The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
For some odd reason, when I read that sheet, the image that popped in my mind for the professor is an older Milo Thatch from Disney's Atlantis. No idea why, though.
 
@Durin

1. For the purpose of getting enough Learning to do Mechanicus actions, who should Frederick Spend Time With, Tranth or Kovac?
2. Why did Kovac choose to move to Avernus?
 
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Ah yes, let's just grab some natural 100s off the nat 100 tree and boost our Learning.
Frederick has the potential. His Learning exceeds that of Magos Tertius and a long time ago Durin said he could do Mechanicus actions if he got more Learning. It's not narratively implausible that after enough years of study he'll be smart enough to get access to those actions.
 
Welp, I guess we can call him Professor Elemental, and give him all the fighting trousers. ALL OF THEM. But seriously, Pugilist Professor with 35+ combat who actually was planetside for TWO Daemonic Incursions!

PS: Fighting Trousers by Professor Elemental; He doesn't like the cut of Khorne's jib, let me tell you.
 
Huh. Turns out that high-ranking Sororitas were surprisingly tolerant of xenos and traitors.
Heresy Begets Retribution said:
As the leader within a Mission, a Palatine must harness the fiery, passionate faith of her youth and cultivate that same flame in her charges. It is by virtue of their positions that many Palatines find they must work alongside such odious company as radical Inquisitors or even a xenos diplomat. It takes an unshakable faith in the God-Emperor to put such long-held hatred aside and then resummon such fury later when she must bring holy condemnation to treasonous former "allies."
Not only not killing them, but working with them too, only killing them after they have no need to spare them. And people said they were Abomination bait. :p
 
Turn One Hundred and Seventeen
Turn One Hundred and Seventeen
Three Hundred and Seven years since the Founding of Avernus
Two year turn

While the Imperial Trust as a whole continues to be raided by forces under Turoq your attention, like almost every Avernite, remains focused on the cult issue on Avernus. Well over a hundred million Avernites have fallen to chaos over the last few years and begun a revolt which you are crushing with all available forces. Currently you believe that you have the issue under control, and that you should be able to utterly annihilate the cults within a year or two.

Currently your military is in the middle of putting down a series of chaotic cults that have formed all over Avernus, but most often in its own ranks. This utter betrayal has driven the Avernite PDF into a fury, and defecting units are being quickly overwhelmed by their loyal counterparts, albeit at a cost. General Richard tells you that these betrayals will leave many scars in the psyche of her forces, and that the Black Irons are quickly replenishing their ranks will loyalists from traitorous units.

One Locked Choose Three
Two Two years

Martial Law: All- Given past experience with daemonic incursions it may be a good time to impose martial law and deploy the army to try to keep the cults under control. Given the casualties that the army has recently suffered this will be challenging, and if major cults form you will likely suffer heavy losses.

Time: Unknown (until Cults are under control)

Chance of Success: 80% rolled separately each turn, can be taken multiple times, each successive time adds +20 to success chance

Cost per year: 49,000,000 Thrones, 4,900,000 Material, 980,000 Promethium.
Reward: +0.5% numbers of cultists found per point of success, -25% all resource production, -0.25% population growth, -1 Civilian morale.

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

Sixteen out of Twenty-Two years completed

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

Six out of Twenty-Five years completed

Recruit- Your forces suffered extremely heavy losses during the recent daemonic incursion, losses that will take the better part of two decades to replace. General Richards would like to begin work on rebuilding her forces as soon as possible. She tells you that with the ever present threat of Turoq having the Avernite military as damaged as it is severely weakens the defences of the Imperial Trust.

Time: 16 years

Cost: 3,500,000,000 Thrones, 450,000,000 Material, 15,000,000 Promethium, 81,000,000 Advanced Material, 230,000 Exotic Material .
Reward: Recruit 3,423 Helguard Regiments to tithe to Imperial Trust Guard

Martial Law: All- Given past experience with daemonic incursions it may be a good time to impose martial law and deploy the army to try to keep the cults under control. Given the casualties that the army has recently suffered this will be challenging, and if major cults form you will likely suffer heavy losses.

