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
Pretty sure Durin has said that Syr can receive marriage proposals through omakes IIRC and if that's right then she's ready now and considering the danger both Syr and Rotbart get into having a third generation of Rotbarts would be prudent.
"Is not refusing to consider serious proposals" does not equal "is actively looking for serious proposals". Plus, people have beaten the 'get Syr married' horse to death.
 
only in 10% of all cases, the rest have mostly died
The way I see it, the reason why the Phase Tigers are Phase Tiger tier is because they are Cunning + Catachan + Elites + 4 combined Regiments + Avernus + Dalv Sepet.

Which leads me to another question going back alllllI the way back to the OP. Namely, how would Avernus have turned out if we didn't pick the Pious trait for our population.

Disciplined- Small boost to combat

Fierce- Large boost to close in combat

Pious- Reduction is chaos cults

Stubborn- Boost to morale

Cunning- Boost to intrigue and stealth and light infantry, slight increase in cults

Artisans- Better quality workmanship, more Material produced

Industrious- Boost to productivity and resources gathered

Courtly -Boost to diplomacy and less civil disorder

I imagine Pious and Disciplined aren't too dissimilar, but that may be because every Avernite has a second job as an Avernus-level militia.

Fierce would have been scary to behold. Deathworlders who want to come in closer to you.

Stubborn seems to be similar to Piety in effects on the battlefield.

Cunning would have made us more like the Catachans. But it may have been a terrible idea due to the cults.

Artisans would have been... interesting. If they could have built a functioning society, there's plenty of high quality exotic things to work with.

Industrious would have been just as misplaced as Rotbart seemingly was.

Courtly: Whatever you do, do not ever bother an Avernite during Tea Time. Even Orks and Spiders obey this rule.

To be honest, I think Piety was the best option for colonizing a Warp-touched world.
 
So get her 10 kids, got it. :p
LOL

The way I see it, the reason why the Phase Tigers are Phase Tiger tier is because they are Cunning + Catachan + Elites + 4 combined Regiments + Avernus + Dalv Sepet.

Which leads me to another question going back alllllI the way back to the OP. Namely, how would Avernus have turned out if we didn't pick the Pious trait for our population.

Disciplined- Small boost to combat

Fierce- Large boost to close in combat

Pious- Reduction is chaos cults

Stubborn- Boost to morale

Cunning- Boost to intrigue and stealth and light infantry, slight increase in cults

Artisans- Better quality workmanship, more Material produced

Industrious- Boost to productivity and resources gathered

Courtly -Boost to diplomacy and less civil disorder

I imagine Pious and Disciplined aren't too dissimilar, but that may be because every Avernite has a second job as an Avernus-level militia.

Fierce would have been scary to behold. Deathworlders who want to come in closer to you.

Stubborn seems to be similar to Piety in effects on the battlefield.

Cunning would have made us more like the Catachans. But it may have been a terrible idea due to the cults.

Artisans would have been... interesting. If they could have built a functioning society, there's plenty of high quality exotic things to work with.

Industrious would have been just as misplaced as Rotbart seemingly was.

Courtly: Whatever you do, do not ever bother an Avernite during Tea Time. Even Orks and Spiders obey this rule.

To be honest, I think Piety was the best option for colonizing a Warp-touched world.
I think someone should do a mini-omake of some of these!
...not me, im not going to ruin a good story line with my complete inexperience.
 
LOL


I think someone should do a mini-omake of some of these!
...not me, im not going to ruin a good story line with my complete inexperience.
As someone who's said similar things before:

Try. No, seriously, try, no other way to improve. And yes, it sounds like a cheesy self-help book. But it's actually right in this case, unlike self-help books.
 
some omakes of those would be interesting, I particularly like the idea of Avernite Artisans, and have a lot of room to run with it
 
As someone who's said similar things before:

Try. No, seriously, try, no other way to improve. And yes, it sounds like a cheesy self-help book. But it's actually right in this case, unlike self-help books.
this is so correct, when I read the earlier parts fo the quest I feel greatly tempted to pretty much rewrite them
actually writing is the best way ever to become a decent writer
 
