growth to take root. Notably, Sparkdancers leave trails of flame in their wake which seem unconnected to the fact that the spiders are themselves on fire. It is theorized that their great speed is somehow connected to these trails of flame.

---

Arachnos Culexus, The Pariah Spider

Named in honor of their unique ability to appear utterly invisible in the warp and for their devious and unknowable nature, the Culexus is the ultimate stealth predator among aboveground arachnid species. The webs woven by the Culexus share its warp-invisibility, seeming to materialize suddenly only when the web has succeeded in capturing the spider's prey. Indeed, the Pariah spider seems to go one step further than even the legendary Culexus assassins; their webs are, to the naked eye, entirely visible- except for their thin strands, there is nothing to suggest that they are in any way concealed from the senses. In spite of this, however, they often remain unnoticed by the mind until it is far too late. It is as if the spiders and the webs they weave exist in a blind spot in the mind's eye.

This is particularly useful in hunting their preferred prey: Blink Spiders.

Yes, among all other spider species, it is only the Pariah which actively hunts and consumes the Blink Spider. Their prey will frequently blink into their expansive webs, only to find themselves caught in the Pariah's clutches. By some strange design, the Pariah's web is capable of temporarily arresting the Blink Spiders' ability to teleport. Should they be unable to break free in time, the Pariah will quickly set upon them with its deadly, bladed maw. Even when not captured in the Pariah's web, Blink Spiders- and other creatures- will often wander near the Culexus' web unaware of the peril the assassins pose. Should they draw too close, the Pariah will strike from ambush, slaying its prey with terrifying efficiency.

It is unknown whether the Culexus poses particularly more danger to humans than they do to everything else on Avernus, but they are, after all, still spiders. Regardless of their preferred diet, it is best to remain wary.
 
Last edited:
@Durin
1. I think you missed this, but how are the spies from other polities getting into the Trust in the first place? Teleportation, stealth ships?
 
Turn One Hundred and Eight
Turn One Hundred and Eight
Two Hundred and Sixty years since the Founding of Avernus
Five year turn

Currently you are leading the forces of the Imperial Trust in mopping up the last of Valinor's defenders, ending one of your militarily easier campaigns. This seems to be the beginning of a period of relative peace for the Imperial Trust, though given the galaxy that you are in you doubt that the peace will last for long. However you hope that it lasts for long enough for the colonies to finish developing and become major contributors to the economy and military of the Imperial Trust.

Currently most of your forces are in the final stages of the Conquest of Valinor, and you expect them to return to Lindon in the next few years. General Richards plans to use the time between this and your next major war to focus on reorganising and on building up more capabilities for her forces, especially those that would be useful against Orks. On a sadder note Marshal Suri Andreev, commander of the Lindon PDF has recently fallen to an Utter Bastard Dragon which incinerated her command squad, probably because it could.
Choose Three
Two Five years, One One year
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

Locked- Six out of Ten years completed


Personal Attention: 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

Locked- Ten out of Twelve years completed


Power Armour Reorganisation- Recently General Richards finished a major research project into your use of power armour. She found that it would be better to form more dedicated regiments built around Paratrooper Armour and Shocktrooper Armour while Troopers can form the core of a combined arms regiment. This is significantly different then your current force compositions, and General Richards estimates that it will take a dozen years to reorganise the majority of your Helguard and Helltroopers.

Time: 12 years

Cost: 250,000,000 Thrones, 36,000,000 Material, 3,200,000 Promethium, 3,200,000 Advanced Material, 4,200 Exotic Material.
Reward: Replace 54 Helguard Drop Infantry Regiments and 1,000 Helltrooper Drop Infantry Regiments with Paratrooper Regiments. Replace 40 Power Helguard Mechanised Infantry Regiments, 127 Power Helguard Infantry Regiments, 696 Power Helltrooper Mechanised Infantry Regiments and 2,500 Helltrooper Helguard Infantry Regiments with 50 Helguard Shocktrooper Regiments, 100 Helguard Trooper Regiments, 1,000 Helltrooper Shocktrooper Regiments and 2,000 Helltrooper Trooper Regiments.

