Maybe Rotbart could popularize the sport of taming/fighting a Thundabeast in a pit.
We could telecast it to other planets in return for thrones. Governor Mikkaelson would surely pay good money to see Rotbart in a pit with a Thundabeast.
I can imagine the trait coming from it (assuming he survives ): Thunderbeast Tamer (+2C, +1D, +15 to rolls with Avernite wildlife, can ride Thunderbeasts)- You have managed to defeat and tame a Thunderbeast, a feat not many Avernites could boast about. The fight sharpened your survival instincts, and telecasting it gave you a boost in reputation.
And a good way lose a character. Even as good as our stats are there is always the chance of death. On the other hand if we go full beast master and live that is almost guaranteed to give us a good combined trait. Thunderbeast is one what other beasts could we tame.
And a good way lose a character. Even as good as our stats are there is always the chance of death. On the other hand if we go full beast master and live that is almost guaranteed to give us a good combined trait. Thunderbeast is one what other beasts could we tame.
While that is in itself a good idea, I agree- I'd rather not risk Robart's life on something so... optional/trivial.
The entire line of thought was based on a joke anyway.
Better to have him get a trait from raiding chaos abominations. Probably even more deadly, but it's inevitable when you fight forces of chaos.
...
I wonder if we can request our resident immortal to do a certain maneuver, next invasion:
Imagine that deathstrike rocket being ridden by Viktor Mineyew himself (sans happiness exactly like in the photo since he's finally going to die).
Now imagine the explosion from said rocket turning into a flaming tiger, like last time. EXCEPT this time it's our suicidal machine man riding said tiger, to awe and terror of all.
Best thing? It's almost feasible.
Just get some potions and/or psyker protection on Viktor (biomancers? telekinesis?), so that his bullshit unluck doesn't have to strain too much.
Also maybe invite Mittens and Viktor on a nice bonding session, to sort out any riding issues.
So how about
Spend Time With (Mittens)
and
Spend Time With (Viktor Mineyew)
next turn ?
Fair point.
It makes the picture so much better.
Imagine an army facing a monster of a man, riding a steed of pure destruction, all while laughing happily.
If Rule of Cool is really a thing in this universe, I can't imagine this going badly.
I want to know if the dc changes or if it will have the same effect since Jane's is so higher than Rotbart. Like how he can do psykers hunting but only at the lower levels.
Say, you guys don't suppose a natural crit on Administration Reform might work towards Fred getting an Admin boost or the same thing with Learning on Education Reform do you? Or possibly getting a Trait if we improve things enough without using tech to do it, just pure efficiency increases.
So, Dragon born when? Also, the number of diplo actions we can do with the dragons would be amazing. Heck, we could call the place Alagaësia. Just for the dragon riders.
Tarasque. Before it was a powerful D&D monster, it was a sea dragon from France. And it's a most fitting name for a land of dragons. Or perhaps Tarascon - Wikipedia.
Yes, I think that's a worthy name for the region. What say the peanut gallery?
Tarasque. Before it was a powerful D&D monster, it was a sea dragon from France. And it's a most fitting name for a land of dragons. Or perhaps Tarascon - Wikipedia.
Yes, I think that's a worthy name for the region. What say the peanut gallery?
*cough* Tarascon was named for the Tarrasque (or vice versa), and considering the memetic of it, it would be better if the region had a different name. That said, nothing says their can't be a good Farming/Winery that happens to have a random Mega-Dragon who keeps the rascally youngsters from being rambunctious in exchange for Wine. And the occasional megafauna from another region. Maybe even some Bombardment Cacti Tequila? (I know, while both Cacti and Agave are in the same family that does not mean they are interchangeable like that).
Turn One Hundred and Fourteen Two Hundred and Ninety-Five years since the Founding of Avernus
Five year turn
While you were trying to explore a new region of Avernus the first of the raids by the Deamon Prince Turoq were launched. So far all of the raids have been probing attacks, aimed more at finding out information about your capabilities and reactions than achieving anything, with one being driven off without a shot fired, but despite that they were a worrying display of power. Each of the raiding forces included over two hundred capital ships and two thousand escorts, a good five percent of the total fleet capacity of the Imperial Trust. More worryingly they were backed by tens of thousands of psykers whose grand rituals proved to be an insidious threat even on a naval scale. Work is still being done on finding and killing all of the double agents that have been inserted into the crews of those ships that encountered Turoq's forces.
Between the Helguard expansion, recruiting for the additional tithes and the losses sustained in the abortive attempt to explore Region Eta pretty much every military academy and boot camp on Avernus is now operating at full capacity.
Marshal Hofler upgrades trait Caring Leader (-1M, +2I, +4D, +25 morale, less likely to leave forces behind) to A Father to his Men (-2M, +3I, +6D, +50 morale, less likely to leave forces behind) - Marshal Hofler cares for the forces under his command as if they were his own children, leaving him loathe to spend their lives even when necessary. This has led to him becoming very good at coming up with creative ways to avoid having to make that choice though and to an army that will follow him to hell and back.
Marshal Stumpf upgrades trait Expert Strategist (+3M, +15 to rolls by troops under your overall command) to Master Strategist (+5M, +25 to rolls by troops under your overall command)-- Marshal Stumpf is a master strategist, able to lead forces to victory against the odds no matter what scale of battle she is commanding.
Two Locked Choose One
One Three years 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.
Increase Helltrooper Tithe- The Security Council is willing allow you to increase your Helltrooper tithe by eighty-five percent. This is over a quarter of a billion more Helltroopers that will need to be selected and trained, an overwhelming force. While it will take decades to train this force the sheer military power that it will add to the Trust Guard and the economic benefits for Avernus make it worthwhile.