Turn One Hundred and Nine
Turn One Hundred and Nine
Two Hundred and Sixty-Five years since the Founding of Avernus
Five year turn

Last year the Order of Omens warned you that an Ork Waaagh was approaching the Imperial Trust from South-Autem. On this route they will hit ither what was left of Valinor or the Core Worlds of the Imperial Trust first. In particular Jotunheim, Vanaheim, Byzantium and Muspelheim are likely to be your first line of defence. You have nine years before the Waaagh hits, hopefully enough time to prepare. An Emergency Meeting of the Imperial Trust High Council has been called for in one years time to discuss this matter. The Imperial Trust has yet to recover from the last Waaagh, and you can only hope that this one is not too bad.

General Richards is glad to report that the Avernite Army will be at full strength when the war begins and that the Helguard will have finished its reorganisation. Given the quality of Avernus' forces you can expect your men to see some of the hardest fighting against the coming Waaagh, so any additional preparations that you have time for will be invaluable.

Marshal Cheshire gains trait Weapons Enthusiast (+2L, +1C)- Marshal Cheshire has a great love for weapons of all forms, and spends what free time she has learning about and practising with a bewildering variety of weapons.
Marshal Rakes gains trait Skilled Tactician (+2M)- Marshal Rakes is a decent tactician able to quickly adapt to the changing condition of the battlefield.
Two Locked Choose One
One One year

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.

Locked- Five out of Twelve years completed

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

Locked- Five out of Nine years completed

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

Locked- One out of Eight years completed

Lessens Learned: Taint Control- The largest source of casualties in your recent campaign by far was chaos corruption, which turned many of your forces on each other. You learned much about how to best deal with this during the war, both in spotting the signs and in purging tainted units with minimal casualties or collateral damage. It would be best to ensure that the lessens that you and your men paid for with the blood of your comrades are remembered.

Time: 1 year (can only be taken as personal attention)
Chance of Success: 20%

Cost: 4,000,000 Thrones, 400,000 Material, 20,000 Promethium.
Reward: reduce losses to taint by 5%

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 tells you that he will be able to finish repairing almost all all of the warp capable hulks before the Orks are expected to arrive. This will leave the Avernite Navy still significantly battered from the last wars, as are many of the other fleets within the Imperial Trust. Admiral Sarnow hopes that the Orks can be lured into attacking Vanaheim or Muspelheim which have powerful enough orbital defences to withstand even another Waaagh Gutcrumpa without to much damage.
Choose Three
One Four years, One Three years, One One year

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- Six 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- Eight out of Ten years completed: Expedited
Locked- Six out of Ten years completed: Expedited
Construct: Repairs: Third Step - The third step to repairing your fleet is to rebuilding most of the remaining escorts. This will take another eight years and leave you with fifty hulked escorts and a thousand defence monitors remaining to be repaired. Admiral Sarnow advises that you begin work on this at once.

Time: 8 years

Cost: 4,100,000,000 Thrones, 3,200,000,000 Material, 22,000,000 Promethium, 2,700,000 Advanced Material, 23,000 Exotic Material .
Upkeep per year: 410,000,000 Thrones, 330,000,000 Material, 22,000,000 Promethium, 270,000 Advanced Material, 910 Exotic Material.
Reward: Repair all 271 Frigate hulks, repair all 494 Destroyer Hulks, repair all 135 raider hulks, repair 116/143 Stealth Destroyer Hulks

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

Time: 6 years.

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


Construct: Repair for Avernus- Admiral Sarnow has put forward a proposal to repair all of the ships left in the ship graveyard bar the Shadows. This will take another six years and be easily affordable. If you decide to keep them for yourself this will significantly boost your light forces, especially with the additional of Light Carriers.

Time: 6 years.

Cost: 2,000,000,000 Thrones, 1,200,000,000 Material, 17,000,000 Promethium, 920,000 Advanced Material, 5,800 Exotic Material.
Upkeep per year: 100,000,000 Thrones, 58,000,000 Material, 7,200,000 Promethium, 38,000 Advanced Material, 96 Exotic Material.
Reward: Repair 18 Buccaneer Class Light Cruisers, 82 Adherent Class Light Carrier, 200 Privateer Class Raiders, 200 Soldier Class Destroyers, tithe half to the Imperial Trust


Construct: Repair for Trust- Admiral Sarnow has put forward a proposal to repair all of the ships left in the ship graveyard bar the Shadows. This will take another six years and be easily affordable. If you decide to sell them to the Imperial Trust they would make a moderate amount of credits and further strengthen the Imperial Trust Navy..

