Marshal Jon Lind of the Aridia PDF
Age: 234, rejuved to 25
M: 22+6(9)=28(31)- Marshal Lind is a highly skilled general able to command forces of all sizes despite his habit of making minor unforced errors when the stakes are low.
I: 13- Marshal Lind understands the importance of covert operations, but has no skill in leading or commanding the.
A: 12+3=15- Marshal Lind is able to handle the administrative requirements of his rank without many problems.
L: 16+2=18- Marshal Lind has the high level of education expected from an Avernite officer who has kept up on his studies after graduating.
P: 14+7=21- Marshal Lind has a strong will and a faith in his people.
D: 14- Marshal Lind is able to function in society without offending anyone, though he is by no means inspiring.
C: 17+21=38- Marshal Lind is a mighty warrior who has been able to survive the countless brushes with death that his seeking after glory has put him though.
(39/7+0.5=6.5) General (+4M, +1A, +2C -1D, -1I)- Jon Lind has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus. Avernite Bi-centenarian(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Marshal Lind has proven himself to be an expert warrior, the bearer of a strong will and very alert to danger. Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Marshal Lind has had his faith and combat skills tested. Survivor of the Crimson Skies (+1P, +2C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Marshal Lind has had his faith and combat skills tested. Avernus Officers Academy Graduate (+3M, +3A, +2L, +2P, +3C)- Marshal Lind is a graduate from the Avernus Officers Academy and therefore has a though education in military matters. Glory Seeker (-1M, -1I, -1A, +2C, +3M when preforming risky actions, likely to take risks)- Marshal Lind seeks glory in battle, leading him to take risks he should not and make mistakes when the stakes are low. However this seeking after glory has developed Marshal Lind's skills at leading high-risk high-reward missions to a very high level. Leads from the front (+3C, +1D, +10 to morale of force under her command, more likely to die in battle)- Marshal Lind has proven to be a skilled leader who where possible leads from the front, never asking his men to do something he will not do himself. Skilled Swordsman (+2 Combat, +20 to melee combat rolls) - Marshal Lind is highly trained in the use of the blade and a respectable swordsman.
Jon Lind was born in the Lonely Citadel seventy-one years after the founding of Avernus to a middle class family. He showed a talent for tactics in his early education that lead to his previously average school combat team winning the planetary championships for three years running and gave him both a taste for glory and knowledge of where his talents lie. Upon graduating he immediately enlisted in the Avernite Officers Academy on a scholarship where he preformed well, despite his glory seeking tendencies. Cadet Jon Lind first saw combat defending the Avernus Officers Academy during the First Daemonic Incursion at the age of twenty-three, where he preformed well but recklessly.
For the next few centuries Jon Lind climbed the ranks of the Avernite military where he earned a reputation as a gambler, someone always willing to take the high risk option and often able to make it work though a combination of tactical skill, courage and martial might. This is a result of his hunt for glory in battle and has earned him both friends and foes in the military.
In person Marshal Lind is rather boastful and prone to tells tales of his great successes, but at least never claims credit that he has not earned and keeps to the truth, or at least as close to the truth as any soldier telling tales of past battles ever does. Interestingly enough given his glory seeking nature Marshal Lind does not seem to be overly ambitious, viewing promotion as a consequence of glory rather then a aim.
Glory Seeker (-1M, -1I, -1A, +2C, +3M when preforming risky actions, likely to take risks)- Marshal Lind seeks glory in battle, leading him to take risks he should not and make mistakes when the stakes are low. However this seeking after glory has developed Marshal Lind's skills at leading high-risk high-reward missions to a very high level.
@Durin
1. How on fire would things need to be for Chaos to be so distracted that we could fix the STC without them sending people to blow our heads off?
Turn One Hundred and Eighteen Three Hundred and Nine years since the Founding of Avernus
Six year turn
With the death of Lord-Marshal Sigurd in the recent battle of Cobalt the war with Turoq has entered another stage. As things stand Turoq's offensive capabilities have been crippled, making it unlikely that he will gather the forces needed to resume his raids before you build up enough to make it impracticable. Given that he gained much of what he was after in the Battle of Cobalt it is likely that he will spend the next few decades rebuilding his forces, deploying stolen technology and making pacts in preparation for his final assault. As he is doing this the Imperial Turst will also be focusing on building up its forces, and defences, making allies though your recent deal with the Eldar and hopefully gaining technology. You can only hope that cooperation between the sane can overcome the self-interest of the insane.
