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

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
In Condemnation of the Frigate
In Condemnation of the Frigate

Once more, the trusts navy has carried the day, sweeping aside numerically superior foes in a series of clashes, and once more we find the vast majority of or frigates and raiders reduced to blasted hulks and space dust. Yet another generation of our Voidsmen dead and dust. While it indeed the lot of the Voidsmen to die for the good of others, it is their duty to see that their lives are spent at the best possible exchange. Something that present frigate designs do not appear to be achieving. Worse, the extreme rate of fatalities among our escorts has greatly reduced the abilities of the trusts fleet to foster a core of veteran voidesmen. Not only does the constant slaughter and replacement of our lighter assets mean far too many careers are cut tragically short, but it has gotten to the point where each wave of escorts will need a core of veterans drawn from more durable ships, further sapping our store of experience and greening our crews.


A more aggressive design for a less desperate age.

At the core of it the issue is two-fold, first, the escort heavy fleets of most powers in this age have resulted in fleets largely optimized to destroy escort weight vessels. Thus when we face foes they are most often focused heavily on the destruction of mass numbers of thin-skinned vessels. While our own frigates are a good deal more sturdy than is typical, this is largely overcome by the greater numbers of our foes. The second is a somewhat more strategic reality, the soldier and page frigates are at their weakest when defending against a planetary assault, as the enemy cannot be harassed overlong as they make their way to the planet. In brighter ages, this was a tolerable fault, but in a modern context, our low strategic speed in comparison to most other powers means we are forced into a far more defensive posture, thus a designs ability to deal with a planetary invasion is of critical importance.


A possible alternative.

The 2 primary purposes of escorts in a planetary assault situation is to provide a screen for heavier ships, as well as providing the bulk of the overall point defense capacity of the fleet while keeping pace with most fleet elements. Frigates are if nothing else, extraordinarily cost-effective at their duties, thus the question is not what other class could fulfill these roles, but what other vessels could fulfill them with an equal efficiency in yard time. The closest comparisons being the escort cruisers, who take 21 slip years to the frigates 5, a ratio of 4.2 to 1.

Speed wise, both escort cruisers are comparable to frigates. In their ability to act as a screen is somewhat more complex. Post-battle analysis shows that the majority of our escorts are falling to escort and cruiser scale macro cannon fire. Thus we can get a rough idea of how much better a theoretical force of escort cruisers would fare against such an attack. However, this is somewhat complicated by the lack of uniformity among chaotic policies.

The most recent force seemed to benefit from approximately a full 40% increase in armor penetration over the imperial standard, The highest yet encountered. As such it can be used to establish an upper range for what we can expect from a chaotic polity, whereas the old imperial standard can be used as a lower bound. Against cruiser scale macro cannons, each escort cruiser will take as many shots as 2.95 to 3.40 frigates to disable, against escort scale macro cannon each escort cruiser will take as many shots as 6.12 to 9.34 frigates to disable. Given most chaos policies will trend closer to the lower end, and the strong emphasize on escorts by most local powers, it can be assumed that in most cases 4.2 frigates will have far less survivability than a single escort cruiser.

The last point that must be considered is point defense. In this regard, the Youxia escort cruiser is deeply inadequate. Providing less half the point defense coverage than the equivalent frigates. The monk, however, not only matches but dramatically exceeds the AA potential of the equivalent frigates. While the monk's AA suite is no better than the Youxia's, it carries six wings of strike fighters. While equating of AA provided by interceptors with AA provided by escorts is not quite 1 to 1, a monk with 3 interceptor wings provides almost twice* as much total AA coverage than the equivalent number of frigates.


Secondary concerns.