Fellblade Regiments- Fellblades are the most flexible of the superheavy tanks that you have access to, being able to effectively combat all foes when supplied with the correct ammunition. While not as good as its more speiclised varites against their target of choice its flexibility is a powerful weapon in itself. As such General Richards would prefer to build the core of your superheavy forces out of Fellblades, and has requested that you build a full fifty regiments of them.

Time: 9 years

Cost: 37,000,000 Thrones, 4,100,000 material, 530,000 Promethium, 370,000 Advanced Material, 3,400 Exotic Material.
Upkeep per year: 5,100,000 Thrones, 570,000 material, 190,000 Promethium, 26,000 Advanced Material, 120 Exotic Material.
Reward: Recruit 50 Fellblade Regiments


Testudo Regiments – Testudo Regiments are very useful defences against artillery and orbital bombardment that is far more mobile then traditional void shields. General Richards would like to form a full division of them, which will allow her to deploy even large forces under their shields. This formation would have been useful in every major campaign that you have participated in, and General Richards wishes to have it by your next campaign.

Time: 8 years

Cost: 4,900,000 Thrones, 160,000 material, 16,000 Promethium, 160,000 Advanced Material, 34,000 Exotic Material.
Upkeep per year: 680,000 Thrones, 23,000 material, 5,700 Promethium, 11,000 Advanced Material, 1,200 Exotic Material.
Reward: Recruit 100 Testudo Regiments

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 to busy juggling three major projects to come up with anything else, though he has a few ideas for when the repairs to Avernus' fleet are finally finished. One idea that he has put forward is requesting that the Mechanicus create a stealth attack boat to deliver Helguard boarders. He tells you that in the middle of a major engagement it would be near impossible to deal with that form of threat without devoting major resources to it, or being Eldar or Necrons he supposes.
Three Locked Choose None

Construct: Repairs: Second Step- The next step to repairing your fleet is to rebuilding the remaining capital ship hulks and to start on the escorts. This will take another seven years and leave you with a thousand hulked escorts and a similar number of defence monitors remaining to be repaired. Admiral Sarnow advises that you begin work on this at once.

Time: 7 years

Cost: 2,600,000,000 Thrones, 2,400,000,000 Material, 15,000,000 Promethium, 1,600,000 Advanced Material, 9,800 Exotic Material .
Upkeep per year: 260,000,000 Thrones, 240,000,000 Material, 15,000,000 Promethium, 160,000 Advanced Material, 390 Exotic Material.
Reward: Repair all 23 Cruiser hulks, repair all 30 Light Cruiser hulks, repair all 44 Escort Cruiser hulks, repair 184/455 Frigate hulks.

Locked- One out of Seven years completed


Expand Shipyards: Large: Twice- 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

Locked- Three out of Ten years completed: Expedited
Locked- One out of Ten years completed: Expedited


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

Signe is still working on her plans to further strengthen the economy of Avernus, though she warns you that there will always be issues with equipping forces of the size and quality that you wish to field. Currently she has put forward a proposal to expand your Advanced Juve-Nat Factories to properly supply your armies and to start collecting Alkahestry reagents, both projects that could be of great use in the years to come.
Three Locked Choose One
One Five years
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.

Locked- Ten out of Eighteen years completed


Repair Workshops- One of the major expense on Avernus is the cost of replacing or repairing damaged military equipment. Signe has recently proposed building an extensive set of dedicated repair networks across Avernus, which should both increase the amount of equipment that it is viable to repair and reduce costs. This would take a while to set up and be a major cost by Signe is sure that it will pay for itself within a few decades, or a single major war.