Time: 22 years
Cost: 12,000,000,000 Thrones, 1,200,000,000 Material, 55,000,000 Promethium, 240,000,000 Advanced Material, 230,000 Exotic Material .
Upkeep per year: -210,000,000 Thrones, -6,200,000 Material, -4,500,000 Promethium, -6,200,000 Advanced Material, -2,800 Exotic Material.
Reward: Recruit 23,408 Helltrooper Regiments to tithe to Imperial Trust Guard
Locked- Eight out of Twenty-Two years completed
Increase PDF Tithe- The Security Council is willing allow you to increase your PDF tithe by twenty-two percent. This is over six hundred million more PDF Troopers that will need to be recruited and trained, a significant but not overwhelming number. While the tithe rewards for this are not as impressive as those for the more elite units, General Richards tells you that without increasing the PDF tithe there will be issues with keeping your Helltroopers at their current extreme level of skill.
Time: 8 years
Cost: 2,500,000,000 Thrones, 530,000,000 Material, 8,700,000 Promethium, 42,000,000 Advanced Material .
Upkeep per year: -22,000,000 Thrones, -1,600,000 Material, -550,000 Promethium, -330,000 Advanced Material.
Reward: Recruit 56,256 PDF Regiments to tithe to Imperial Trust Guard
Locked- Three out of Eight years completed
Personal Attention: Blank Training Assistance: Departmento Munitorum- Currently Niflheim is working on training its stronger Blanks to act as an elite force with assistance from the Fire Giants of Muspelheim and the Inquisition. They have quietly requested hat you provide assistance for this by detailing some of the Governor's Own, the Phase-Tigers, and your best drill sergeants to help with the training.
Time: 4 years
Cost: Free
Reward: Increased quality of Niflheim's Blank Forces
Locked- One out of Four years completed
Vault Design: Military- Recently there has been a proposal to design an Ultra-Secure Vault to store Avernus' most valuable and dangerous knowledge. This would allow Saint Lin to record his discoveries in safety and for the gathered discoveries of the Mechanicus and Telepathica to be preserved. One of the many minds who will need to contribute to this design are your generals with their knowledge of siege warfare.
Time: 2 years (must be taken with all other Vault Design actions, if one fails then all must be retaken, with bonuses for those that passed)
Chance of Success: 20%
Cost: 4,000,000 Thrones.
Reward: Assist in the design of an Ultra-Secure Vault
Expedition: Tarascon - On the far side of Elysium is a region where the plains start giving way to grassy hills and the continent reaches the ocean. As well as the odd Tyrant Lizard and Raptor pack this region has several unique creatures, such as the Firebat. Due to the size of Elysium this is the most isolated of the regions you could explore but the same size means that there is plenty of room to expand into. Recent expeditions have found that this region, Tarascon, is full of dragons of intimidating power.
Time: 4 years
Chance of Success: Unknown but very low (additional +10 for every time you take this after the first)
Cost: 195,000,000 Thrones, 19,500,000 Material, 3,900,000 Promethium, 17,000 Advanced Material.
Reward: Have your expeditionary forces explore Tarascon
Expedition: Region Theta- North of Avernus' Spine lies a region of taiga, a frozen forest that stretches across a large portion of the continent. This region seems to be inhabited by a wild range of creatures, ranging from the lightning fast Stutter-Deer to the terrifying Direwolves.
Time: 4 years
Chance of Success: Unknown but very low (additional +10 for every time you take this after the first)
Cost: 195,000,000 Thrones, 19,500,000 Material, 3,900,000 Promethium, 17,000 Advanced Material.
Reward: Have your expeditionary forces explore Region Theta
Expedition: Region Kappa- On the other side of the ocean to the south of the Everglades lies a jungle covered continent. This region seems to be inhabited by a collection of saurian beasts along with possible reptilian natives.
Time: 4 years
Chance of Success: Unknown but very low (additional +10 for every time you take this after the first)
Cost: 195,000,000 Thrones, 19,500,000 Material, 3,900,000 Promethium, 17,000 Advanced Material.
Reward: Have your expeditionary forces explore Region Kappa
Helguard Tithe: First Stage- General Richards tells you that she will now be able to begin increasing the tithe for the Avernite Helguard. The first stage of this is to bring the tithe up to the same level that the Helltroopers are currently tithed at: a hundred and five percent. This will take a few decades but will provide both a powerful force to the Imperial Trust Guard and a major boost to your economy.
Time: 25 years
Cost: 4,000,000,000 Thrones, 330,000,000 Material, 14,000,000 Promethium, 100,000,000 Advanced Material, 1,600,000 Exotic Material .
Upkeep per year: -140,000,000 Thrones, -3,200,000 Material, -1,200,000 Promethium, -5,400,000 Advanced Material, -46,000 Exotic Material.
Reward: Recruit 3,423 Helguard Regiments to tithe to Imperial Trust Guard
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 both be time consuming and very expensive but the reward is estimated to be over a hundred and twenty million power armoured militiamen - an incredible force. It should be noted that despite their armour this force will not be nearly as effective as your regulars due to the differences in 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 20,000., Power Armoured Militia Regiments have +20 combat skill from superior training.
Implement (Technology): Planning- General Schwarz has already implemented the most important technologies found in the datacores but there are still many types that remain unused. He could spend a few years deciding how to best use a selected technology.
Time: 2 years
Cost: 39,000,000 Thrones, 7,800,000 Material, 790,000 Promethium, 85,000 Advanced Material, 95 Exotic Material.
Reward: Plan on how to implement chosen technology
Readiness Training- General Drago suggests putting his troops though combat readiness training in order to ensure that they are fully prepared if another invasion occurs. While effective this training will not have any long term effects and will need to be redone every decade. General Drago does not consider this to be urgent.
Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)
Cost: 12,200,000 Thrones, 1,220,000 Material, 122,000 Promethium, 167 Advanced Material
Reward: +5 to all combat rolls for regular forces the next decade, can be taken multiple times
Militia Readiness Training- General Schwarz suggests putting the militia though combat readiness training in order to ensure that they are fully prepared for the incoming invasion. This would potentially provide a massive boost to your total combat power but given that you want to avoid using the militia in combat as much as possible how much effect thi will actually have is unknown.
Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)
Cost: 880,000,000 Thrones, 88,000,000 Material, 8,800,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for militia the next decade, can be taken multiple times, -1% city productivity per attempt (for the turn)
Specialist Grenadiers (Write In): Planning- Now that you have the Elite Training Facilities General Drago would like to create elite, specialist units that take advantage of the unique skills that each region of Avernus instils in its soldiers. General Drago does not consider this to be urgent.
Time: 1 year.
Chance of Success: Variable
Cost: 7,200,000 Thrones, 14,400 Material, 1,440 Promethium, 860 Advanced Material.
Reward: Get Composition of Chosen Elite Unit. Put forward a write-in of a unit type and I will tell you if it it viable and how easy it will be (good omake will make it easier).
Admiral Sarnow is currently rather busy with several major projects, one of which is vital for further strengthening the Avernite economy. Once he frees up some time he suggests deploying the Avernite Fleet to assist in the defence of some of the colonies, which unlike Avernus can not rely on their defences to see off an attack.
Two Locked Choose One
One Three years Orbital Hospitals and Nurseries- Signe has suggested that you build a set of Orbital Hospitals and Nurseries, an idea that Admiral Sarnow is able to oversee. This would allow those currently to wounded to protect themselves from Blink Spiders and babies under six months of age to live in he safety of orbit. This would increase the survival rate of your wounded and greatly increase the percent of Avernus' children who survive to adulthood. This should increase your population growth by a significant amount, which in time will have a major impact on your economy.
Time: 14 years.
Cost: 35,000,000,000 Thrones, 3,500,000 Material, 350,000,000 metal, 570,000,000 Promethium, 1,500,000 Advanced Material, 170,000 Exotic Material.
Upkeep per year: 4,700,000 Thrones, 470,000,000 Material, 46,000,000 Metal, 93,000,000 Promethium, 130,000 Advanced Material, 11,000 Exotic Material.
Reward: Build 186 Orbital Hospitals and Nurseries, build more as population grows, +1 civilian and military morale, +2% base population growth (aprox +.5% after modifiers)
Locked- Six out of Fourteen years completed
Construct Defence Cruisers and Monitor for Trust- Admiral Sarnow tells you that the Imperial Trust has put forward an order for some more Defence Cruisers and Escorts to better reinforce the defences of the colonies.
Time: 6 years.
Cost: 3,800,000,000 Thrones, 5,200,000,000 Material, 15,000,000 Promethium, 5,000,000 Advanced Material, 21,000 Exotic Material.
Upkeep per year: 4,700,000 Thrones, 470,000,000 Material, 46,000,000 Metal, 93,000,000 Promethium, 130,000 Advanced Material, 11,000 Exotic Material.
Reward: repair 65 Defence Cruiser and build 133 Defence Monitors to sell to Imperial Trust for 50,282Cr.
Locked- Four out of Six years completed
Construct: Defence Monitors- Admiral Sarnow tells you that with a trio of years work he would be able to build a significant number of Defence Monitors to replace those lost to the last wars.
Construct Defence Cruisers and Monitor for Trust- Admiral Sarnow tells you that the Imperial Trust has put forward an order for some more Defence Cruisers and Escorts to better reinforce the defences of the colonies.
Time: 6 years.
Cost: 3,800,000,000 Thrones, 5,200,000,000 Material, 15,000,000 Promethium, 5,000,000 Advanced Material, 21,000 Exotic Material.
Upkeep per year: 4,700,000 Thrones, 470,000,000 Material, 46,000,000 Metal, 93,000,000 Promethium, 130,000 Advanced Material, 11,000 Exotic Material.
Reward: repair 65 Defence Cruiser and build 133 Defence Monitors to sell to Imperial Trust for 50,282Cr.
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: Descent Class Destroyers- Admiral Sarnow has put forward a plan to construct two hundred Descent 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 Descent 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 Descent 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.
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.
Huge Shipyard- According to Admiral Sarnow you will need an additional Huge Shipyard if you want to be able to maintain the hundred new Heavy Cruisers that you have on order from Vanaheim. It will take almost two decades to build one so he advises that you begin working immediately.
Locked- Three out of Fifteen years completed: Expedited
Deploy Fleet- Admiral Sarnow tells you that Avernus' defences are more then strong enough to deal with any raids from Turoq. As such he is comfortable deploying the entire Warp capable fleet to more vulnerable worlds in order to better protect them.
Time: unknown
Cost per year: 1,000,000,000 Thrones, 200,000,000 Material, 40,000,000 Promethium, 200,000 Advanced Material, 1,000 Exotic Material .
Reward: Have Avernite Fleet assist in the defence of the colonies.
Attack Craft- Currently you do not have nearly enough attack craft to fill all of your attack craft bays. Admiral Sarnow has put forward a proposal to train up enough attack craft pilots to change this, though not by enough to fully fill them. While expensive this would allow you to partially man your Advanced Defence Stations hangars, making any assault on Avernus far more challenging.
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 Deiphobe and Avernus to make attacks even more challenging.
Time: 10 years
Cost: 9,500,000,000 Thrones, 3,000,000,000 Material, 860,000,000 Metal, 200,000,000 Promethium, 1,500,000 Advanced Material, 35,000 Exotic Material .