General Richards has recently been able to pull back her forces from cult hunting over most of Avernus, allowing her to turn her attention back to increasing the tithes to the Imperial Trust. General Richards would like to have finished these projects by the time that the final battle with Turoq occurs, which means that she will have to focus on it.
Marshal Cheshire upgrades trait Know Your Enemy (+1M, +2L) into Military Historian (+2M, +4L)- Marshal Cheshire has studied the history war in great depth, giving her insight into what the varies foes of the Imperial Trust are likely to do.
Marshal Stumpf gains trait Warrior of the Emperor (+3P, +1C) – Marshal Stumpf's experienced with the forces of Chaos have only strengthened her faith in the Emperor, and her opposition to Chaos in all of its forms.
One Locked Choose Two
Two Six years
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.
Personal Attention: 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.
Martial Law (Cassarondo and Gormec)- Now that the main cults have been isolated into a few cities it is possible to concentrate your efforts to a far greater extent. This should allow you to bring the final cults under control much more rapidly, and hopefully without as many casualties.
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: 49,000,000 Thrones, 4,900,000 Material, 980,000 Promethium.
Reward: +1% numbers of cultists found per point of success in city
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
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 and the majority of your fleet remain deployed, though they have not seen much action in the recent campaign. In fact he is beginning to wonder if Turoq is purposefully avoiding the worlds with a major Avernite presence for some reason, possibly your reputation.
Two Locked Choose One
One Four 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- Six 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- Three 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.
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.
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 tells you that it will still be a few more years before she can focus entirely on improving the Avernite economy, though she does hope that your new personal assistant will be able to help in this matter. She tells you that increasing your population and education system are the two best remaining ways for you to boost your economy, once her current projects are completed anyway.
Two Locked Choose One
One Three years 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- Nineteen 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)
Two 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.
Quarantine: Cassarondo and Gormec- One of the methods that you have discovered for keeping cults under control is the quarantine the cities that they are in to limit their growth. Now that the cults have been restricted to a pair of cities you can relax the quarantine elsewhere.
Time: Unknown (until Cults are under control)
Cost: 98,000,000 Thrones, 980,000 Promethium.
Reward: Quarantine all cities, +20 to rolls to locate cultists, -10% all resource production in Cassarondo and Gormec, less likely for cults to spread between cities
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)
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 you now have enough credit with the Sirens to buy a large number of their runes, and advises you to. Otherwise he has little to report.
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 tells you that there are only two cults left of any real size on Avernus, in the cities of Cassarondo and Gormec. She would like to focus a large amount of your anti-cult measures on these cities for a year or two in order to wipe the cults out. Otherwise she has put forward plans to expand Avernus' Psyker Hunter Academies in order to deal with the stresses that the more powerful rogue Psykers that are now appearing places on her Psyker hunting system.
Choose Two
Two Six years Curfew: Cassarondo and Gormec- Given the current size of the cults in Cassarondo and Gormec 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: 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 Cassarondo and Gormec
Targeted Cultist Hunt (City)- One of the ways to help deal with the current cults is to have Jane personally lead the hunt for cultists in a single city. This would allow er to greatly increase the effectively of the hunt in the chosen city or among those who were evacuated from cities before they were destroyed.
Time: 1 year.
Chance of Success: 75%
Cost: 49,000 Thrones.
Reward: add triple the margin of success to all attempts to find cultists(can be taken multiple times)
Expend Psyker Hunter Academies- In recent decades the number and power of rogue Psykers has been slowly overwhelming the Psyker hunters. Part of Jane's solution to this problem is to greatly expand the Psyker Hunter Academies, allowing them to train four times as many Psyker Hunters at a time.
Time: 8 years
Cost: 890,000,000 Thrones, 36,000,000 Material, 3,600,000 Metal, 360,000 Promethium, 14,000 Advanced Material, 1,600 Exotic Material.
Upkeep per year: 89,000,000 Thrones, 3,600,000 Material, 360,000 Metal, 36,000 Promethium, 700 Advanced Material, 32 Exotic Material.
Reward: increase number of Psyker hunters trained per year fourfold to 15,200.