Time: 6 years.

Cost: 2,000,000,000 Thrones, 1,200,000,000 Material, 17,000,000 Promethium, 920,000 Advanced Material, 5,800 Exotic Material.
Upkeep per year: 100,000,000 Thrones, 58,000,000 Material, 7,200,000 Promethium, 38,000 Advanced Material, 96 Exotic Material.
Reward: Repair 18 Buccaneer Class Light Cruisers, 82 Adherent Class Light Carrier, 200 Privateer Class Raiders, 200 Soldier Class Destroyers, sell to the Imperial Trust for 11,719 Credits.


Construct: Decent Class Destroyers- Admiral Sarnow has put forward a plan to construct two hundred Decent Class Destroyers, half for Avernus and half for the Imperial Trust. This will give you a large force that can not be easily countered by much on the ground short of heavy fortifications. When this is combined with the sheer surprise value that Decent Class Destroyers will have they are a deadly ace to have in reserve.

Time: 6 years.

Cost: 1,200,000,000 Thrones, 800,000,000 Material, 1,900,000 Promethium, 58,000 Advanced Material, 4,700 Exotic Material.
Upkeep per year: 30,000,000 Thrones, 20,000,000 Material, 480,000 Promethium, 15,000 Advanced Material, 120 Exotic Material.
Reward: 100 Decent Class Destroyers for Avernus and 100 for the Imperial Trust Guard


Construct: Escorts- Admiral Parnell has put forward several suggestions of what to make next with your shipyards. The quickest of these suggestions is to build a collection of escorts to fill your order of battle. This would involve repairing a bit over two hundred escorts over three years and is the fastest way to bring your fleet up to full strength.

Time: 3 years.

Cost: 1,000,000,000 Thrones, 960,000,000 Material, 4,200,000 Promethium, 723,000 Advanced Material, 5,100 Exotic Material.
Upkeep per year: 42,000,000 Thrones, 40,000,000 Material, 4,400,000 Promethium, 74,000 Advanced Material, 210 Exotic Material.
Reward: repair 104 Squire Frigates (Half Destroyed), repair 104 Page Frigates (Half Destroyed), repair 17 Legionnaire Destroyers (mostly intact),


Construct: Mass Conveyors and Escorts- Admiral Parnell has put forward several suggestions of what to make next with your shipyards. The second suggestion is to use your Huge Shipyard to make some Mass Conveyors, which will be in higher demand now that navigators are being seconded to the military in greater numbers. While the Mass Conveyors are being built Admiral Parnell will use the smaller shipyards to start work on brining your escort numbers up to full strength.

Time: 5 years.

Cost: 784,000,000 Thrones, 78,600,000 Material, 13,000,000 Metal, 3,090,000 Promethium, 303,000 Advanced Material, 3,500 Exotic Material.
Upkeep per year: 71,000,000 Thrones, 32,000,000 Material, 6,500,000 Metal, 4,700,000 Promethium, 28,500 Advanced Material, 109 Exotic Material.
Reward: build 9 Mass Conveyors, repair 84 Squire Frigates (Half Destroyed), repair 81 Page Frigates (Half Destroyed)


Construct Defence Cruisers and Escorts- Admiral Parnell has put forward several suggestions of what to make next with your shipyards. The final option would be to repair even more Defence Cruisers and build some more Monitors, strengthening Avernus' Void defences but not helping the rest of the Imperial Trust. Given the fact that Avernus is one of the better defended systems in the Imperial Trust Admiral Parnell does not believe this to be necessary for the moment.

Time: 5 years.