Upkeep per year: 210,000,000 Thrones, 66,000,000 Material, 19,000,000 Metal, 4,500,000 Promethium, 14,000 Advanced Material, 150 Exotic Material.
Reward: Build 21 Advanced Defence Stations, 90 Advanced Heavy Orbital Weapons Platforms and 450 Advanced Orbital Weapons Platforms around selected planet
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.
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.
Readiness Training: Fleet- With Garkill and his forces being expected to arrive within two years Admiral Parnell would like to conduct some last minute training and exercises with his fleet to better prepare them. This could provide a needed edge to your fleet which could have a major impact on the course of the campaign.
Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)
Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for fleet the next decade, can be taken multiple times
Readiness Training: Defences- With Garkill and his forces being expected to arrive within two years Admiral Parnell would like to conduct some last minute training and exercises with his orbital defences in order to better prepare them. This could provide a key advantage to your orbital defences, which represent the majority of your firepower.
Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)
Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for defences the next decade, can be taken multiple times
Signe remains hard at work trying to drag Avernus' economy out of its current debt spiral via a wide range of methods. She currently has two projects running which will together make Avernus the Imperial Trust's largest producer of Metal and Material, at least for the moment, and a third that is the next step to plugging the massive hole in your budget that is your Advanced Material requirements.
Two Locked Choose One
One One year 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
Locked- Twelve out of Sixteen years completed
Expand Mine: Erecura- Erecura has grown large enough hat you could build an even bigger mine in it. This massive mine would bring in around forty billion metal a year, enough to make Avernus the largest single producer of metal in the Imperial Trust. This would be a massive economic and industrial windfall for Avernus and Signe suggests that you begin work immediately.
Time: 14 years.
Cost: 25,000,000,000 Thrones, 5,000,000,000 Material, 5,000,000,000 Metal, 990,000,000 Promethium, 15,000 Advanced Material, 96 Exotic Material.
Upkeep per year: 2,500,000,000 Thrones, 500,000,000 Material, 500,000,000 Metal, 99,000,000 Promethium, 770 Advanced Material, 2 Exotic Material.
Reward: Expand Mine in Erecura to Titanic, +458 million base metal (+38 billion after modifiers), base metal increases from +700% to +800% (+2 billion after modifiers)
Locked- Eight out of Fourteen years completed
Expand Factories: Hives- While Avernus' material production is currently sufficient there is still a lot of room to expand. Signe has proposed building a set of even larger factories in all of your Hives, which will quadruple your material production. This would be impossible to supply without either beginning to import metal or, far more economically viable, expanding your mines in Erecura or Belisama.
Time: 22 years.
Cost: 9,600,000,000 Thrones, 1,900,000,000 Material, 1,900,000,000 Metal, 380,000,000 Promethium, 430,000 Advanced Material, 1,500 Exotic Material.
Upkeep per year: 3,800,000,000 Thrones, 380,000,000 Material, 380,000,000 Metal, 77,000,000 Promethium, 22,000 Advanced Material, 30 Exotic Material.
Reward: Expand factories in all Hives to Colossal, +10 million base production (+27 billion after modifiers), base metal increases from +500% to +600% (+2 billion after modifiers )
Locked- Five out of Twenty-Two years completed
Thaddeus Expertise: Quartok City- You have agreed to build another major city for the Quartok in Elysium in exchange for selling their technology to the Nynye. Compared to some of the projects that you are overseeing this should be rather quick and cheap but will be a major boost to the Quartok economy and population density.
Time: 8 years.
Cost: 430,000,000 Thrones, 420,000,000 Material, 400,000,000 Metal, 95,000,000 Promethium, 800,000 Advanced Material, 6,000 Exotic Material.
Upkeep per year: 4,300,000 Thrones, 4,200,000 Material, 4,000,000 Metal, 950,000 Promethium, 8,000 Advanced Material, 60 Exotic Material
Reward: Build major city for Quartok
Locked- Four out of Eight years completed
Expand Mine: Belisama- Belisama has grown large enough hat you could build an even bigger mine in it. This massive mine would bring in around forty billion metal a year, enough to make Avernus the largest single producer of metal in the Imperial Trust. This would be a massive economic and industrial windfall for Avernus and Signe suggests that you begin work immediately.
Time: 14 years. (can only begin in year 5)
Cost: 25,000,000,000 Thrones, 5,000,000,000 Material, 5,000,000,000 Metal, 990,000,000 Promethium, 15,000 Advanced Material, 96 Exotic Material.
Upkeep per year: 2,500,000,000 Thrones, 500,000,000 Material, 500,000,000 Metal, 99,000,000 Promethium, 770 Advanced Material, 2 Exotic Material.
Reward: Expand Mine in Belisama to Titanic, +458 million base metal (+38 billion after modifiers), base metal increases from +700% to +800% (+2 billion after modifiers)
Illusory Pines: Total- Signe has put forward two main ideas for using illusory pines to strengthen the defences of your cities. The first idea is to take it to its full extent, covering the entire city with layered illusions making gathering good information from it challenging at all levels. However this would take decades and be a rather expensive project.
Time: 35 years.
Cost: 260,000,000,000 Thrones, 26,000,000,000 Material, 260,000,000 Promethium, 5,300,000 Advanced Material.
Upkeep per year: 2,600,000,000 Thrones, 260,000,000 Material, 2,600,000 Promethium, 54,000 Advanced Material.
Reward: Fill all cities with illusory pines to full extent, defensive bonus to all stages of siege warfare
Illusory Pines: Inner- Signe has put forward two main ideas for using illusory pines to strengthen the defences of your cities. The second idea is to use illusory pines to make the cities internal defences more confusing and harder to navigate. This would be significantly cheaper and quicker then going for the entire city, but would still be a major project.
Time: 25 years.