While the primary use of frigates is to screen, they are not actually unarmed. Our theoretical 4.2 frigate squadron has either 25.2 medium range escort macro cannon batteries or 12.6 medium range escort macro cannon batteries and 4.2 medium range escort lance depending on if it is made up of Squire or pages respectively. This must be weighed against 3 bomber wings and 2 medium range cruiser lances. This is not nearly as uneven a trade as the numbers would suggest. Medium ran escort patters are of little use against most targets, lacking the penetration to threaten anything more heavily armored than a Cobra class destroyer. Once accuracy and low penetration are accounted for, the bombers alone are at least equivalent in most situations. Thus there is at least a slight increase in the offensive power of the fleet.

Another secondary advantage is a slight net increase in the effectiveness of the initial torpedo volley. An escort curser is able to mount six cruiserweight torpedoes, a significantly more deadly spread than the 12.6 mounted by the equivalent frigates due to cruiser torpedos increased payload and penetration.


With the above facts in mind, it is my professional opinion that the trust should not replaces it's lost frigate flotillas with yet more soldiers and pages, but with a wave of the far more useful, and survivable, monk escort cruisers. We have fed enough generations of our best to the void between the stars. There simply is no pressing need to continue to send out our brave men and women in such flimsy ships. Not when more study vessels can fulfill its intended role at least as well.


*1.984 times as much to be precise.


I thought too hard about the frigate V escort cursier thing, and an in verse paper popped out. @Durin a thing.
 
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The problem with this, is that there will likely be insufficient support malluses. Certainly the composition would do well to change, but the change in tactics and doctrine have to reflect that. Personally Im thinking that hyper-specialized frigates and escorts with a bigger cruiser lean would do the most good. But phasing out escorts entirely is not a good idea.
 
The problem with this, is that there will likely be insufficient support malluses. Certainly the composition would do well to change, but the change in tactics and doctrine have to reflect that. Personally Im thinking that hyper-specialized frigates and escorts with a bigger cruiser lean would do the most good. But phasing out escorts entirely is not a good idea.

I'm not so sure about that, for calculating stuff like outnumbered bonus a cruiser is worth 6 escorts, so escort cruisers could well be worth 3 or 4. Not to mention strike craft dominance is a bonus that monks would make a lot easier to get. sides, escorts are really kinda meh when it comes to defending against planetary assault, and the issue with them is their lack of armor which is not something that more specialization can solve.

because right now we simply cannot keep rebuilding our entire light fleet every fight, if nothing else that is going to start giving us penalties to gaining veterancy boni.
 
the big issue you are forgetting is maintenance, escort can be maintained by docks while light cruisers need small shipyards
 
Yes, this all makes perfect sense analytically, but Im concerned about the narrative ramifications.

and the issue with them is their lack of armor which is not something that more specialization can solve.
Right, but with more specialization inherent weaknesses can be countered. Lets say those monks are at the very front, using their superior AA and armor to tank hits to a greater extent. Ideally since combat will be finished in the first 2 rounds, the monks will just snipe whole walls of enemy torpedoes and tank a lance or two.

But if the enemy approaches by ambush, even in a planetary assault scenario, brawling range with screens especially can come into play very quickly. We have had many scenarios where our divinery placed the enemy right on top of prepared positions, and if tzeentch's lackies start getting ideas the same could happen to us.

These specialized frigates could cover blind spots of the escort cruisers, rushing in to take out enemy escorts that get close in a brawl, other escort cruisers, fighters etc.
With formations I was thinking monks and other cruiser escorts front and center with cells of specialized frigates immediately behind or at the side of their parent ship.

because right now we simply cannot keep rebuilding our entire light fleet every fight, if nothing else that is going to start giving us penalties to gaining veterancy boni.
Perhaps specialized anti screen weapons on dreadnoughts and battleships could be a decent counter? I think that the cell system would probably be the best method for organizing our screens, mabye being more agressive in capital ship placement can achieve the same results?
 
@Durin, on a scale of 1-10, where 1 is Primal God and 10 is human, how sane/human-in-thought are the following creatures.