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
Nine 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
Fabricator-General Scott is currently working on determining exactly what the Tech-priests captured by Turoq know in order to determine what they may give up. While she is relieved that non of them have ever worked with any of your more sensitive technology between them they have the potential to give up an worryingly large amount of your more basic military technology, and a decent amount of economic designs. Fabricator-General Scott has never been in the position where she hopes that her Tech-Priests have actually forgotten the working of technology that they have worked on before. Archmagos Tranth is now ready to begin work on designing the Avernus-Pattern Warlord Titan, which he promises will be on a whole other level compared to even the most mighty of Imperial designs. Between this, the work that can begin on the creation of a Black Ship equivalent as a result of the advanced Gellar Field Generators that are needed for a Deus Superdreadnought and the Siren Rune of Warding and the Advanced Terminator Armour the Imperial Trust will soon enough have more advanced versions of some of the most advanced Imperial Technology.
One Locked Choose Three
One Six years, One Five years, One Two years
Titan Design: Avernus-Warlord Titan- Archmagos Tranth is now ready to begin the final stage of designing the Avernus-Pattern Warlord Titan. This step consists of putting together all of his previous work and using it to design the Titan. He expects it to take over a decade due to the size of a Titan and the extreme level of quality required.
Time: 10 years
Chance of Success: -120% (1% after bonuses)
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.
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- Five 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- Eight 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- Three 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.
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
Black Ship Protection: Mechanicus- Between the Siren Runes of Warding and the powerful Gellar Field Generators that were part of the design for the Deus Superdreadnought you may now be able to build a version of the Black Ships. To begin with the Adeptus Mechanicus and the Adeptus Astra Telepathica will need to work together on combining these technologies and testing whether their effect is strong enough. Both Fabricator-General Scott and Archmagos Tranth have a good enough understanding of Gellar Fields to lead the Adeptus Mechanicus half of this research project.
Time: 12 years (must be taken with Black Ship Protection: Telepathica)
Chance of Success: -80% (both parts must succeed)
Cost: 75,000,000 Thrones, 750,000 Material, 150,000 Promethium, 310,000 Advanced Material, 35,000 Exotic Material, 10 Relic Material.
Reward: Create set of protections allowing the design of Black Ships
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)
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 will soon be leaving with a bodyguard of your greatest heroes on a journey though the Webway of the Eldar to meet with the Primaches who lead the Quartus Imperium, probably the most powerful of the Imperial Remnants.
Two Locked Choose None
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
Locked- Five out of Seven years completed
Diplomacy- Saint Lin will soon be leaving though the Webway to meet the Primarches of the Quartus Imperium. You have given him a strong guard, including Jacob Oak heart, a battalion of Phase-Tigers led by Commissar Dalv, a Primaris Execution Force, a Varangian Guard Terminator Company and the Saintguard. While this forces is laughably weak if the Eldar actually plan treachery it should be enough to deal with any other threats.
Time: 6 years
Cost: Free
Reward: Contact made with Quartus Imperium about meeting.
The Adeptus Astra Telepathica has fully recovered from the recent wars and turned its attention back to other matters. In particular Tamia has requested that you buy as many Siren Runes as you can afford, as they will help expand one of the two major new areas of study that Avernus has offered.
Choose Four
Four Six 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.
Black Ship Protection: Telepathica- Between the Siren Runes of Warding and the powerful Gellar Field Generators that were part of the design for the Deus Superdreadnought you may now be able to build a version of the Black Ships. To begin with the Adeptus Mechanicus and the Adeptus Astra Telepathica will need to work together on combining these technologies and testing whether their effect is strong enough. Only Tamia has a good enough understanding of Siren Runes to lead the Adeptus Telepathica half of this research project.
Time: 12 years (must be taken with Black Ship Protection: Mechanicus)
Chance of Success: 20% (uses learning, both parts must succeed)
Cost: 400,000,000 Thrones, 10,000,000 Advanced Material, 100,000 Exotic Material, 25 Relic Material
Reward: Create set of protections allowing the design of Black Ships
Warp Echo: (material or item)- Some materials or items have a strong echo in the Warp, providing them with proprieties that they otherwise would not have. With a bit of work Ridcully will be able to determine if any given material or item has an echo, and what it is tied to.
Time: 1 year (must be taken by Ridcully)
Chance of Success: 30% (uses learning)
Cost: 3,800,000 Thrones, 38,000 Material, 85 Advanced Material, 9 Exotic Material.
Reward: Information on selected items Warp echo
Warp Echo: (Search)- Some materials or items have a strong echo in the Warp, providing them with proprieties that they otherwise would not have. With a bit of work Ridcully will be able to find items or materials that have Warp Echoes.
Time: 3 years (must be taken by Ridcully)
Chance of Success: -10% (uses learning)
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.
Targeted: You Cannot Hide (City)- It would be possible for Headmaster Ridcully and his Battle Psykers to focus their efforts on a single city. This would allow them to have a far bigger impact on the target at the cost of having no impact on the rest of Avernus.