Cost: 200,000,000,000 Thrones, 20,000,000,000 Material, 200,000,000 Promethium, 4,200,000 Advanced Material.
Upkeep per year: 2,000,000,000 Thrones, 200,000,000 Material, 2,000,000 Promethium, 42,000 Advanced Material.
Reward: Fill cities with illusory pines to strengthen internal defences, defensive bonus to iinternal defences
Build Hive (Region)- There are several of your regions that have good locations to build a new Hive in, allowing your population and economy to grow further without expanding into a new region. As things stand you could build 1 Hive in Avernus' Spine, 3 in The Fair isles, 1 in Lindon, 2 in The Fens, 12 in Elysium and 2 in Aridia.
Time: 15 years.
Cost: 4,900,000,000 Thrones, 4,000,000,000 Material, 3,700,000,000 Metal, 6,700,000,000 Promethium, 3,500,000 Advanced Material, 40,000 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: Build new Small Hive in selected region
Tyrant Lizard Pens- Signe has put forward a proposal to build a set of pens to contain tyrant lizards once you have caught and modified them. This will allow you to build up their numbers enough to start deploying regiments of Tyrant Lizard Riders.
Time: 6 years.
Cost: 2,400,000,000 Thrones, 610,000,000 Material, 610,000,000 Metal, 61,000,000 Promethium, 6,300,000 Advanced Material, 14,000 Exotic Material.
Upkeep per year: 240,000,000 Thrones, 61,000,000 Material, 61,000,000 Metal, 6,100,000 Promethium, 320,000 Advanced Material, 290 Exotic Material.
Reward: Build Tyrant Lizard pens in Elysium, allowing you to hold 225,000 Tyrant Lizards
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 had 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)
Munition Stores- Edvin has recently proposed building a series of massive munition 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 your cities for fire all of their defensive weapons and those of their militia for an entire month without pause, so 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)
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 year by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.
Inquisitor Klovis-Ultan tells you that as a response to the recent raids by Turoq on both you and Dragon's Nest an agreement has been set up to share military intelligence and coordinate your military responses to his attacks.
Choose One
One Five years
Make a Request- Areatha the Ancient Wanderer, one of the most powerful beings of Avernus barring the Great Ones has recently started living among the humans of Avenrus. While you can not command her 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 other 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 bits of knowledge that the Sirens 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 valuable 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.
Jacob Oakheart has recently finished the major Alkahestral augmentations that should cure the ageing issue that his encounter with the Radiance left him with. This procedure was a major success, boosting Jacob to a level equal if not superior to that of the Adeptus Astartes and cementing his place as the most deadly warrior in the Imperial Trust.
Jacob Oakheart gains trait Distillation of Humanity (+3M, +2I, +3A, +2L, +3P, +2C, triple melee damage, triple health, can resist all types of Warp powers, +100 to resisting Warp Powers, +200 to resisting metal effects, can channel Warp power into attacks)- Jacob Oakheart has had his mind and body augmented greatly by an Alkahestral masterpiece in order to prevent the power of his overcharged soul from overpowering his body. This has made him superhuman in both mind and body, able to match if not exceed an Astartes in speed and strength while having a flawless memory and being able to think with lightning speed. This process feeds the power of his soul though his body, making him all but immune to many forms of psychic attack and allowing his blows to piece defences that no purely natural attack would scratch. Well unless it was his mother doing the attacking anyway, but you re not sure whether a blow by Jane Oakheart can be called a 'natural attack'.
Two Locked Choose None Master Last Hunters- Several of the first batch of the Last Hunters have developed their skills to a level well above their peers. Jane wants to spend a few years working with these Last Hunters to further develop their skills so that they can take the position of masters of their temple.
Time: 20 years
Cost: 78,000,000 Thrones, 3,900,000 Material, 390,000 Promethium, 79,000 Advanced Material, 8,900 Exotic Material, 10 Relic material
Upkeep: 3,900,000 Thrones, 200,000 Material, 20,000 Promethium, 4,000 Advanced Material, 490 Exotic Material, 0.5 Relic Material
Reward: Train 20 Master Last Hunters, start training more Master Last Hunters when Last Hunters reach required skill level.
Locked- Ten out of Twenty years completed
Blank Training Assistance: Jane Oakheart- Currently Niflheim is working on training its stronger Blanks to act as an elite force with assistance from the Fire Giants of Muspelheim and the Inquisition. They have quietly requested that you provide assistance for this by having Jane get involved in the training of their best.
Time: 15 years
Cost: Free
Reward: Increased quality of Nilfheim's Blank Forces
Locked- Three out of Fifteen years completed
Personal Attention: Blank Training Assistance: Psyker Hunters- Currently Niflheim is working on training its stronger Blanks to act as an elite force with assistance from the Fire Giants of Muspelheim and the Inquisition. They have quietly requested that you provide assistance for this by detailing some of the best of the Psyker Hunters to provide their skills.
Time: 4 years
Cost: Free
Reward: Increased quality of Nilfheim's Blank Forces
Locked- Three out of Four years completed
Vault Design: Intelligence-Recently there has been a proposal to design an Ultra-Secure Vault to store Avernus' most valuable and dangerous knowledge. This would allow Saint Lin to record his discoveries in safety and for the gathered discoveries of the Mechanicus and Telepathica to be preserved. One of the many minds who will need to contribute to this design are your spymasters with their knowledge infiltration.
Time: 2 years (must be taken with all other Vault Design actions, if one fails then all must be retaken, with bonuses for those that passed)
Chance of Success: 10%
Cost: 4,000,000 Thrones.
Reward: Assist in the design of an Ultra-Secure Vault
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 about 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
Currently Archmagos Tranth and The Well of Urd are out of contact range from the Imperial Trust, though they will probably return in the next half decade. All the attention of the Adeptus Mechanicus throughout the Imperial Trust is on this expedition, despite some other matters of import occurring on both Avernus and Amaltheia. You can only hope that he returns alive and victorious.