1. Ascended gods
2. Servitors of ascended gods
3. Religious gods
4. Servitors of religious gods
5. This is a question for an omake. For daemonhosts, control bindings necessary because without them the daemon can do whatever in its new host body and will try to kill you. For spirithosts, the servitor could very well be both not an asshole and willing to be a spirithost. Control bindings in that case are unnecessary. Could specialised control bindings be put in place that, rather than give its binder control over the spirithost, make the spirithost more sane/human-in-thought?
 
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the big issue you are forgetting is maintenance, escort can be maintained by docks while light cruisers need small shipyards

less forgot and more had no idea. hmmm, ok the trust has 1826 dock slips, but 3192 small shipyard slips. that might not be unworkable, it would depend on how big a hurdle it would be for the colonies to get small shipyards for maintenance. though phasing out a portion of our escorts instead of all of them could also be viable.


Yes, this all makes perfect sense analytically, but Im concerned about the narrative ramifications.

I'm pretty sure there are not any. escort cursers fit neatly enofgh into the hole left by frigates that they can do the job decently. but if your not sure,

@Durin if we replaced a fleets frigates with escort cruisers at a 4.1 to 1 ratio would they suffer any narrative penalties?


Right, but with more specialization inherent weaknesses can be countered. Lets say those monks are at the very front, using their superior AA and armor to tank hits to a greater extent. Ideally since combat will be finished in the first 2 rounds, the monks will just snipe whole walls of enemy torpedoes and tank a lance or two.

But if the enemy approaches by ambush, even in a planetary assault scenario, brawling range with screens especially can come into play very quickly. We have had many scenarios where our divinery placed the enemy right on top of prepared positions, and if tzeentch's lackies start getting ideas the same could happen to us.

These specialized frigates could cover blind spots of the escort cruisers, rushing in to take out enemy escorts that get close in a brawl, other escort cruisers, fighters etc.
With formations I was thinking monks and other cruiser escorts front and center with cells of specialized frigates immediately behind or at the side of their parent ship.

I'm sorry, but I'm not actually sure what your point here is. I think you're going for using specialized frigates to burst damage enemies down? if so that's a nonstarter, escort weapons are kinda shit so trying to use them for burst damage is a bad idea.
 
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Durin already said this before as admiral sarnow that escort cruisers are alot more survivable and that is even shown in the caluclations people have shown wich seems to be the main issue with our escort fleet not firepower. We keep loosing escorts at almost unsuistanable rate and loosing some firepower for more surviabaility should be fine people especially since we still have the torpedo attachments for "Lol" level of first strike available. My thought is mainly to build escort cruisers/ light cruisers as our escorts instead of destroyers and frigates to be honest for our personal fleet especially since our speciality is planetary assault wich involves taking casualties but beign armored enough should avoid that to a certain extent.

escort cruisers and light cruisers also slightly counter the eras focus on escort killing or just do these roles better .

We rebuilt the fleet last time cause of the destroyer and frigate hulks since we didnt have to pay tithe when repiaring our own ships i think was the thought. The more important question is to the general topic did the heavy cruiser and up nerf effect heavy cruisers since they are best in "Numbers" capitals ship we should build cause they are silly tough or just oosing a fraction of the armor ust was a balance thing and the thought is still the same. Please lets just implement the plan we sarnow recommended after we asked about it after the valinor crusade people please. Our personal fleets role is planetary assualt not fleet battles so we shouldnt be super worried about numbers but the role we provide by ur personal fleet and having most of our navy die from shitty escorts when it isnt our role each battle seems like a stupid idea people.

I just advocate building youxias and monks as our main escorts tough asfar i can tell instead of destroyers and frigates. We also should build a dozen or two of the heavy cruiser carrier aswell to have them , dont remember the name but it awas also mentioned in characther i think . And bulk of our capitals should be heavy cruisers still probably with maybe not so many new grand cruisers i think . If we buy stuff from vanaheim in the future i would hate a few squadrons of armored battleships altough it wont be cheap since we have to tithe aswell but we cant build them is the point of buying with credits for them btw.
 