Time: Unknown (until Cults are under control)
Chance of Success:70%
Cost: 720,000 Thrones,
Reward: +20% number of Cultists found, +4% to rolls to locate cultists per three points of success, lose some Battle Psykers, can be taken multiple times
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 have recently attended the funeral of Lord-Marshal Sigurd of the Aesir, your first friend among the Planetary Governors of what was then the Asgard Subsector and the first of the initial governors of the Imperial Trust to die. His funeral was a solemn occasion filled with, barely exaggerated, stories of his heroic deeds, finishing with his heroic death under fire of Turoq's sorcery. In many ways Sigurd's fate is a sign of what could happen to any of the warriors in the High Council in this dangerous era. You still believe that it will be Avernus that claims your life rather then one of the countless dangers of the greater galaxy though.
Two Locked Choose Two
Two Six years
Personal Attention: Increase Helltrooper Tithe– 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- Sixteen out of Twenty-Two years completed
System Review: (Education)- 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 improvements are possible.
Time: 10 year
Chance of Success: 30% (uses learning)
Cost: 300,000,000 Thrones
Reward: new options improving selected area
Locked- Two out of Ten 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.
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.
@Durin
1. How on fire would things need to be for Chaos to be so distracted that we could fix the STC without them sending people to blow our heads off?
Archmagos Tranth is now ready to begin work on designing the Avernus-Pattern Warlord Titan, which he promises will be on a whole other level compared to even the most mighty of Imperial designs. Between this, the work that can begin on the creation of a Black Ship equivalent as a result of the advanced Gellar Field Generators that are needed for a Deus Superdreadnought and the Siren Rune of Warding and the Advanced Terminator Armour the Imperial Trust will soon enough have more advanced versions of some of the most advanced Imperial Technology.
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
I had the thought that maybe a hypothetical STC repair mission would be done in an area of Complete Warding, warded and purified sufficiently that Ridcully would agree that he'd have trouble scrying it.
Dman right you are! And when Avernus finally takes our life, we will be remade as the Steward of this world. Possibly infecting other worlds to be more like Avernus.
Thus starts a different quest where we will aim to spread the Avernite wildlife to as many worlds as possible and Eat the Warp along with all the gods which rely on it.
Expend Psyker Hunter Academies- In recent decades the number and power of rogue Psykers has been slowly overwhelming the Psyker hunters. Part of Jane's solution to this problem is to greatly expand the Psyker Hunter Academies, allowing them to train four times as many Psyker Hunters at a time.
Time: 8 years
Cost: 890,000,000 Thrones, 36,000,000 Material, 3,600,000 Metal, 360,000 Promethium, 14,000 Advanced Material, 1,600 Exotic Material.
Upkeep per year: 89,000,000 Thrones, 3,600,000 Material, 360,000 Metal, 36,000 Promethium, 700 Advanced Material, 32 Exotic Material.
Reward: increase number of Psyker hunters trained per year fourfold to 15,200.
Archmagos Tranth is now ready to begin work on designing the Avernus-Pattern Warlord Titan, which he promises will be on a whole other level compared to even the most mighty of Imperial designs. Between this, the work that can begin on the creation of a Black Ship equivalent as a result of the advanced Gellar Field Generators that are needed for a Deus Superdreadnought and the Siren Rune of Warding and the Advanced Terminator Armour the Imperial Trust will soon enough have more advanced versions of some of the most advanced Imperial Technology.
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
I had the thought that maybe a hypothetical STC repair mission would be done in an area of Complete Warding, warded and purified sufficiently that Ridcully would agree that he'd have trouble scrying it.
I had the thought that maybe a hypothetical STC repair mission would be done in an area of Complete Warding, warded and purified sufficiently that Ridcully would agree that he'd have trouble scrying it.
1. not so much as better as scale up better
2. not very, the power demand makes them problematic on anything smaller then a command battleship and impossible on anything smaller then a battleship, with hyper reactor
@Durin, what does Areatha need in order to replicate Malcador's feat of sending a moon forward in time but with a star fort instead of a moon? Control? Power? Knowledge? Something else?
Then why are they a break through needed for a Black Ship equivalent?
The description says they are superior, but unless the Black Ship is meant to be gigantic, it being able to scale up better doesn't seem like an improvement especially with the power requirements.
@Durin, what does Areatha need in order to replicate Malcador's feat of sending a moon forward in time but with a star fort instead of a moon? Control? Power? Knowledge? Something else?