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
Last edited:
Turn One Hundred and Nine Results
Turn One Hundred and Nine Results
Two Hundred and Seventy years since the Founding of Avernus

Over the last five years am average of one piont million Avernites a year have fallen to a combination of wildlife attacks, Orks and the few surviving handful of roving bands of Abomination soldiers. General Richards estimates that around a dozen are still alive, each of whom is a mighty hero.

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- Ten out of Twelve years completed

For the last five years General Richards has been continuing to reorganise your elites. As things stand a third of your regiments have fully accustomed themselves to their new organisation, while the remaining two thirds are engaged in intensive wargaming to gain familiarity with the new systems. According to General Richards all of the new model regiments could be deployed now if necessary, though thankfully she will have enough time to wait until they finish their retraining.


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

Complete

General Richards commissioned Avernus' first Fellblade Regiments a bit over a year ago. These five brigades of super-heavy tanks over double your number of super-heavies, allowing you to deploy entire divisions of super heavies when needed. General Richards tells you that Fellblade Regiments are Generalist Super-Heavies, able to fight against any force composition with ease. However this leaves them less good against any single foe then a specialist variant would be. As such General Richards advises using Fellblades as a front line force, where they can engage anything that the foes send at them while specialist variants are used to counter hostile aces.

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- Six out of Eight years completed

General Richards has continued to train her Testudo Regiments for the last five years and tells you that they are doing well. However she has been running into issues with the fact that no one has ever seen something like the Testudo before, so she is having to work out how to deploy it from first principles, most via trail and error. One new use that she has found for Testudo's is as protection for Battle Psyker Choirs, who can attack though the shields and are high priority targets for any sane foe.

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

Complete
d100=35+30(Martial)=65: Success

General Richards spent the last year running her forces though a wide range of drills and wargames in order to perpare them for dealing with the next Waaagh. While you still have four years left before it reaches the Imperial Trust General Richards would like to ensure that her forces are are prepared as possible by that time.

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.

Complete

Four years ago Admiral Sarnow recommissioned the last of the capital ships reduced to hulks in the recent wars. This brings the Avernite capital ship numbers to a good fraction of what they were before the invasion, though even with the almost two hundred Frigates repaired it leaves your escort numbers far below sufficient.

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

Complete
Complete

Admiral Sarnow has finished constructing a pair of new large shipyards above Deiphobe. These shipyards have already started work on repairing damaged escorts, and between them are expected to repair almost four hundred Destroyers before the next Ork Waaagh hits. This is a significant boost to your available escort numbers, which Admiral Sarnow is very glad of.

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

Locked – Four out of Eight years completed

Admiral Sarnow has spent the last four years trying to repair as many of the escorts destroyed during the War on Two Fronts as possible. In this time he has repaired a hundred destroyers and almost two hundred frigates, a number he will over double in the next four years.

Upgrade Defences (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

Locked – Four out of Ten years completed

For the last four years Admiral Sarnow has been working on strengthening the already formidable orbital defences of Deiphobe. While it is not likely that you will be attacked in the near future the shipyards of Deiphobe are one of the three largest shipyards of the Imperial Trust, and will need as strong defences as you can manage.

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

Complete
d100=69+20(Martial)=89: Success

Admiral Sarnow has been spending a good bit of the last year running an intensive series of maneuvers with his fleet. This is much needed as while the capital ships are mostly veteran he has been forces to reassign some of their crew to the newly rebuilt escorts, many of which are worryingly green.


The population of Avernus has grown by an average of 1.25% over the last five years, around average. Currently only The Azure Islands is in need of additional living space.

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.

Complete

Two years ago Signe finished building the underground railways linking the Azure Islands to the rest of Avernus. Thankfully without digging to deep and waking any terrifying monsters, which given that this is Avernus is a distinct possibility. The rail line both make it easier to redeploy forces to and from the Azure Islands during invasions and more economically connect the region of your general transportation networks, boosting the local economies. This expansion does not do to much more then cover the upkeep costs at the moment but as the population of The Azure Islands grows the impact will become greater.