Time: Unknown (until Cults are under control)
Chance of Success: 80% rolled separately each turn, can be taken multiple times, each successive time adds +20 to success chance

Cost per year: 49,000,000 Thrones, 4,900,000 Material, 980,000 Promethium.
Reward: +0.5% numbers of cultists found per point of success, -25% all resource production, -0.25% population growth, -1 Civilian morale.

Hold Ground: (Lonely Mountain)- The next step towards colonising Tarascon is to retake your bases around the Lonely Mountain so that you can begin to build the first city in the region.

Time: 2 years.
Chance of Success: 50%

Cost:975,000,000 Thrones, 195,000,000 Material, 7,800,000 Promethium, 85,000 Advanced Material.
Reward: Retake your fortresses in Tarascon, allows city building once 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

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 tells you that the period in which Avernus was most likely to be attacked has passed, and with it your best chance of forcing a major confrontation with Turoq. While disappointed he tells you that despite this momentum is on your side and that unless Turoq manages another major victory in the next decade or so your victory is near certain.
Two Locked Choose One
One Two years

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.

Locked- Four out of ?? 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- One out of Five years completed

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.

Time: 17 years.

Cost: 9,800,000,000 Thrones, 530,000,000 Material, 540,000,000 Promethium, 105,000,000 Advanced Material, 1,400,000 Exotic Material.
Upkeep per year: 390,000,000 Thrones, 21,000,000 Material, 220,000,000 Promethium, 4,200,000 Advanced Material, 23,000 Exotic Material.
Reward: Recruit 18,000 Guardian Fighter Wings, 18,000 Dragon Bomber Wings, 2,000 Wraith Interceptor Wings, 3,000 Assassin Bomber Wings and 4,500 Aggressor Attack Boat Wings

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.

Time: 11 years. (can be taken twice)

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


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

Time: 11 years. (can be taken twice)

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


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

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

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


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

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

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

Signe tells you that your resource reserves should be able to easily outlast the cults, especially as most of your production happens in the lunar Forge-Hives rather then the cities of Avernus where the cults are causing problems. The incursiona nd it aftermath have despite this been a major blow to the Avernite economy, and set back her plans to get you out of the red by years.
Three Locked Choose None

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- Seventeen out of Twenty-Two 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)

Four out of Fourteen years completed


Rebuild- Several of your cities suffered significant damage during the recent Daemonic Incursion. You estimate that it will take a little over a decade to rebuild your cities, with the Lonely Citadel and Dis requiring the lion's share of the effort.

Time: 12 years

Cost: 12,000,000,000 Thrones, 12,000,000,000 Material, 11,000,000,000 Metal, 2,600,000,000 Promethium, 5,200,000 Advanced Material, 50,000 Exotic Material.

Locked- Two out of Twelve years completed


Quarantine: All- One of the methods that you have discovered for keeping cults under control is to quarantine the cities that they are in to limit their growth. Given that you are expecting cult issues everywhere quarantining all cities to prevent any non-governmental movement is an option to help deal with the cults.

Time: Unknown (until Cults are under control)

Cost per year: 98,000,000 Thrones, 980,000 Promethium.
Reward: Quarantine all cities, +10 to rolls to locate cultists, -10% all resource production, less likely for cults to spread between cities, -1 civilian morale

Locked- Two out of ?? years completed

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 internal 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

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)

Cost: 370,000,000 Thrones
Reward: +0.5% administrative efficiency (currently 62.5%)


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)

Cost: 44,000,000 Thrones.
Reward: increase education modifier by +1% (currently +300%)


Economic Focus (Thrones, Production, Metal, Promethium or Food) -Caroline is capable of notably increasing the efficiency of a portion of your economy by focusing a large portion of her attention, and resources, on it. This will have little long term effects but is a good way of overcoming a resource shortage in the short term.

Time: 1 year.
Chance of Success: 50%

Cost: 44,000,000 Thrones.
Reward: total production of chosen resource this year by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.