Cost: 1,700,000,000 Thrones, 2,300,000,000 Material, 6,900,000 Promethium, 1,100,000 Advanced Material, 4,600 Exotic Material.
Upkeep per year: 28,000,000 Thrones, 23,000,000 Material, 7,600,000 Promethium, 25,000 Advanced Material, 240 Exotic Material.
Reward: repair 11 Bastion Defence Cruisers(mostly intact), repair 20 Fortress Defence Cruisers (5 mostly intact, 15 half destroyed), repair 21 Cathedral Defence Carriers (10 mostly intact, 11 half destroyed), repair 13 Snare Defence Cruisers (8 mostly intact, 5 half destroyed), repair 5 Castra Defence Cruisers (1 mostly intact, 4 half destroyed), build 62 Defence Monitors.

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

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

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

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

Time: 10 years

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

Further Thicken Minefield: Deiphobe- One option to expand the defences of Deiphobe is to quadruple the density of the minefield. This would quadruple the damage that the mines inflict, making the minefield likely to destroy most cruisers that try to advance though it and inflict major damage on even Battleships. This would be a time consuming and expensive option, but would make attacking though the minefield near impossible for most fleets.

Time: 12 years.

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

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

Time: 11 years. (can be taken twice)

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


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

Time: 11 years. (can be taken twice)

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


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

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

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


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

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

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

Currently the Avernite Administratum is the busiest that you have ever seen it, with you, Signe and Thaddeus all devoting most of your time to project management. These projects will help you get on top of population growth for once and will help strengthen your economy, which is the foundation on which Avernus' military rests.
Four Locked Choose One
One Two 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- Fifteen 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- Ten out of Sixteen years completed

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 doses a year.

Locked- Five out of Eighteen 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- Eight out of Ten years completed

Personal Attention: Expand (Ain al-Asil) 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


Personal Attention: 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.

Locked- Three out of Eight years completed

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 that news of the coming Ork Waaagh is causing concern across the entire Imperial Trust, as many fear that the close arrival of the two recent Waaaghs will prove typical in the years to come. Unfortunately they may be correct. So far there is no panic however if losses to this war match the Siege of Mar Sara several senior members of the Imperial Trust will start to panic. You can only do your best to make sure that it does not come to that.
Choose One
One Five years

Daemon Hunt: Summoning- Areatha the Ancient Wander has come up with a plan that may be able to stop the kidnapping of Chaos Psykers from Avernus, which has gathered a worrying amount of psykers over the years. This plan will require her participation and Inquisitor Klovis-Ultan would be the best choice to coordinate it with her. Well as long as you don't have to deal with that woman more then needed.

Time: 1 year (can be repeated)
Chance of Success: 70% (not modifiable, if failed all other daemon Hunt Actions also fail)

Cost: Free
Reward: Areatha participates in the Deamon Hunt

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 is glad to have finally gained a plan to deal with the daemon kidnapping chaos psykers, and has requested that you put it into operation immediately. Jane has volunteered to be the one to give the final blow to the daemon, and with her skills you can not deny her the right. She advises that you focus totally on hunting down the daemon for the moment, and then to turn your attention to dealing with the Chaos Psykers that will no longer be escaping with it.
Choose Two
Two Five years

Daemon Hunt: Final Blow- The plan to halt the daemon kidnapping your chaos psykers requires someone able to inflict true death on it. Fortunately Jane is somehow able to pull this off, and is eager to participate in the Hunt.

Time: 1 year (can be repeated)
Chance of Success: 00% (38% after bonuses)

Cost: Free
Reward: Jane participates in the Daemon Hunt

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.

The Adeptus Mechanicus is continuing its steady growth in the Helheim system, with the third Large Forge-Hive being only years from completion. When completed this will allow you to significantly increase your production of the more advanced technologies of the Imperial Trust. Speaking of advanced technologies there is a push within the Mechanicus for Tranth to begin work on designing the first Avernus Pattern Titan. Given how useful more Titans would be on the field of war you can see some very good secular reasons to begin work on Ttans as well.
Gravatic Array: Investigation- Now that he knows that it may be possible to use without the computing power of an AI Tranth would like to spend a few years investigating the Array to determine exactly what it does. He knows that it works by manipulating gravatiy on a massive scale but whether it is a form of FTL, a direct weapon such as The Well of Urds Grav Guns or something more complex is unknown.