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- Fifteen out of Sixteen years completed

Signe is in the final stages of setting up the repair workshops in the cities of Avernus. In fact almost a quarter of the workshops are already online, and have begun to repair the constant stream of damaged military equipment that living on Avernus produces.

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- Ten out of Eighteen years completed

Signe has continued to work on expanding the Advanced Juve-Nat Factories for the last five years and has made a great deal of progress. Rather then the empty shells that they once were the factories are now mostly full of highly advanced equipment, which is able to produce most of the exotic compounds required for Advanced Juve-Nat. It will still take a few more years to finish installing all of the equipment, after which the equipment will need to be calibrated and the workers will need to finish their training but Signe is certain that the factories will be fully online before your Advanced Juve-Nat reserves are exhausted.

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

Locked- Two out of Ten years completed

For the last few years Signe has been working on identifying what Avernite wildlife produces saleable goods. When she finds a marketable product she is beginning to invest resources in expanding the supply. So far a wide range of goods are being looked into, from Thundabeast steaks to Utter Bastard Dragon Scales.


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

Complete

Three years ago Thaddeus finished the expansion of Limberlost in the Everglades into a Small Hive. Limberlost is a towering spire, in many ways resembling a classical Imperial Hive with the exception of the sheer number of weapons of all sizes bristling from the Hive Spire. In particular Limberlost has a large number of anti-orbital weapons, adding to the difficulty for any enemy warship to spend much time above the more populated regions of Avernus.


Thaddeus Expertise: Expand (Storm's End) 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

For the last three years Thaddeus has been working on expanding the last of The cities of the Azure Islands, Storm's End, into a Small Hive. So far he is overseeing the construction of the foundations and superstucture but in the years to come the Hive itself will take shape.

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- Eight out of Ten years completed

You have continued to expansion of Ain al-Alsil over the last half decade and are now in the final stages of construction. All of the cities superstructure and infrastructure is now completed, and you just need to finish working on the residential districts and the extensive layered defences that are an Avernite cities trademark. The population of the city has almost doubled int eh time that you have been working on its expansion, with a hundred million citizens having moved into the new districts as you have been completing them.

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.

Complete

You have recently finished setting up a trade in Alkahestry reagents to the Nynye. These reagents are collected by many of the organisations of Avernus, though mostly the guilds, and are then transported to Lulana's Hive. While it is a minor expense arranging for the purchase and transport of the reagents tripling the amount of Alkahestrial products that you are able to buy is more then worth it.

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

Complete
d100=56+13(Diplomacy)=69: Success

After examining Jacob Oakheart and Saint Lin Areatha told you that while the effects of their conditions are similar the causes are a bit different. She tells you that Jacob's soul is more then his body can contain, and that the best way of dealing with that is Royal level Alkahestry to enhance his body. Saint Lin on the other hand has a soul gifted with more power then it can withstand. The only ways to cure it from what she can tell is either gain the assistance of someone able to reinforce the strength of his soul, which most gods can not achieve, or to have someone able to conduct spiritual surgery remove the power from his soul, which again is mostly limited to gods.

Daemon Hunt: Summoning: Three Times- 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

Complete
year two d100=9: Fail
year three d100=17: Fail
year four d100=69: Success

Areatha spent three years attempting to summon and trapThe Dark Whisper, the Lord of Change responsible for the psyker escapes. Her first few attempts were rather dismal failures, in large part due to her utter inexperience at summoning. However in the third year she was able to successfully force the Lord of Change of fully incarnate and bind it to the Materium, allowing Jane and Aria to kill it.


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.

Complete
All Master Potions for Heroes (50)
Death's Hand Poison for Last Hunters (40)
Journeymen Potions of Healing, Toughness, and Sight for Last Hunters (18)
Journeyman Potions of Healing and Rest for Primaris and Grandmasters (18)
Apprentice Potions of Sight for Life Guard (20)
Slow Poison for Heroes (2)
Apprentice Strength potion for Last Hunters (2)

Over the last year Inquisitor Klovis-Ultan has been arranging for a supply of Nynye potions and poisons to be exchanged for a mixed range of trade goods. As well as supplying Avernus' heroes with a wide range of master potions Inquisitor Klovis-Ultan acquired a mix of goods that will be useful for your Life-Guard, Last Hunters and Grandmaster Psykers.