@Durin, on a scale of 1-10, where 1 is Primal God and 10 is human, how sane/human-in-thought are the following creatures.

1. Ascended gods
2. Servitors of ascended gods
3. Religious gods
4. Servitors of religious gods
5. This is a question for an omake. For daemonhosts, control bindings necessary because without them the daemon can do whatever in its new host body and will try to kill you. For spirithosts, the servitor could very well be both not an asshole and willing to be a spirithost. Control bindings in that case are unnecessary. Could specialised control bindings be put in place that, rather than give its binder control over the spirithost, make the spirithost more sane/human-in-thought?
1. 8
2. 7
3. 5
4. 6
5. no not really
 
@Durin, most of these questions are for an omake.

1. Is it forbidden to be part of the Inquisition if you don't worship the God-Emperor and adhere to the Imperial Truth?
2. If not, is it forbidden for members of the Inquisition to worship non-heretical gods other than the God-Emperor?
3. If not, is the summoning of servitors of those non-heretical gods forbidden to members of the Inquisition?
4. Can tech priests become Inquisitors?
 
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@Durin, most of these questions are for an omake.

1. Is it forbidden to be part of the Inquisition if you don't worship the God-Emperor and adhere to the Imperial Truth?
2. If not, is it forbidden for members of the Inquisition to worship non-heretical gods other than the God-Emperor?
3. If not, is the summoning of servitors of those non-heretical gods forbidden to members of the Inquisition?
4. Can tech priests become Inquisitors?
1. yes
4. yes
 
I just did oodles and oodles of math.

Against cruiser scale macro cannons, each escort cruiser will take as many shots as 6.12 to 2.24 frigates to disable, against escort scale macro cannon each escort cruiser will take as many shots as 9.34 to 3.40 frigates to disable
You have these mixed up all over the place. Basically against frigate level weapons they're 6.12-9.34x as survivable whereas against cruiser weapons they're only 2.95-3.40x as survivable.

While the primary use of frigates is to screen, they are not actually unarmed. Our theoretical 4.2 frigate squadron has either 25.2 medium range escort macro cannon batteries or 12.6 medium range escort macro cannon batteries and 4.2 medium range escort lance depending on if it is made up of Squire or pages respectively. This must be weighed against 3 bomber wings and 2 medium range cruiser lances. This is not nearly as uneven a trade as the numbers would suggest. Medium ran escort patters are of little use against most targets, lacking the penetration to threaten anything more heavily armored than a Cobra class destroyer. Once accuracy and low penetration are accounted for, the bombers alone are at least equivalent in most situations. Thus there is at least a slight increase in the offensive power of the fleet.
This is really underestimating how much damage those little ships can put out. Keep in mind that frigate weapons can wear down our escort cruisers with armor over double that of a Cobra. Armor cuts into your damage output but it doesn't just immediately fall to zero.

Let's do an actual comparison though against an ork escort with 2.4 armor (their heavier escort type), 3 hp, and 0.8 shield. This is the highest escort armor gets. A Monk will kill 1.835 per turn ignoring accuracy (though it has slightly higher accuracy).
4.2 Squire frigates will kill 1.833 of them per turn. (Again ignoring accuracy.)
You'll note that against escorts the higher penetration doesn't matter that much. Now against heavier armor targets the Monk will perform vastly better. The frigates will actually perform fractionally better against the 2.28 armor escorts, though again tiny fraction. They'll definitely outperform against lighter armored chaos escorts, but I don't want to do the exact math on that.