Time: 16 years

Cost: 1,100,000,000 Thrones, 230,000,000 Material, 29,000,000 Metal, 29,000,000 Promethium, 2,400,000 Advanced Material, 130,000 Exotic Material.
Upkeep per year: 110,000,000 Thrones, 23,000,000 Material, 2,900,000 Metal, 2,900,000 Promethium, 120,000 Advanced Material, 2,700 Exotic Material.
Reward: Reduce military Throne upkeep by 5%, reduce military Material upkeep by 10%, reduce military Advanced Material upkeep by 2%, reduce military Exotic Material upkeep by 0.5%. Reduce replacement Throne costs by 10%, reduce military Material costs by 20%, reduce military Advanced Material costs by 5%, reduce military Exotic Material upkeep by 1%.

Locked- Five out of Sixteen years completed


Thaddeus Expertise: Expand (Limberlost) 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

Locked- Three out of Ten years completed

Reagents supply- One of the goods that Lulana is willing to trade Alkahestrial products is a collection of Alkahestry reagents from across Avernus. It will take a few years to determine which are valuable and set up a way to collect them but this is the easiest and least controversial way to expand your trade credit.

Time: 8 years

Cost: 38,000,000 Thrones, 3,800,000 Material, 3,800,000 Promethium, 79,000 Advanced Material, 890 Exotic Materials
Upkeep per year: 3,800,000 Thrones, 380,000 Material, 380,000 Promethium, 7,900 Advanced Material, 89 Exotic Material.
Reward: 100 Trade credits with Nynye.

Expand Advanced Juve-nat factories- Recently the use of Advanced Juve-Nat by your military has reached the point where it is digging into your reserves. While you still have decades before the reserves start running out it would still be a good idea to expand these factories sooner rather then later, time consuming and expensive as it is.

Time: 18 years

Cost: 3,500,000,000 Thrones, 700,000,000 Material,35,000,000 Metal, 140,000,000 Promethium, 290,000 Advanced Material, 1,600 Exotic Material.
Upkeep per year: 170,000,000 Thrones, 35,000,000 Materiel, 1,700,000 Metal, 7,000,000 Promethium, 15,000 Advanced Material, 820 Exotic Material.
Reward: expand Advanced Juve-Nat factories to produce 19,000,000 does a year.

Wildlife Export Goods- According to Signe there is a large barely tapped market in the sale of parts of Avernite wildlife to the elite of other worlds. This market includes luxury foods and furs for the nobles of the Imperial Trust, interesting materials for the Artisans of Svartalfheim and similar. Signe believes that if she throws from governmental resources into developing this trade it could be a major boon to the economy of Avernus.

Time: 10 years

Cost: 1,100,000,000 Thrones, 110,000,000 Material, 22,000,000 Metal, 22,000,000 Promethium, 50,000 Advanced Material, 2,500 Exotic Material
Upkeep per year: 110,000,000 Thrones, 11,000,000 Material, 2,200,000 Metal, 2,200,000 Promethium, 2,500 Advanced Material, 50 Exotic Material
Reward: +20% to prosperity of Avernite ground cities, +960,000,000 Thrones per year


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%)


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 tells you to be very careful in your dealing with Areatha and the Nynye, as what you decide may have consequences for centuries to come. He also reminds you that the next major High Council Meeting is approaching, and that it may be a good idea to begin preparing for it.
Chose One
One Five years
Make a Request- Areatha the Ancient Wanderer, one of the most powerful beings of Avernus barring the Great Ones has recently started living among the humans of Avenrus. While you can not commander you you could request her assistance in a matter, or for her to share some of the knowledge that she has gained over the twenty thousand years she has spent on Avernus.

Time: 1 year
Chance of Success: Varies

Cost: Free
Reward: Assistance or knowledge from Areatha

Nynye Trade (Write in)- There are several bit of knowledge that the Nynye that have that could be of great use to the humans of Avernus. There are limits to how much of what they ask for in return that you would be willing to offer but what you can get will be another weapon in the hands of the heroes of Avernus.

Time: 1 year.

Cost: 490,000 Thrones.
Reward: buy Alkahestry from Lulana of the Nynye.