Over the last five years your security forces have located a bit under one thousand chaos cultists, spread equally throughout Avernus. This is a normal number and Jane tells you that the cult surge after the invasion has finished.

Of the 4,920 major psykers found over the last five years 369 of them were Chaotic, a normal proportion.

346 of the Chaotic Psykers consisting of 2 Beta-levels, 20 Gamma-levels, 59 Delta-levels, 132 Epsilon-levels and 133 Zeta-levels were killed without causing any significant levels of damage over the last five years.
At least 21 of the Chaos Psykers including 2 Beta-levels, 7 Gamma-levels and 12 Delta-levels were dragged though warp rifts that closed behind them, though with the true death of the Lord of Change behind this the portals have stopped.
4 Beta levels caused some damage killing 102,000 PDF Troopers, 12,000 Helltroopers, 2,512 Psyker Hunters, 504 Veteran Psyker Hunters, 108 Elite Psyker hunters, 44 Master Psyker Hunters, 1,696 Witch Hunters, 288 Veteran Witch Hunters, 56 Elite Witch Hunters, 72 Witch Finders, 48 Psy-Hunters, 24 Master Psy-Hunters, 2 Grandmaster Psy-Hunters, 3 major Psy-Hunters and 1 major Master Psy-Hunter before they were taken out by your kill teams.

The untainted major Psykers included 9 Beta-levels, 50 Gamma-levels, 303 Delta-levels, 1,260 Epsilon-levels and 2,645 Zeta-levels.
491,9557 minor Psykers were located by the Witch Finders over the last five years, a fraction of a percent more then the previous five years.

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

Time: 1 year.
Chance of Success: 30%

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

Complete
Year One d100=56+25(Intrigue)+18(combat)+20(traits)+20(double)=139: Success, +8 to rolls

Jane spent a year overseeing the hunt for chaos psykers before joining the Daemon Hunt. In this time she killed a dozen delta levelled psykers, each in a single blow.

Double: Daemon Hunt: Final Blow: Three times- 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

Complete
Year Two NA
Year Three: NA
Year four d100=23+20(traits)+18(combat)+20(double)+20(Null)=101: Bare Success
Jane wounded and misses next years actions
-200 Master Psyker Hunters,
-1 Psy-Hunter Primaris
-20 major Psyker Hunters,
-50 minor Psyker Hunters
-500,000 militiamen

Jane spent three years preparing herself for killing the Lord of Change that has been stealing her prey. When Areatha finally managed to summon it Jane and Aria led a group of their best to kill it, and succeeded after a fight out of legends. The Dark Whisper proved to be a mighty Lord of Change and was able to summon its host to protect it, resulting in a battle that devastated an entire district of Yphax it died a final death on Jane's blade. The Dark Whisper did not go out without a fight, and inflicted some major wounds of Jane that will take her out of action for a year, and add to her already impressive collection of scars.

Double Down: 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.

Locked- Five out of Ten years completed

For the last half decade Archmagos Tranth has been working on creating schematics for the Avernus-Pattern Titan. Creating a set of schematics of the size and level of quality required for a Titan is an incredibly complex matter, and Archmagos Tranth is unsure if he will be able to finish them within another five years as planned.
Complete Examination (Raptors) - There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each spices.

Time: 6 years.
Chance of Success: unknown.