Inquisitor Klovis-Ultan has informed you that the Eldar are willing to delay collecting your emissaries for another two years in order to allow you to recover from the recent incursion. This should be more then enough time for the conditions on Avernus to no longer require Saint Lin, making Inquisitor Klovis-Ultan wonder exactly how the Eldar know how much time you will need Saint Lin for.
Choose One
One Two 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.

Jane is currently one of the busiest people on Avernus as she controls her complex system of security organisations to deal with the chaos cults. It is in large part due to her efforts and preparations that the current cult problems are not a full blown uprising, and will instead be wiped out within a few years.
One Locked Choose One
One Two years

Curfew: All- Given the cults that are expected to form over the next few years Jane would like to enforce a curfew on the population and greatly limit the freedom of people to move between districts. This would help in the identification of cults and reduce their ability to recruit.

Time: Unknown (until Cults are under control)

Cost per year: 246,000,000 Thrones, 12,300,000 Material, 6,150,000 Promethium.
Reward: -5% cultist growth, +10% number of Cultists found, -50% all resource production for all cities, -1 Civilian morale.

Locked- Two out of ?? 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

Eleven out of Fifteen years completed

Cultist Hunt: All- One of the ways to help deal with the coming cults is to have Jane personally lead the hunt for cultists. She is incredibly skilled at this sort of work and would have a major impact on the number of cultists found, though possibly not enough.

Time: 1 year.
Chance of Success: 75%

Cost: 49,000 Thrones.
Reward: add a third of the margin of success to all attempts to find cultists(can be taken multiple times)

Hunt them down- Jane tells you that it may be useful to know where the largest undiscovered cults are in order to better focus her efforts. While it would take time away from her cultist hunts trying to work this information out may prove worthwhile.

Time: 1 year.
Chance of Success: 75%.

Cost: 49,000 Thrones.
Reward: approximation of number of cultists in each city.

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

The Adeptus Mechanicus continues to be mostly uninvolved with the current cult issues, though there are a few million cultists in their ground based cities. The main focus of your Adeptus Mechanicus are the current political issues resulting from Archmagos Prime Rei's death and replacement with a more hard-line conservative and Archmagos Tranth's work on designing the Avernus-Pattern Titan.

Archmagos Biologis Maximal gains trait No Detail to Small (+1I, +2A, +1L)- Archmagos Biologis Maximal understands the importance of those which are often overlooked. This leads to him being meticulously careful in all that he does.
Three Locked Choose One
One One year
Titan Designing Step Three: Princeps Mind Impulse Unit - The third step towards designing the Avernus-Pattern Warlord Titan is to create a Mind Impulse Unit able to properly connect a Princeps to the Titan. This is a far more deep connection to that provided by a normal Mind Impulse Unit, and will take some time to perfect. Once this has been completed all that Tranth will need to do is to make the separate components of the Titan that he has designed work together.

Time: 3 years
Chance of Success: -100% (7% after bonuses)

Cost: 31,000,000 Thrones, 310,000 Material, 62,000 Promethium, 126,000 Advanced Material, 14,000 Exotic Material, 4 Relic Material.
Reward: Create template for Princeps Mind Impulse Unit, third step on the path to creating Titans.

Locked- Two out of Three years completed

Gravitic Array: Programing- Now that he knows what the Gravatic Array can be used for it is time for Archmagos Tranth to figure out how to create programs that will allow him to use it. He tells you that this will be a complex task that will require much experimentation, and very deep surveys of the Helheim systems gravity.

Time: 5 years
Chance of Success: -150% (14% after bonuses)

Cost: 240,000,000 Thrones, 12,000,000 Material, 4,800,000 Promethium, 160,000 Advanced Material, 18,000 Exotic Material
Reward: lean how to create programs that allow you to use the gravatic array

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% (19% 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% (29% 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% (19% 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% (34% 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% (84% 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% (77% 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% (77% 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 (Poison Lichen) - 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

Regional Survey (Region) – Magos Biologis Saren wishes to give each region a thorough survey to discover if there is any interesting flora or fauna that is so far undiscovered. He is willing to let you choose which region to begin with.