Fabricator-General Scott gains traits Builder of Forges (+3A, +2L, +1P)- In her time as Fabricator-General, Marian Scott has built dozens of Forges, Forge-Cities, and even Forge-Cathedrals. This has developed both her organisational skills and her understanding of many of the Mechanicus' secrets.
Two to Three Locked Choose One to Two
One Two years, One Four to Zero years
Roskilde Expedition- Archmagos Tranth is about to lead an expedition to the hidden Dark Age of Technology Prototype Shipyards of Roskilde on The Well of Urd. This expedition is expected to take anything up to a decade and will most likely be the last hunt for Dark Age Archeotech that the Imperial Trust can launch for centuries.
Time: 2d3+4 years
Cost: 780,000,000 Thrones, 39,000,000 Promethium,
Reward: Expedition to Roskilde, unknown archeotech possibly including the Deus Class Superdreadnought
Locked- Five out of ?? years completed
Gravitic 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 Urd's 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 Gravitic Array does
Gravitic Engines Part Three: Replicate- Archmagos Tranth has recently determined how to repair the Gravitic 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.
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 Gravitics 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 Macrocannons. 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 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 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.
Complete Examination (Deepwood Fairies) - 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 species.
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- Three out of Six years completed
Expand Forge-Hive: 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.
Luna Forge-Hive (Amaltheia)- Now that the last of the Lunar Forge-Hives has began to be expanded Fabricator-General Scott is willing to begin work on making more. She tells you that she could fit a dozen Forge-Hives on each of the moons with time, though every Forge-Hive constructed will take population away from the current Forge-hives and slow their growth into Huge Forge-Hives.
Luna Forge-Hive (Moon)- Now that the last of the Lunar Forge-Hives has began to be expanded Fabricator-General Scott is willing to begin work on making more. She tells you that she could fit a dozen Forge-Hives on each of the moons with time, though every Forge-Hive constructed will take population away from the current Forge-hives and slow their growth into Huge Forge-Hives.
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 be time consuming and use up a lot of Relic Material but the 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 Mechanicus in order to properly defend the Forge-Hives. She proposes training an entire army of Tech-Guard, two corps of Skitarii 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 emphasis 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 Skitarii regiments and 200 Battle Congregations.
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.
Oversee the Forge (Advanced Material, Exotic Material or Relic Material) -Fabricator-General Britton is capable of notably increasing the efficiency of 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 year increased 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 Helheim-pattern Large Mobile Research Facility. 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
Vault Design: Mechanicus-Recently there has been a proposal to design an Ultra-Secure Vault to store Avernus' most valuable and dangerous knowledge. This would allow Saint Lin to record his discoveries in safety and for the gathered discoveries of the Mechanicus and Telepathica to be preserved. One of the many minds who will need to contribute to this design are your Magos with their knowledge of technology.
Time: 2 years (must be taken with all other Vault Design actions, if one fails then all must be retaken, with bonuses for those that passed)
Chance of Success: -75%(28% after bonuses)
Cost: 400,000,000 Thrones.
Reward: Assist in the design of an Ultra-Secure Vault
Decode: Data-Jewel- A dozen heavily encoded Data-Jewels were located in the Ruins of Deiphobe, with unknown contents. While their encryptions are far too strong for your current technology to pierce, with sustained effort from Ridcully, Fabricator-General Scott believes that she could break them.
Time: 3 years
Chance of Success: -300% (-74% after bonuses, failing reduces success chance 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 worked 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)
Hyper Heavy Cruiser Design: Graviton- Archmagos Tranth has recently worked out how to fit Hyper-Plasma reactors into smaller warships. This will allow the creation of Heavy Cruisers armed with more powerful weapons, such as Graviton Weapons. A Heavy Cruiser equipped with a Hyper-Plasma reactor and Graviton Weapons would be capable of massive amounts of damage to targets within short range, though the Hyper-Plasma Reactor would make it more vulnerable than you would like on a brawler.
Time: 3 years.
Chaconne of Success: 00% (64% after bonuses)
Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for Hyper Heavy Cruisers with Graviton Weapons
Advanced Ramilies Design: Type- Archmagos Tranth has recently finished reverse engineering the Ramilies Starfort and has sketched out a few different ways that it could be improved with current technology. Both Fabricator-General Scott and he are able to turn these simple ideas into complete plans, though given the size of a Ramilies it will take some time. The current suggestions for a design are pure fortress, orbital defence station, forward operating base variant, and orbital artillery, though there maybe other possible purposes.
Time: 5 years.
Chance of Success: 10% (99% after bonuses)
Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for selected type of Advanced Ramilies Starfort
Saint Lin has been making strides in his studies of gods, one that have made him a target of an even greater number of Chaos Lords of all types eager to steal his secrets. Despite, or perhaps because of this, he wishes to continue to focus what time can be spared on his studies.
Choose Two
Two Five years
Cleanse World (Light or Moderat)- There are fifteen tainted worlds recently captured from Valinor. Of these worlds four are lightly tainte and nine are moderately 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, ??.
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, ??.
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
The Adeptus Astra Telepathica remains incredibly busy, with Xavier being the only one of the Grandmasters expected to have any free time in the next half decade. Given the amount of psychic knowledge the Telepathica needs to get though and how much else needs to be done you expect that it will be a long time before you even start learning Master level Alkahestry from the Nynye. Of particular interest is the Siren Rune of Warding, which has the potential to be the greatest single breakthrough for the Adeptus Astra Telepathica since landing on Avernus if one of Tamia's theories ends up being true.