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

Locked- Five out of Six years completed

For the last half decade Archmagos Biologis Maximal has been studying the Raptors of Elysium. He tells you that between his previous studies of Tyrant Lizards and his current studies that he will most likely be able to create a range of biological lasers, though they are significantly less effective then a mechanical laser of the same size. Archmagos Maximal does however mention that no one in possession of a biological laser should ever be exposed to the Tyranids, as it would be a disaster if they copied it.
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

Complete

Three years ago Fabricator-General Scott finished the expansion of Erecura into a Large Forge-Hive. Erecura is dug deep into the metallic surface of Taraxandra, making it highly resistant to orbital bombardment especially when combined with its formidable void shields. This means that any attacker will be forced to attempt to storm it, and run into formidable external defences backed up by dozens of fortified chockpoints and several labyrinths made out of old mining tunnels.


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- Fifteen out of Twenty-Five years completed

The repair of The Well of Urd is continuing in the shipyards of Vanaheim, as thousands of the Mechanicus' greatest engineers continue to work on the project. As things stand most of its systems are now operational, though it will still take years more work to bring them up to full capacity.

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 3)

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,

Locked- Three out of Fifteen years completed

For the last three years Fabricator-General Scott has been working on building a Cathedral of the Omnissiah in the recently expanded Forge-Hive of Erecura. So far this has consisted of carefully building the foundations and supporting infrastructure, though the first stages of working on the Cathedrals superstructure will be beginning soon.

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, ??.

Complete
year Three d100=87+41(stats)+15(traits)+20(double down)+20(double)=193: Success

Saint Lin has recently finished his investigation into the nature of Primal Gods, those gods who arise full fledged from the Warp. He tells you that Primal Gods are general the possessors of the largest and most powerful domains, and draw the majority of their power from them. This makes them far more able to act without followers of any sort but on the flip-side makes them vulnerable to any galactic trends that shrink their domain. According to Saint Lin Primal Gods are generally the most inhuman of the gods, and the hardest to understand the mentality of. Conversely they have the hardest time understanding the mentality of mortals, and as such can have huge mental blind spots. However he tells you that most Primal Gods act as their domain demands and do their best to expand their domain as a long term goal. Given their focus on the Power of Domains it is easiest for Primal Gods to make Daemons, and they often have the majority of their power invested into daemons which act as their agents.

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

Complete
year four d100=96+51(stats)+5(traits)=152: Critical Success, +10 to pass rates

Saint Lin spent a year working with the psykers of the Unseen University in an effor to help prepare them for the trials. As a result of his work around fifty psykers passed the trails more then you expected, including one of the Beta levels.

Double Down: Cleanse World (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.

Locked – One out of Two years completed

For the last year Saint Lin has been working on purifying Ezellohar, one of the innermost worlds of the Valinor Sub-Sector of Chaotic taint. Even with the aid of Aria and her psykers this is a major effort, but despite that Saint Lin is making steady progress in his efforts. This is the first time that Saint Lin has really exerted his holy powers to this level, and it is awe inspiring the effect that they can have on even a world tainted by the forces of chaos for centuries.

Double Down: 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, ??.

Locked- Two out of Five years completed

For the last two years Saint Lin has been looking into the power granted by gods by their dominions. Given that this is where the Chaos Gods gain the majority of their power he considers it a topic of great interest and potential value. So far Saint Lin has not made any real breakthroughs, though he is following a new thoughts that lead in interesting directions.