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 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 tells you that there seem to be a constant stream of infiltration attempts aimed at Avernus, with at least a dozen each year from various sources. Most of these attempts are caught by your advanced scanners and well developed sensor network but some manage to reach the planet, either though skill, luck or technology. Those that reach the planet are generally the better prepared attempts who have operatives trained to the level where they can create false documentation and pretend to be either natives or recent immigrants. While even then a decent number fail to pass muster, especially of those who pretend to be locals some manage to slip into the population for extended periods. Jane tells you that the background checks performed on all Helltroopers and PDF officers are more then extensive enough to catch most infiltrators some may still get though. Unfortunately on Avernus a history that had everyone you knew in your youth no longer among the living is not that strange. Unusual yes but not incredibly so.
Choose Two
Two Five years

Counter-Intelligence- Jane tells you that the number of spies attempting to infiltrate Avernus has only gone up over the years. While she thinks that most of them have been caught she is not certain of this, and would like to spend the odd year double checking her subordinates work.

Time: 1 year
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: double check counter-intelligence efforts, +5 t chances of spotting infiltrators this turn.


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.

According the Fabricator-General Scott there will be significant issues in the Mechanicus if you agree to trade the Nynye anything but the most basic of technologies. She tells you that basic industrial age technologies should be possible without to much issue, and electrical technology while controversial is still possible but that anything more would cause to many issues within the Mechanicus.
Three Locked Choose One
One Four years
Gravatic Array: Computing Issues- Currently while Archmagos Tranth has figured out how to repair the Gravatic Array he has no idea how to use it, and fears that it may be impossible. He would like to spend a few years attempting to determine if it is actually possible before he sets out to do it.

Time: 3 years

Cost: 120,000,000 Thrones, 6,100,000 Material, 2,400,000 Promethium, 79,000 Advanced Material, 8,900 Exotic Material
Reward: learn whether it is possible to use the Gravatic Array without an AI

Locked- Two out of Three years completed

Gravatic Engines Part Three: Replicate- Archmagos Tranth has recently determined how to repair the Gravatic Engines of The Well of Urd. Now he would like to take the time to work out how to duplicate them, so that more ships using this most interesting form of stealth engine can be built.

Time: 5 years
Chance of Success: -150% (16% after bonuses)

Cost: 1,600,000,000 Thrones, 4,000,000 Advanced Material, 45,000 Exotic Material
Reward: Learn how to replicate the Gravity Engines of The Well of Urd, allowing you to produce more.

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.

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.

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.

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) (+15 to next attempt)

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

Time: 6 years.
Chance of Success: unknown.

Cost: 1,221,000 Thrones, 61,000 Material, 61,000 Metal, 30,500 Promethium.
Reward: Discover large amounts about selected species

Locked- One out of Six years completed


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
Expand Forge-Hive: Erecura – 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

Locked- Nine out of Sixteen years completed


Repair the Well of Urd- Recently Archmagos Tranth has worked out how to repair the last of the components of The Well of Urd. This means that Fabricator-General Scott can finally begin to repair it. The repairs will be carried out in the shipyards of Vanaheim at the expense of the Vanaheim Mechanicus but given the importance of The Well of Urd Fabricator-General Scott will still have to devote a large portion of her effort to this project for the next twenty-five years.

Time: 25 years

Cost: Free
Reward: The Well of Urd is restored to full functionality

Locked- Five out of Twenty-Five 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: Belisama or Nechtan – Currently Belisama and 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 continuing to focus the majority of his attention on his studies, with his current focus being on Archetypes, and what they actually are. He is still devoting enough time to other projects to ensure that the Church is running well, both within Avernus and in the rest of the Imperial Trust as well as Dragon's Nest but he has definitely taken a step back from governing the Church of the Imperial Truth.
Choose Two
Two Two years

Double: What is an Archetype?- Recently High Grandmaster Ridcully has somehow tapped into an archetype within the Warp, which is augmenting his powers in several ways. What exactly an archetype is is still pretty much unknown, though it is theorised that it is in some way the mortal equivalent of gaining a domain. Saint Lin thinks that by approaching it from that angle he will be able to figure out more about Ridcully situation.