Three Locked Choose One
One Two years
Cheating- Recently Archmagos Explorator Tranth and Headmaster Ridcully have come up with the idea to use Headmaster Ridcully's postcognition to discover more about The Well of Urd and the technologies that make it up. This should be very effective and will hopefully be enough to allow Archmagos Explorator Tranth to learn how to use technologies otherwise incomprehensible.
Time: 1 year. (must be taken by Headmaster Ridcully, Archmagos Explorator Tranth must have taken an Examine or decoding action this year)
Chance of Success: 30%
Cost: 71,000 Thrones, 710 Material, 7 Promethium, 86 Advanced Material, 9.6 Exotic Material.
Reward: permanently reduce the difficulty of the Examine Sub-Systems or an Examine: Any, or deciding by one percent per three percent that the action is passed or one percent per five the action is passed by if it is Examine: Any or Decoding
Contact Eldrad Ulthran (Reason)- Now that High Grandmaster Ridcully has made contact with Eldrad Ulthran and formed an agreement with him it is possible for him to make contact once more. This could be either to share the result of a vision that Ridcully has had or to make a request of the Eldar, which Eldrad Ulthran will require some sort of compensation for and will require High Council backing.
Time: 1 years
Chance of Success: 30% (uses control)
Cost: 3,900,000 Thrones
Reward: Make contact with Eldrad Ulthran.
Fanning the Flames- In the recent emergency meeting it was decided that High Grandmaster Ridcully should devote a major portion of his time to intensifying the civil war in Tugozak's Domain. This should hopefully increase the number of casualties that the Orks take in the coming years and will soften them up for later strikes.
Time: 1 year
Chance of Success: 20%
Cost: 3,800,000 Thrones
Reward: civil war in Tugozak's Domain prolonged and intensified
Greater Divination (Focus)- High Grandmaster Ridcully is more skilled at seeing the present than 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 more skilled at seeing the present than 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 more skilled at seeing the present than 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 potential 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
Locked- Six out of Twelve years completed
Rune of Warding: Warp Drive Interaction- Tamia came up with a few interesting possibilities based on exactly how the Siren Rune of Warding interacts with Warp Drives and Gellar Fields. She would like to spend a few years testing her theories, though she does warn that there is a risk that some Imperial-era escorts will be lost in the warp as a result of these tests.
Time: 5 years
Chance of Success: 30% (uses learning)
Cost: 80,000,000 Thrones, 2,000,000 Advanced Material, 20,000 Exotic Material, 5 Relic Material, d6-1 Imperial Era escorts .
Reward: Information on how the Siren Rune of Warding interacts with Warp Drives and Gellar Fields
Basic Alkahestry- The Nynye are now willing to share the secrets of Alkahestry with the Adeptus Astra Telepathica. However Alkahestry is a highly complex art that takes decades to learn, and your psykers will have to start from the absolute basics.
Time: 4 years
Chance of Success: 80% (uses learning)
Cost: Free
Reward: Adeptus Astra Telepathica learns basics of Alkahestry, unlocks Apprentice level recipes and Apprentice Alkahestry
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 requires 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
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 of 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 challenging for Tamia to create even a personal scale version of this power, and take at least a decade. Creating a more powerful version would be even harder and more time consuming, though its effects would be absolutely devastating.
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
Psychic Materials: Wildlife- There are some materials that channel psychic energies better than 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 Biologis 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.
Establish new Psyker City: Elysium – Currently your psyker cities are predicted to fill with trainee psykers within a few years time. High Grandmaster Ridcully has put forward a proposal to build a new psyker city in order to provide more area that can be used to safely train psykers. You have around a decade before work needs to begin if you want to avoid issues coming up.
Time: 8 years.
Cost: 3,000,000,000 Thrones, 960,000,000 Material, 800,000,000 Metal, 190,000,000 Promethium, 720,000 Advanced Material, 2,000 Exotic Material.
Upkeep per year: 23,000,000 Thrones, 2,800,000 Material, 1,800,000 Metal, 390,000 Promethium, 8,200 Advanced Material, 190 Exotic Material.
Reward: Training-focused Minor Psyker City in the selected region, can fit up to 250,000 Psykers.
Locked- Four out of Seven years completed: Expedited
Establish Unseen University Branch: Vanaheim- Now that Ravi Bianco has reached the required skill level to act as the initial master of the Vanaheim Office it may be a good time to establish a branch of the Unseen University on Vanaheim. This would be time consuming and require that you permanently station a decent number of your better Psykers on Vanaheim but would increase the number of Psykers that the Imperial Trust can field significantly once it gets running, which will take between fifty and a hundred years.
Time: 12 years. (can't be taken by Headmaster Ridcully or Primaris Xavier)
Cost: 2,200,000,000 Thrones, 220,000,000 Material, 110,000,000 Metal, 22,000,000 Promethium, 65,000 Advanced Material, 15,000 Exotic Material.
Reward: Branch University built in Vanaheim, 1 Master Primaris Psyker, 2 Elite Primaris, 4 Veteran Primaris, 8 Primaris, 6 Master major Battle Psykers, 12 Elite major Battle Psykers, 24 Veteran major Battle Psykers, 48 major Battle Psykers, 5 Grandmaster Battle Psykers, 30 Master battle Psykers, 150 Elite battle Psykers, 750 Veteran Battle Psykers, 3,500 Battle Psykers, 6 Master major Sanctionites, 12 Elite major Sanctionites, 24 Veteran major Sanctionites, 48 major Sanctionites, 1 Grandmaster Sanctionite, 6 master Sanctionites, 50 Elite Sanctionites, 500 Veteran Sanctionites, 6,000 Sanctinites, 5 Grandmaster Witch Finders, 35 Master Witch Finders, 220 Elite Witch Finders, 1,600 Veteran Witch Finders, 11,000 Witch Finders are stationed on Vanaheim
Locked- Five out of Eleven years completed: Expedited
Siren Rune of Focus: All Psykers- You have recently gained the ability to add the Siren Rune of Focus to the focuses that your psykers wield. This would have a massive effect on both the abilities of your psykers and on how long they can survive, so should be implemented as soon as possible. While time-consuming the reward means that Tamia strongly advises that you begin work on this project as soon as practical.