Trials

Alpha​

Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Passed​

0​

2​

16​

191​

834​

1,822​

369,326​

Attempted​

0​

5​

27​

264​

1,112​

2,351​

461,657​

Percent passed​

NA​

40.00%​

60.50%​

72.50%​

75.00%​

77.50%​

80.00%​

41​

Regular​

32​


Veteran​

7​


Primaris​

Beta​

Gamma​

Delta​

Beta​

Gamma​

Delta​

Biomancer​

0​

0​

3​

0​

0​

0​

Diviner​

0​

0​

5​

0​

0​

1​

Pyromancer​

0​

0​

7​

1​

0​

1​

Telekinetic​

0​

0​

7​

0​

0​

1​

Telapath​

0​

0​

5​

0​

0​

1​

Daemonologist​

0​

0​

5​

0​

1​

1​

Order of Omens​

0​

0​

0​

0​

0​

0​

Order of Warding​

0​

0​

0​

0​

0​

0​

Order of Restoration​

0​

0​

3​

0​

0​

0​

Psy-Hunters​

0​

0​

0​

0​

0​

1​

739​

Normal​

709​




Veteran​

4​




Elite​

16​




Master​

10​




Battle Psyker

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

0​

0​

6​

40​

86​

0​

0​

0​

0​

1​

0​

0​

0​

1​

2​

0​

0​

0​

0​

1​

Diviner

1​

0​

4​

26​

57​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

0​

0​

0​

0​

1​

Pyromancer

0​

0​

7​

53​

114​

0​

0​

0​

0​

0​

0​

0​

0​

1​

2​

0​

0​

0​

1​

1​

Telekinetic

0​

0​

6​

40​

86​

0​

0​

0​

0​

0​

0​

0​

0​

1​

1​

0​

0​

0​

0​

1​

Telapath

0​

0​

4​

27​

58​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

0​

0​

0​

0​

1​

Daemonologist

0​

0​

4​

28​

60​

0​

0​

0​

0​

1​

0​

0​

0​

0​

1​

0​

0​

0​

0​

1​

Psy-Hunters

0​

0​

0​

0​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

3​

0​

0​

0​

1​

1​

61,938​

Trainee

Normal

Veteran

Elite

Master

Grandmaster

Minor Battle Psykers

147,730​

59,426​

947​

874​

663​

27​

Psy-Hunters

0​

0​

0​

244​

201​

8​

732​

Normal

499​




Veteran

190​




Elite

42​




Sanctionite

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

1​

0​

5​

31​

68​

0​

0​

1​

6​

13​

0​

0​

0​

1​

3​

Diviner

0​

0​

3​

19​

41​

0​

0​

1​

7​

15​

0​

0​

0​

1​

3​

Pyromancer

0​

0​

4​

21​

45​

0​

0​

1​

8​

17​

0​

0​

0​

2​

4​

Telekinetic

0​

0​

5​

32​

67​

0​

0​

2​

11​

25​

0​

0​

0​

3​

6​

Telapath

0​

0​

4​

21​

44​

0​

0​

1​

8​

17​

0​

0​

0​

2​

4​

Daemonologist

0​

0​

3​

27​

58​

0​

0​

1​

9​

20​

0​

0​

0​

2​

4​

Order of Omens

0​

0​

0​

2​

3​

0​

0​

0​

1​

2​

0​

0​

0​

0​

1​

Order of Warding

0​

0​

0​

-1​

-3​

0​

0​

0​

1​

2​

0​

0​

0​

0​

1​

Order of Restoration

0​

0​

0​

0​

0​

0​

0​

1​

6​

13​

0​

0​

0​

1​

3​

66,291​

Trainee​

Normal​

Veteran​

Elite​

Master​

Grandmaster​

Minor Sanctionites​

143,791​

50,960​

12,317​

2,746​

147​

2​

Order of Omens​

246​

91​

22​

5​

0​

0​

Order of Warding​

3,693​

-1,237​

-136​

308​

21​

0​

Order of Restoration

0​

0​

1,120​

250​

13​

0​

106​

Normal​

92​

0​

0​


Veteran​

-3​




Elite​

17​




Master​

3​




Neo-Astropaths

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Neo-Astropaths​

0​

0​

2​

14​

30​

0​

0​

0​

0​

-1​

0​

0​

0​

2​

5​

0​

0​

0​

0​

1​

Neo-Astropathic Receivers​

0​

0​

2​

14​

30​

0​

0​

0​

0​

-1​

0​

0​

0​

2​

5​

0​

0​

0​

0​

1​

26,340​

Trainee​

Normal​

Veteran​

Elite​

Master​

Grandmaster​

Witch Finder​

70,172​

20,642​

4,105​

1,435​

155​

3​

Inquisition​

Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​



1​

8​

35​

76​

3,693​

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

Time: 1 year. (can only be taken once per turn)
Chance of Success: 10%

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

Complete
roll d100=67+49(control)+110(Traits)=227: Greater Critical Success