Time: 1 year.
Chance of Success: 60%

Cost: 40,500 Thrones, 2,025 Material, 405 Metal, 810 Promethium.
Reward: Find out more about wildlife in selected region, possibly discover new interesting species.


Complete Examination (Species) - There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each 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
Cathedral of the Machine-God: Belisama- Annwn and Belisama are both large enough to build a Cathedral of the Machine-God. This would increase your production of Relic Material by almost half and your production of Exotic Material by a tenth, together a major boost to your economy.

Time: 15 years

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

Locked- Six out of Fifteen years completed

Damage Control- Two conservative Archmagos Primes have died in the last decade when surrounded by progressives, a fact which some are claiming is a pattern. Fabricator-General Scott will need to spend some time running damage control on this issue, and will most likely be forced to make a few concessions in the process.

Time: 7 years
Chance of Success: 30% (uses average of diplomacy and piety)

Cost: Free
Reward: Reduce negative effects of the death of Archmagos Prime Rie.

Locked- One out of Seven years completed

Cathedral-Forge: Aegaeon- Now that the first Hive Forges have been built Fabricator-General Scott can begin work on a Cathedral-Forge. This would greatly increase the amount of Exotic Material you can produce and allow the construction of Relic Material, which is used for the most advanced human technologies. Aegaeon can build either a Cathedral-Forge or a Forge-Cathedral.

Time: 8 years.

Cost: 1,183,000,000 Thrones, 295,700,000 Material, 118,300,000 Metal, 5,914,000 Promethium, 24,480 Advanced Material, 2,736 Exotic Material.
Upkeep per year: 118,272,000 Thrones, 29,568,000 Material, 11,827,200 Metal, 591,360 Promethium, 2,448 Advanced Material, 274 Exotic Material.
Reward: increase base EM production by 50%, increase AM production by 630 (3.5k), increase EM production by 105 (525), provides 1 Relic Material per year, can have either Cathedral-Forge or Forge-Cathedral, increase AM production by 6,300 (250k), can have either Cathedral-Forge or Forge-Cathedral

Forge-Cathedral: Aegaeon- Now that the first Hive Forges have been built Fabricator-General Scott can begin work on a Forge-Cathedral. This would massively increase the amount of Advanced Material you can produce allowing for your advanced weapons to be deployed in greater numbers. Aegaeon can build either a Cathedral-Forge or a Forge-Cathedral.

Time: 8 years.

Cost: 1,183,000,000 Thrones, 295,700,000 Material, 118,300,000 Metal, 5,914,000 Promethium, 24,480 Advanced Material, 2,736 Exotic Material.
Upkeep per year: 118,272,000 Thrones, 29,568,000 Material, 11,827,200 Metal, 591,360 Promethium, 2,448 Advanced Material, 274 Exotic Material.
Reward: Increase base AM production by 50%, increase AM production by 6,300 (250k), can have either Cathedral-Forge or Forge-Cathedral

Cathedral of the Omnissiah: Mag Mell- Mag Mell is now large enough to build a Cathedral of the Omnissiah. This would increase your production of Advanced material by almost a quarter, helping fill the largest hole in your budget.

Time: 15 years

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


Cathedral of the Machine-God: Annwn- Annwn is now large enough to build a Cathedral of the Machine-God. This would increase your production of Relic Material by almost half and your production of Exotic Material by a tenth, together a major boost to your economy.

Time: 15 years

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

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.

Time: 12 years.

Cost: 11,000,000,000 Thrones, 12,000,000,000 Material, 14,000,000,000 Metal, 3,400,000,000 Promethium, 6,700,000 Advanced Material, 55,000 Exotic Material.
Upkeep per year: 350,000,000 Thrones, 100,000,000 Material, 100,000,000 Metal, 26,000,000 Promethium, 59,000 Advanced Material, 520 Exotic Material.
Reward: Selected Small Forge Hive upgraded into Large Forge Hive

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.