Time: 4 years
Chance of Success: -100% (36% after bonuses)

Cost: 240,000,000 Thrones, 12,000,000 Material, 4,800,000 Promethium, 160,000 Advanced Material, 18,000 Exotic Material
Reward: learn what the Gravatic Array does

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.
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- Fourteen 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- Ten out of Twenty-Five years completed

Cathedral of the Omnissiah: Erecura- In four years time Annwn will have been fully expanded into a Large-Forge Hive. This will allow Fabricator-General Scott to begin building a Cathedral of the Omnissiah or a Cathedral of the Machine-God following the plans provided by the Blood Dragons. A Cathedral of the Omnissiah would massively increase your production of Advanced Materials, increasing your current production by 60%.

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

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


Cathedral of the Machine-God: Erecura- In four years time Annwn will have been fully expanded into a Large-Forge Hive. This will allow Fabricator-General Scott to begin building a Cathedral of the Omnissiah or a Cathedral of the Machine-God following the plans provided by the Blood Dragons. A Cathedral of the Machine-God would significant;ly increase your production of Exotic Materials, an increase of around twenty percent and almost double your production of Relic Material.

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

Cost: 38,000,000,000 Thrones, 9,400,000,000 Material, 3,800,000,000 Metal, 190,000,000 Promethium, 880,000 Advanced Material, 110,000 Exotic Material, 12 Relic Material.
Upkeep per year: 3,800,000,000 Thrones, 940,000,000 Material, 380,000,000 Metal, 19,000,000 Promethium, 88,000 Advanced Material, 11,000 Exotic Material, 1.2 Relic Material.
Reward:+10 to all Adeptus Mechanicus rolls, increase base EM production by 100% (currently +100%), increase AM production by 6,800 (280k), increase EM production by 1,375 (7.8k), provides 5 Relic Material per year, can have either Cathedral of the Omnissiah or a Cathedral of the Machine God,

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 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

While Saint Lin is currently deep in his studies of divinity he has volunteered to begin cleansing the worlds of Valinor from their taint. While it usually takes decades to centuries to cleanse even lightly tainted worlds of the touch of chaos, and is near impossible for heavily tainted worlds, Saint Lin is able to reduce that time to years. Like the study of the nature of divinity cleansing Valinor would be a feat that only Saint Lin could achieve, and should be done while he still lives.

Choose Two
Two Two years

Double: 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, ??.

Locked- Two out of Five years completed

Cleanse World (Light, Moderate or Heavy)- There are fifteen tainted worlds recently captured from Valinor. Of these worlds five are lightly tainted, seven are moderately tainted and three are heavily tainted. Saint Lin believes that with a few decades work he could totally cleanse the worlds, or at least reduce the level of taint.

Time: 2 years
Chance of Success: 10%

Cost: 40,000,000 Thrones, 7,900 Advanced Material, 890 Exotic Material, 1 Relic Materials
Reward: Reduce the taint of selected world by 1 level, 2 on a crit.

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 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

Recent research by the Adeptus Astra Telepathica has opened up several new fields of study, some of which have immediate uses and others that merely expand you knowledge. While Ridcully would prefer to focus on these projects he also needs to spend a year divining the approaching Ork Waaagh and has several other more immediate projects to worry about.
One Locked Choose Three
Three Five years
Daemon Hunt: Location- The plan to halt the daemon kidnapping your chaos psykers requires Ridcully to predict the location of the daemon's portal far enough in advance to get everyone there.

Time: 1 year (can be repeated)
Chance of Success: 00% (99% after bonuses)

Cost: Free
Reward: Ridcully locates target for the Daemon Hunt

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: Immaterium Echoes- High Grandmaster Ridcully has recently discovered that everything in the Materium also has an echo in the Immaterium. This plays a major part in the effect that certain patterns can effect reality, and has the potentional to be of great use if it is better understood. However due to the sheer complexity of this task and how hard to detect Immaterium echos can be only Ridcully himself can carry out this reach, and it is time consuming.