High Grandmaster Ridcully recently gave you a report on the Forge-Empire of Callamus, the most powerful human remnant of Segmentum Tempestus. Callamus is a Forge World located to the south of Bakka, in the furthest reaches of the Segmentum. It was founded in M40, and since then has had a meteoric rise until it is spoken of in the same breath as Ryza. Unlike many Forge Worlds Callamus has always been highly active, with its powerful armies and fleets participating in battles across the galaxy, an act which earned them many allies both within the Mechanicus and without as well as one of the most powerful armies in the Adeptus Mechanicus. This led to it being the natural leader of its region after the fall of the Imperium, a region which also had several other Forge Worlds of lesser renown. The areas under the protection, and later control, of Callamus were quickly industrialised by the Tech-Priests, with every world turning into either a Resource World, an Industrial World or a Forge World. This allowed the Forge-Empire of Callamus to develop a powerful military which was used to expand the Forge-Empire. The Adeptus Mechanicus of Callamus is well on the radical end, treating its menials far better then most and encouraging innovation, though not without taking great care.

As things stand the Forge-Empire controls forty sectors, each of which is split between one of more Forge Worlds. These Forge Worlds owe allegiance to Callamus and pay tithes to it but are in many ways independent. The armies of Callamus resemble the traditional force of the Adeptus Mechanicus write large, though they do wield several new forms of technology developed by the Forge-Empire over the years. As well as the all pervasive Orks the Forge-Empire of Callamus must deal with the Ophelian Theocracy to its north, the largest and most powerful of the Golden Imperiums of the Abomination, the expansionist Maynarkh Dynasty of Necrons to the South and countless attacks by the Dark Mechanicus. So far they have been able to hold their own, and even occasionally gain ground but the Green Awakening has raised the pressure on the Forge-Empire of Callamus to a new level.


Greater Divination (Incoming Waaagh)- 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.

Complete
year one roll d100=53+49(control)+110(Traits)=212: Critical Success
year one re-roll d100=90+49(control)+110(Traits)+15(Paragon Diviner)=264: Greater Critical Success

High Grandmaster Ridcully divined Waaagh Hedcrusha before the Emergency High Council Meeting. As expected he found a great deal of information on Waaagh Hedcrusha, which is another stage 2 Waaagh. He tells you that while the Waaagh is led by possibly the dumbest Warboss he has ever heard of and has few veterans it has a formidable fleet including a Gargantuan Hulk, a Huge Hulk, half a dozen Large Hulks and nine small hulks supported by almost a thousand capital ships and forty thousand escorts. On the ground the Orks number almost two hundred and thirty billion, including only fifteen billion Scarboyz, a third as many as Waaagh Gutcrumpa and an even smaller proportion of larger Orks. However they do have a full two thousand Gargents which could be an issue. The Waaagh as a wole has a far greater number of Meks then would be otherwise expected, which is probably what is responsible for the large number of warships. In better news Ridcully tells you that he will be able to set up several ambushes of the Orks as they approach the Imperial Trust and will be able to direct them to hit whichever world you want first, including Valinor if you are so inclined.


Daemon Hunt: Location: Three Times-- 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

Complete
year two roll d100=75+49(control)+110(Traits)=234: Success
year three roll d100=87+49(control)+110(Traits)=246: Success
year four roll d100=88+49(control)+110(Traits)=247: Success

Three years in a row High Grandmaster Ridcully was able to predict where the portals would be opened to take rogue psykers away, though even he missed many of the openings. He tells you that the combination of the ability of the Lord of Change to hide its future and the interference of the unknown psykers who summoned it proved to be a slight challenge to see past.

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

year three d100=16+49(control)+110(Traits)=175: Critical Success

High Grandmaster Ridcully spent a year working on keeping the civil war in Tugozaks domain going. In the decade since he last turned his attention to this matter the number of factions fighting over the war torn domain reduced to five, of which one is on the verge of collapse. Ridcully was able to prop up the weakest faction and ensure that a challenger was able to split one of the stronger factions, raising the number to six.
Psychic Materials: Bombardment Cacti- 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.