Time: 1 year.

Cost: 1,100,000 Thrones, 110,000 Material, 17,600 Promethium, 21,250 Advanced Material, 190 Exotic Material.
Upkeep per year: 110,000 Thrones, 11,000 Material, 8,800 Promethium, 2,125 Advanced Material, 10 Exotic Material.
Reward: 1 Helheim Pattern Adjudicator Mobile Assault Platform


Oversee the Forge (Advanced Material, 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%(31% 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 and nine more at Roskilde, 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% (-61% 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.
Chance of Success: 00% (99% after bonuses)

Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for Hyper Battlecruiser with Ragnarok Cannon

Hyper Heavy Cruiser Design: Graviton- Archmagos Tranth has recently 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.
Chance of Success: 00% (99% after bonuses)

Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for Hyper Heavy Cruisers with Graviton Weapons


Advanced Ramilies Design: Type- Archmagos Tranth has recently finished reverse engineering the Ramilies Starfort and has sketched out a few different ways that it could be improved with current technology. Both Fabricator-General Scott and he are able to turn these simple ideas into complete plans, though given the size of a Ramilies it will take some time. The current suggestions for a design are pure fortress, orbital defence station, forward operating base variant, and orbital artillery, though there maybe other possible purposes.

Time: 5 years.
Chance of Success: 10% (99% after bonuses)

Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for selected type of Advanced Ramilies Starfort

Saint Lin is currently spending as much time as his body can stand preaching to the people of Avernus, trying to keep as many of his flock from falling to the temptations of Chaos as is possible. While he knows that the number to have fallen is incredibly low given recent events he takes each Avernite to fall to Chaos as a personal failure, and works ever harder to prevent any more from falling. You are glad that you expect the cults to die down within a few years, as any longer and you would worry about Saint Lin's health.

Saint Lin has upgraded trait Sainted Wisdom (+2M, +4A, +7L, +3D) into Saint of Wisdom (+3M, +5A, +14L, +4D)- Saint Lin was sainted for his wisdom in order to act as a wise adviser to the Imperial Trust. As such his wisdom and insight is unmatched, even by the legends of the Imperial Trust.
Choose Two
Two Two years

Train Master Witch Hunters- Around fifteen thousand of Saint Lin's Witch Hunters are skilled and experienced enough that he could train them into being Master Witch Hunters. These Witch Hunters would be armed to a level similar to that of the champions of the Life Guard and have the skills to make proper use of their wargear. Jane tells you that the addition of Master Witch Hunters to her ranks should result in a notable decrease in the amount of damage that the more powerful Psykers cause to Avernus.

Time: 7 years

Cost: 160,000,000 Thrones, 1,000,000 Material, 90,000 Promethium, 4,000,000 Advanced Material, 400,000 Exotic Material, 7.5 Relic Material.
Reward: train 15,000 Master Witch Hunters, start training more Master Witch Hunters, +10 to dealing with Chaos Psykers of Beta-level and above

Three out of Seven years completed


Preach: All- Saint Lin is willing to spend the next few years preaching about the horrors of the Blood God and how to best resist his pull. This should provide a major boost to your efforts to undercut the formation of chaos cults, particularly if he focuses entirely on it.

Time: Unknown (until Cults are under control, can be taken multiple times)
Chance of Success: 60%

Cost: 720,000 Thrones,
Reward: -5% cultist growth , +5% number of Cultists found , +1% to rolls to locate cultists per three points of success

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

Currently the Adeptus Astra Telepathica is almost entirely focused on dealing with the Chaos cults that are forming on Avernus. Between Witch Finders ability to locate cults and Battle Psykers ability to deal with heavy heavily fortified locations your psykers have been one of your most potent weapons in this effort, even before you take the sheer utility of Ridcully and his unmatched divination into account.
One Locked Choose Three
Three 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 or decoding action by one percent per five the action is passed


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.
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.
You Cannot Hide: All- Your psykers, especially the Grandmasters, are able to have a massive impact on chaos cults, whether it is finding them or eliminating them. By having them focus the majority of their effort on dealing with the cults you expect to form you can greatly cut down on how long cults have to get established before being wiped out.