Time: 12 years (must be taken by Ridcully)
Chance of Success: 10% (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 have an echo the Immaterium


Research: Power of Belief- High Grandmaster Ridcully has recently discovered that peoples beliefs about certain patterns can cause them to have an impact on the Immaterium, if enough people believe it for long enough. He is highly interested in investigating this in greater detail, and wonders if it crosses over into how gods gain power from worship. Again this is a complex project that only Ridcully is able to carry out.

Time: 8 years (must be taken by Ridcully)
Chance of Success: 25% (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 have an echo the Immaterium


Research: Conceptional Bonding: First Stage- Recently it has been found that Truesteel works by somehow permanently bonding the concept of steel to metal. Given that conceptional bonding is considered to be highly unstable and require constant attention from a skilled Psyker to maintain the fact that a stable form of it exists is highly interesting, among other reasons because it was believed to be impossible. Tamia thinks that if she spends a decade or so studying Truesteel she will learn more about how it works, not nearly enough to replicate the feat but still enough to be of great use. She mentions that among other uses any more information on this subject may be useful in working out how to copy the power that Island Turtles use, which would be invaluable.

Time: 12 years
Chance of Success: 25% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on Conceptional Bonding


Hellflame Compression- The Hellflame Coral sues a power that is a mix of demonology and pyromancy to compress and store heat, and then unleash it. If reverse engineered this power could allow your best pyromancers to store up their power and then unleash it in a concentrated attack, allowing for massive burst damage with some preparation.

Time: 7 years
Chance of Success: 5% (uses average of control and learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Learn how to use Hellflame Compression

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

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.
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- Nine out of Twenty years completed

Daemon Hunt: Null- The plan to halt the daemon kidnapping your chaos psykers would benefit from Aria being on hand to weaken it with a Null Zone.

Time: 1 year (can be repeated, Must be taken by Aria)
Chance of Success: 50% (99% after bonuses)

Cost: Free
Reward: +10 to Jane's roll for the Daemon Hunt

Psychic Cleansing- Saint Lin has volunteered to undertake the cleansing of the recently captured worlds in Valinor. While your normal psykers could not pull this feat off by themselves, both pyromancers and demonologists would be able to assist him in his efforts, reducing the amount of time he must spend on this project.

Time: 2 years (must start at same time as Cleanse World, can't be taken by Ridcully)
Chance of Success: 20% (uses average of power and control with Pyromancy and Demonology Bonus)

Cost: 4,000,000 Thrones, 400,000 Material, 4,250 Advanced Materials
Reward: +15 to success chance of Cleanse World

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 taking advantage of the brief pause between wars to relax a little and recover from the constant grind of both managing Avernus from a distance and commanding a Sub-Sector wide campaign. While you can manage it due to the fact that Avernus can pretty much run itself in the short term it is still very tiring. As such you have given Thaddeus and his office a bit larger then normal part of your workload and are taking some time off to relax.
Two Locked Choose Two
One Four years, One Two years
Personal Attention: Expand Ain al-Asil to Small Hive– 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- Three out of Ten years completed


Personal Attention: Reagents supply– 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- Three out of Eight 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- Eight out of Ten years completed


Attend Emergency High Council Meeting- An Emergency High Council Meeting has been scheduled for two years time in which what to do about the coming Waaagh.

Time: 1 year (locked in year two)
Reward: Attend Emergency High Council Meeting

Locked- Zero out of One years completed

Thaddeus Expertise: (Any)- 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.

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 228,097,386,817 76,805,275,866 38,594,053,649 33,424,280,905 86,803,000 245,968 13,047 16
Current Reserves 513,891,696,250 192,329,969,503 433,073,945,478 281,304,009,393 284,608,912 1,788,727 480,172 199
 
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"And then some fucking Orks showed up."

Can we throw them at Former!Valinor's Daemon World?

See if they like a Great Big Fight like that.
 
Ok we are going to have to get some serious help from the Blood Dragons and try to lure the Waagh past us or to another enemy if possibly. But why are we getting hit so soon? I smell shenanigans.
 
So Ridicully has to divine the demon than divine the Waagh and we still have to do at least on more fanning the flames action or two. So that we donn't get a Waagh after these one.
 
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