Complete

Aria spent a year attempting to discover if any of the materials of a Bombardment Cacti are psychically conductive. Unfortunately she found that while the Cacti Spines are a bit better then normal wood they in no way match other readily available materials.


Double Down: 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

Locked – Four out of Eight years completed

For the last four years Xavier has been working on creating a variation of the Ork Counterspell that Tamia invested that can be sued by entire choirs. So far he has had little success in this endeavour, though he still have several new approaches to attempt before he fails.
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- Fourteen out of Twenty years completed

Tamia has been continuing to retrain many of your Battle Psykers into Songweavers and to make Songweaving a key part of Battle Psyker training. She has now finished retraining all of the current Battle Psykers, or reassigning those who lack the musical talent required to be a Songweaver. However it will take a few more years to fully adjust the curriculum of the Unseen University and the City of Glass to teach Songweaving on a grand scale.

Daemon Hunt: Null: Three Times-- 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

Complete
Year Two NA
Year Three: NA
year four d100=95+21(stats)+25(traits)=141: Critical Success

Aria spent three years joining the hunt for the The Dark Whisper, the Lord of Change that has been rescuing your rogue psykers. While the first two years turned out to be duds in the final year it was successful trapped, and Aria and her Null Zone proved to be essential in weakening it enough to kill it.

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

Locked- One out of Two years completed

For the last year Aria has been leading a large force of Psykers to help with the cleansing of Ezellohar. These Psykers are mostly a mix of Pyromancers, whose ability to use purifying flames is vital, and Demonologists who are able to close minor Warp Rifts and drain Warp power out of an area.

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

Complete
d100=42+21(Martial)=63: Success

Xavier spent a year putting his battle Psykers though a range of exercises to better prepare them for Waaagh Hedcrusha. Despite a few coordination problems as a result of the new Songweaver Choirs the exerciser went well, and he saw some significant improvements in the war readiness of his Battle Psykers.

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- Eight out of Ten years completed

Ain al-Asil is now in the final stages of its expansion, and you will be able to turn your attention to another project in only a few more years.


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.

Complete

You finished setting up the supply Alkahestrial reagents to trade to the Nynye as Inquisitor Klovis-Ultan finalised the trade deal with them.


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.

Complete

Three years ago Thaddeus finished the expansion of Limberlost in the Everglades, the nineteenth Hive on the surface of Avernus.


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


Time: As Project

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

Locked- Three out of Ten years completed

For the last three years Thaddeus has been overseeing the expansion of Arbor in the Azure Islands into a Small Hive. When this Hive is completed there is a good chance that fir the first time in a while there will be no regions suffering from population pressure.


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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year one=25+13(diplomacy)+5(Palace)=43: Fail
year two=27+13(diplomacy)+5(Palace)=45: Fail
year three=71+13(diplomacy)+5(Palace)=89: Fail

You made sure to spend some more time with Jane and Jacob in recent years, most of which consisted of losing spars against them. However every defeat taught you something and watching their own duels is awe inspiring. Actually you could probably record their spars and use them as propaganda about the strength of human potential. As well as being a learning experience it was pleasant spending some time with your family, and a good reminder of some of the reasons that you fight so hard against this dark galaxy.

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

Complete

You attended an Emergency High Council Meeting along with the rest of the High Council in order to discuss what ti do about Waaagh Hedcrusha.