Time: 10 years
Cost: 390,000,000 Thrones, 9,200,000 Advanced Material, 92,000 Exotic Material.
Upkeep per year: 17,000,000 Thrones, 670,000 Advanced Material, 6,700 Exotic Material
Reward: Provide all psykers with a focus with the Rune of Focus, doubling the effect of psychic material focuses and halving effect of miscasts, reduce psyker death rates by 0.25%
Locked- One out of Ten years completed
Vault Design: Telepathica-Recently there has been a proposal to design an Ultra-Secure Vault to store Avernus' most valuable and dangerous knowledge. This would allow Saint Lin to record his discoveries in safety and for the gathered discoveries of the Mechanicus and Telepathica to be preserved. One of the many minds who will need to contribute to this design are your psykers with their knowledge of warding.
Time: 2 years (must be taken with all other Vault Design actions, if one fails then all must be retaken, with bonuses for those that passed)
Chance of Success: -10%(uses learning)
Cost: 4,000,000 Thrones.
Reward: Assist in the design of an Ultra-Secure Vault
Blank Training Assistance: Battle Psykers- Currently Niflheim is working on training its stronger Blanks to act as an elite force with assistance from the Fire Giants of Muspelheim and the Inquisition. They have quietly requested that you provide assistance for this by having Battle Psykers act as training dummies.
Time: 5 years
Cost: Free
Reward: Increased quality of Niflheim's Blank Forces
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 daemonologists 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
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 up 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 Warp Storm ends and Primaris Xavier has suggested putting the Battle Psykers through last minute training in preparation. While this will have no long term effect, in the short term it will hone the edge of their psychic 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 have recovered from the aborted expedition into Tarascon, Region Eta, where you found yourself in combat with monsters that are impressive even by the rather extreme standards of Avernus. While you could lead another expedition back into Tarascon knowing a lot more about what to prepare your forces for, the beginning of Turoq's raids provide other problems for you to deal with. Otherwise Syr seems to be making good use of her time, and has recently achieved mastery of the blade.
Syr upgrades trait Expert Swordsman (+1M, +3C, +3- to melee rolls) into Master of the Blade (+2M, +1D, +5C, +50 to melee combat rolls) - Syr learnt to use the blade under the tuition of Arbitrator Oakheart, Governor Rotbart and the Governor's Own, giving her a solid foundation. Over the years she has improved on this foundation and eventually achieved mastery.
Syr combines traits Militia Officer (+1M, +3A, +1C), Avernus Officers Academy Valedictorian (+2M, +3A, +3L, +2P, +2C) and Helltrooper Brigadier (+4M, +4C) into trait Experienced General (+7M, +1I, +7A, +3L, +2P, +7C) – While Syr is primarily an Admiral she was once an experienced and respected, in junior, general among the Avernite Helltroopers, giving her a wealth of experience and skills that few of her colleagues can match.
Personal Attention: Blank Training Assistance: Departmento Munitorum- 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- One out of Four years completed
Personal Attention: Blank Training Assistance: Psyker Hunters- 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 Four years completed
Thaddeus Expertise: Quartok City- 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- Four out of Eight years completed
Personal Attention: Any– 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.
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 Adeptus Administratum action without needing a personal attention.
Deployment- You are the best general in the Imperial Trust, by far. As such you could significantly strengthen the defences of one of the colonies by personally taking command of its defences for a period. This would greatly reduce what you could do on Avernus for this period though.
Time: Write in (uses 2 actions, reduces number of personal attention slots by 1, removes palace bonus)
Cost: Free
Reward: Personally take command of the defences of one of the colonies, possibly fight off a raid.
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 organisations 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 your 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.
Jacob Oakheart gains trait Distillation of Humanity (+3M, +2I, +3A, +2L, +3P, +2C, triple melee damage, triple health, can resist all types of Warp powers, +100 to resisting Warp Powers, +200 to resisting metal effects, can channel Warp power into attacks)-
Hmm, wonder if this is one of the reasons Ridcully gave Jacob that book on psyker disciplines ages ago?
That vault certainly could come in handy, what with all the infiltrators, but do we want to use Fred's intrigue roll for it in order to start building it before the next 10 years?
Deploying the fleet right now seems like a good idea.
And only one two-year telepathica action? Even though Research: Immaterium Echoes is "Six out of Ten years completed"?
Oh, and let's do send Niflheim some combat psykers very soon, like, this turn. We want our best anti-psyker forces to actually have experience with fighting psykers before we throw them into the fray.
While you could lead another expedition back into Tarascon, knowing a lot more about what to prepare your forces for the beginning of Turoq's raids provide other problems for you to deal with.
Jacob Oakheart gains trait Distillation of Humanity (+3M, +2I, +3A, +2L, +3P, +2C, triple melee damage, triple health, can resist all types of Warp powers, +100 to resisting Warp Powers, +200 to resisting metal effects, can channel Warp power into attacks)-
Hmm, wonder if this is one of the reasons Ridcully gave Jacob that book on psyker disciplines ages ago?
Are we sure we want to go back to a place that even the MC is impressive by how dangerous it is? At this point I would go even deep sea over this, because at last some humanoid lives there so we already know is possible (not that would be a good idea).
And a mini-space marine? God our lords inquisitors are probably so happy with the secrets that we got, the runes and now this plus new assassin.
Edit missed a word.