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

Cost: 40,000,000 Thrones
Reward: More information on Archetypes

Locked- Two out of Five 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 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 is in one of its biggest reorganisations to date, with Songweaving moving from being a specialised discipline to the mainstay of your psyker choirs. This is causing a good bit of disruption and quite a few transfers between Divisions within the Department of War, but thankfully few problems. As this is happening on Avernus most of the Psykers that it will effect are helping you breach the final defences of the Abomination Empire of Valinor, and effort in which Ophelia has proven herself most useful.

Elite Priamris Ophelia Jameson gains trait Tamed Power (+3 Control)- After a century of life Ophelia finally managed to tame the immense power that she can wield, allowing her to safely use it to its limits.
One Locked Choose Three
One Three years, Two Two 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: 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

Locked- Seven out of Ten years completed


Examine: (Siren Rune)- The Sirens have recently traded knowledge of how to make several forms of Runes in exchange for the souls of chaos cultists. Tamia would like to spend a few years examining each in order to both determine what it does and to ensure that it is safe. This will also determine exactly how you can use the rune, including whether you can form wards of it or inscribe it on weapons.

Time: 3 years (must be taken by Tamia)
Chance of Success: 80% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the effects of the selected Rune and if it is safe

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: 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

Locked- Ten out of Twelve years completed


Massed Songweavers- Now that a far greater number of Songweaving Songs can be composed it is possible to entirely replace the vast majority of your choirs with Songweaving Choirs. These choirs would be twice the size of a normal choir and thanks to the flexibility of songweaving would be able to be almost as effective in psychic disciplines outside their speciality. However thousands of Battle Psykers will have to be retrained as Songweavers for this to happen, a task that will take decades.

Time: 20 years

Cost: 400,000,000 Thrones, 71,000 Advanced Material, 810 Exotic Material.
Reward: all Battle Psyker Choirs trained to act as Songweavers, double the maximum size of choirs, greatly increase choir skill outside of speciality discipline.

Locked- Four out of Twenty years completed


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

Time: 6 years

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

Locked- Three out of Six years completed

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%.


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%

You are in the final stages of the Valinor campaign with only the last few worlds remaining defiant, and even they will fall in the near future. On that note while you can't agree with the religion or morality of the Valinorions or with their rigid tactics their courage of discipline has to be respected. Fighting to the last man while maintaining good order is a lot harder then it seems and they have done it consistently. Back on Avernus your advisers and THaddues have been running things, as efficiently as always.

One Locked Choose Three
Two Five years, One Three years
Personal Attention: Valinor Campaign: Middle of the Road– You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

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

Locked – Ten out of Twelve years completed

Thaddeus Expertise: (Expand (Limberlost) to Small Hive)- 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. (year 3 or later)

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

Chain of Command- With Marshal Andreev'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 him and get to know him.

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 214,884,257,845 74,875,826,468 40,801,671,581 33,431,356,076 86,164,633 275,039 12,310 16
Current Reserves 307,241,439,688 122,822,694,251 394,785,659,264 248,477,543,815 212,827,545 1,641,955 467,862 183
 
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Might I suggest we do vortex shells for these turn. Since they would be immensely helpful against ork escorts and cruisers. Also my money is on orks attacking the Trust with the next turn or two unless we have Ridicully keep them busy.
 
We have 3600 tetsudo tanks in storage if we pick that option, which should bring the cost down.

fellblades too, though not as many.

Replace 40 Power Helguard Mechanised Infantry Regiments, 127 Power Helguard Infantry Regiments, 696 Power Helltrooper Mechanised Infantry Regiments and 2,500 Helltrooper Helguard Infantry Regiments with 50 Helguard Shocktrooper Regiments, 100 Helguard Trooper Regiments, 1,000 Helltrooper Shocktrooper Regiments and 2,000 Helltrooper Trooper Regiments.
we're losing 213 regiments. are they being resized? or typo?
 
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Okay. For the Army, it seems obvious to spend one of our 5 years on the power armor reorganization because it will take 12 years and we want it done soon.
Then the 9 year regiment for the second 5 years and the 8 year regiment on the 1 year?