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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year five=17+13(diplomacy)=30: Fail

You have made sure to spend a good bit of time exchanging messages with Syr as her current command in positioned in Cobalt as part of the Sub-Sectors defence fleet. It seems that she has settled in well to her new rank, despite having to deal with far more logistical issues then she has in any of her previous potions. Syr's time in the navy seems to be both a good way to contribute tot he Imperial Trust as a whole and a decent form of perparing to govern Avernus, though not nearly as good as say replacing Thaddeus.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 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 27,686,340,030
Net Income 171,389,891,780 48,784,801,474 31,222,441,218 32,489,902,067 78,638,066 9,118 13,047 -8 1,736,828,473
Percent of Income used 24.86% 36.48% 19.10% 2.80% 9.41% 96.29% NA 152.96%  
Remaining 685,281,588,030 241,114,770,977 464,296,386,696 313,793,911,460 363,246,978 1,797,845 493,219 191 29,423,168,503
Percent Growth 33.35% 25.37% 7.21% 11.55% 27.63% 0.51% 2.72% -4.15% 1.25%
Adhoc vote count started by Durin on May 13, 2018 at 7:42 PM, finished with 235 posts and 16 votes.
 
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I've been taking a look inside the 43k RPG stuff. Unless I'm missing something major or misunderstanding how the system works, Avernites in Dark Heresy are grossly overpowered. Characters in Dark Heresy start with 25 in each characteristic plus whatever the player boosts with the 60 points they can assign. This 60 point rule is the same regardless of Home World origin, including if the character is from a Death World or a Daemon World. Avernites get the equivalent of +215 points to assign in chargen. On top of that, they start with 1600 xp, even though characters from Death Worlds and Daemon Worlds only get the same 1000 xp as everyone else. Avernites get three Homeworld Aptitudes (everyone else only gets one) and "Homeworld traits" which don't exist in Dark Heresy, their only equivalent being Home World Skills in Rogue Trader. They get 1 more wound than Death Worlders and 3 more than Daemon Worlders, and get 3/3+ Fate threshold compared to 3/4+ and 2/5+ for Daemon Worlders and Death Worlders respectively.

tl;dr: Avernites are overpowered in Dark Heresy.
 
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Jesus, Daemon Hunting rolls were not particularly good. Still, it did end up working, and tying up a few hero actions for a few years was well worth it in my mind.
 
I really don't want to fight a full strength Waagh so soon. It would seriously weaken us and leave us vulnerable to attacks by the chaos polities.

I hope we can divert it to Valinor. Let them be the punching bags.
 
Just to make things clear the warlord roll a 1 followed by a 30 on his generalship d100, so I wil, be having him actively hunt for mistakes to make
 
So Valinor (the planet, not the region) should get attacked. In the best case the deamon world becomes an ork world. In the worst case the waargh will loose some of its numbers before moving on.
 
My understanding is that an Ork World can be purified while a Daemon World can't - So in the longrun we can conquer Valinor in a much more practical manner?
 
So the Ork Warlord is the incarnation of stupid and Ridcully can literally send a psychic ghost in a Mustache to redirect the entire Waaargh?

Cool, we got a patsy to ruin someones day with.
 
Cool, we got a patsy to ruin someones day with.
Actually that's a point.

@Durin
1. Ridcully states he can send the ork to any world we want...does that include sending towards one of the two chaos realms in the area, or can he only influence which of our worlds he's heading for. I get the feeling that we can't, but I thought I'd check.
2. Was Ridcully able to get an approximate tech level from Callamus (as a forge realm determining that seems useful.)

Maybe it's time to get a pet waagh we can throw around at will?
Doubtful.

While we could likely keep him strung out for a while if he keeps winning he's either going to increase in power (and kunning) to the point that he'll likely break away.

Also, we now have a dozen abomination cultist heros in Avernus. :confused:
These guys must be rolling bloody well.

I'm kinda hopeful some of these people are so pissed with the abomination for abandoning them that they've renounced him.

@Durin
3. Any chance some of them have renounced the abomination, due to either seeing its power crushed and potentially being abandoned by it.
4. From Lin's studies I think its pretty clear that Chaos is a hybred of primal and religious gods (with more emphasis on the primal). Would it theoretically be possible to brighten them by effectively making the galaxy a nicer place and changing the make up of their emotional diet (so more righteous anger for Khorn rather than just rage?)
 
Um I just got caught up with the thread and I have a question. how is Garkill still alive? Didn't he get killed by Avernus's defenses that we didn't know about until they revealed themselves to us?
 
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