Time: Unknown (until Cults are under control)
Chance of Success:70%

Cost: 720,000 Thrones,
Reward: +10% number of Cultists found , +2 to rolls to locate cultists per three points of success, lose some Battle Psykers.

Locked- Two out of ?? years completed

You Cannot Hide: All- Your psykers, especially the Grandmasters, are able to have a massive impact on chaos cults, whether it is finding them or eliminating them. By having them focus the majority of their effort on dealing with the cults you expect to form you can greatly cut down on how long cults have to get established before being wiped out.

Time: Unknown (until Cults are under control)
Chance of Success:70%

Cost: 720,000 Thrones,
Reward: +10% number of Cultists found , +2% to rolls to locate cultists per three points of success, lose some Battle Psykers.

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

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: 9 years

Cost: 330,000,000 Thrones, 5,100,000 Advanced Material, 130,000 Exotic Material.
Upkeep per year: 63,000,000 Thrones, 990,000 Advanced Material, 24,000 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 inc chance of the Beta-level psyker passing the trails by

You are currently rather busy with your efforts to keep the cults from growing any more then they already have, though you think that the worst has passed. Your new assistant, Professor Antoni Kovac, has proven to be highly useful for this and has adjusted well to the high pressure environment of your office.
Choose Four
Three Two year, One One year

Personal Attention: Lesson's Learned: Strength of Arms– 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 Two years completed

System Review: (Education or Healthcare)- Your Personal Assistant, Professor Antoni Kovac, is one of the Imperial Trust' greatest experts on educational and healthcare systems. He has requested that you allow him to conduct major reviews of your entire healthcare and educational systems in order to determine what improvments are possible.

Time: 10 year
Chance of Success: 30% (uses learning)

Cost: 300,000,000 Thrones
Reward: new options improving selected area

Chain of Command- With Marshal Cheshire's promation and replacement there is now one of the Marshalls of Avernus that you know little about. It would be a good idea to gather information about him and get to know him.

Time: 1 year.
Reward: Get character sheets for new Marshal


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.

Speech: Every Man's Duty- You advisers suggest that you give a speech to the people of Avernus warning them of the horrors of the Blood God and calling on them to aid your forces in the hunt for Chaos cults.

Time: 1 Year.
Chance of Success: 60%

Cost: 3,600 Thrones
Reward: +10 to rolls to detect Cultists, can be taken multiple times

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.

Time: 1 Year.
Chance of Success: 50%

Cost: 3,600 Thrones


                 
  Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material
Gross Income -126,311,940,229 -5,786,197,280 137,371,414,792 10,706,610,746 27,646,338 917,518 -17,462 13
Current Reserves 777,900,420,842 218,410,293,257 578,026,250,540 368,108,584,068 204,852,518 4,751,929 479,072 59
 
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Heh. Saint of Wisdom eh? We really need to have the security for the written forms of Saint Lin's research prepared already. I wirry that he will either die, or be distracted enough that he forgets what he found out about stuff.
 
Saint Lin has upgraded trait Sainted Wisdom (+2M, +4A, +7L, +3D) into Saint of Wisdom (+3M, +5A, +14L, +4D)- Saint Lin was sainted for his wisdom in order to act as a wise adviser to the Imperial Trust. As such his wisdom and insight is unmatched, even by the legends of the Imperial Trust.

good lord, that puts his learning up to 45. That's ridonculous.
 
Can Rotbart take command of training the Master Witch Hubters or is he not good enough? Also Lin +7 Learning, okay.
 
Kovac Stronk
Also Wise


Anyway, the good news is that the ambient chaos is dropping. Before it was something scary ridiculous like 2,100,000~. Now it's down to 47k. Next year, it should be below 6k, and return to the normal sub-thousand range the year after that. Hopefully, we can get the cults under control next year.
 
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