My gut says Juve Nat for our Administration option.

At least one ear to the ground for Diplo. I don't really know for the others.

Put Jane to hunter psykers and enemy agents.

So we have a single 4 year track for the Mechanicus.
I would like to finish a bunch of stuff we've been sitting on.
Explorator has a lot of 1-3 year stuff we could knock out.
Fabricator-General has Adjucator and Another, each 1 year.
Explorator or Fabricator General has a lot of 3 year options.

For the Ministry we have 2 2 years.
Assuming we don't have any big psyker trials coming up, I would like to continue down the research list for Dominions and Primal Gods.

Telepathica has 2 2 years and 1 3 year.
uh. We got some anti-orc stuff and studying an unknown metal?
 
Okay

1) For Areatha think that knowledge would be more important than her direct help. Would also probably be a good idea to ask if she knows any potential way to help Lin, she may not or it may not be something we would be willing to do but won't know unless we ask and can't hurt to ask.

2) For diplomacy really think we should trade Quartok tech for Nynye potion knowledge since that is extremely valuable. Also would solve a ton of issues from the mechanicus by giving away xeno tech to other xenos since human tech wouldn't be involved.

3) Finally for divination really think we should divine both the Callumus Forge Empire and Imperium Secondus since those are the other two biggest players along with the empire run by four different Primarchs so getting in contact with them and trading/giving tech to help them as well as us seems like a no brainer and with the next council meeting coming up we might really want to do this this turn to help convince them to allow it. Especially since we are likely going to want to get access to the Webway which involves making deals with the Eldar.
 
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You are in the final stages of the Valinor campaign with only the last few worlds remaining defiant, and even they will fall in the near future. On that note while you can't agree with the religion or morality of the Valinorions or with their rigid tactics their courage of discipline has to be respected. Fighting to the last man while maintaining good order is a lot harder then it seems and they have done it consistently. Back on Avernus your advisers and THaddues have been running things, as efficiently as always.
I hope this isn't Rotbart getting the Chaos bug...

I'm all for giving the Nynye industrial technologies, short of electricity. I'd rather preserve Mechanicus Unrest for things that actually progress our own technologies.
 
Maybe a little bit of mechanus too? (edit the emigrants i mean) They have less skin and lots of fire power and/or way to be prepared when (and not if) creatures ambush them. (maybe their problem is speed? Had we have had our genius of mechanic work in their lets say priest suit or equipment ?)
Because this is The holiest place they will ever step without living on mars.
 
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Okay

1) For Areatha think that knowledge would be more important than her direct help. Would also probably be a good idea to ask if she knows any potential way to help Lin, she may not or it may not be something we would be willing to do but won't know unless we ask and can't hurt to ask.

2) For diplomacy really think we should trade Quartok tech for Nynye potion knowledge since that is extremely valuable. Also would solve a ton of issues from the mechanicus by giving away xeno tech to other xenos since human tech wouldn't be involved.

3) Finally for divination really think we should divine both the Callumus Forge Empire and Imperium Secondus since those are the other two biggest players along with the empire run by four different Primarchs so getting in contact with them and trading/giving tech to help them as well as us seems like a no brainer and with the next council meeting coming up we might really want to do this this turn to help convince them to allow it. Especially since we are likely going to want to get access to the Webway which involves making deals with the Eldar.

I agree on 2, but the first thing we should probably do wrt that is to actually talk to Aryz and get his approval. I know we don't need it, but having him OK the deal makes it a lot better on a diplomatic level. Also, the Quartok should probably benefit in some way from the deal.

Treaties are treaties, but respect is irreplacable.
 
I hope this isn't Rotbart getting the Chaos bug...

Just because you hate your enemy doesn't mean you can't admire some things about them.

I'm all for giving the Nynye industrial technologies, short of electricity. I'd rather preserve Mechanicus Unrest for things that actually progress our own technologies.

Or we can just give them Quartok tech. The main issue with the AdMech is giving away human tech.
 
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