Alternative loadouts. A mix of half Monks and half Youxia yields killing 2.353 Ork escorts per turn (ignoring accuracy again, here's it's more an issue since monks use short range weapons, so somewhat less fair).
Monks with all bombers kill 2.49 ork escorts per turn. This seems a little crazy on the face of it but our bombers have 6 AA per unit, so a 6 bomber wing Monk still brings 43.5 AA to the table, which is still more than double the 18.9 AA of 4.2 frigates. They will be vastly more effective against higher armor targets as well. They won't bring down enemy fighters quite as quickly as the previous loadout's 55.5 AA, but it's quite a jump in firepower against non-fighters instead, trading a 35% jump in frigate killing power for a 22% loss in AA power.


less forgot and more had no idea. hmmm, ok the trust has 1826 dock slips, but 3192 small shipyard slips. that might not be unworkable, it would depend on how big a hurdle it would be for the colonies to get small shipyards for maintenance. though phasing out a portion of our escorts instead of all of them could also be viable.
The dockyards are actually a decent argument for an escort sized parasite craft instead.

Durin already said this before as admiral sarnow that escort cruisers are alot more survivable and that is even shown in the caluclations people have shown wich seems to be the main issue with our escort fleet not firepower. We keep loosing escorts at almost unsuistanable rate and loosing some firepower for more surviabaility should be fine people especially since we still have the torpedo attachments for "Lol" level of first strike available.
Yeah it kind of bothers me that it was even thought to be a good option by Sarnow a war or two ago and we never went for it.

My thought is mainly to build escort cruisers/ light cruisers as our escorts instead of destroyers and frigates
So escort cruisers are roughly comparable to frigates in terms of role and are better at it. Light cruisers don't fit as neatly though.

Destroyers are needed for harassment due to their higher speed stat of 6 compared to frigates and escort cruisers 4. Light cruisers have a speed stat of 7. Light cruisers have a build time 4x that of destroyers (at 12 slip-years), but a durability only around 2-3x as high as that of a destroyer (something like 1/3rd the durability of an escort cruiser give or take a bit). However they pack a truly absurd firepower advantage, having only like 15% less than an escort cruiser. So basically light cruisers aren't effective as screening forces at all really because they will be vaporized in short order, but in that short time they can pump out a massive amount of damage for their cost.
 
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I'm more concerned by the fact that faith is mandatory. Either they can follow whatever version of the Imperial Truth they want, in which case the restriction is practically worthless, or they can follow only the version handed down by the Ecclesiarchy, which gives the Ecclesiarchy power over the Inquisition.
 
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Turn One Hundred and Twenty-Two
Turn One Hundred and Twenty-Two
Three Hundred and Thirty years since the Founding of Avernus
Five year Turn

With the death of Turoq and the defeat of his attack forces the most immediate of the threats to the Imperial Trust has ended. This ending was made even more clear by reports from what was until recently Turoq's domain, which has descended into utter anarchy in his absence and has already lost a decent proportion of its population along with nearly its entire industrial capacity. It seems that Turoq never intended his domain to be able to outlive him and designed it in a way to make sure that it did not. However despite this your attention, and that of the rest of the leadership of the Imperial Trust is on the coming Meeting between the Imperial Remnants that the Eldar are hosting on your prompting. This has the potential to change the fate of the galaxy for the better, and could be the single most significant action that the Imperial Trust ever takes even if you last for thousands of years.

General Richards tells you that casualties in the recent war were light enough that she will be able to totally replace them using her normal recruitment mechanisms. This allows her to focus her attention on improving the quality of her forces for the next war, which is expected to be rather soon.

Marshal Cheshire upgrades trait Administrator (+2A) into Expert Administrator (+4A)- Marshal Cheshire is an expert Administrator who always ensure that her forces are well supplied and organised, no matter the situation.
Marshal Khol gains trait Foe of Chaos (+2P, +10 to all rolls against chaotic foes)- Marshal Khol has fought against the forces of the Great Enemy many times over her career, and has developed a perfectly understandable loathing for them.
Marhsal Rakes gains trait Complete Defence (+3I, +50 to counter enemy scouts and infiltrators)- Marshal Rakes has developed a real talent for setting up his defences so that the enemy has great trouble sneaking infiltrators past them, or even accurately scouting out his front lines. He still can't keep the Phase-Tigers out reliably though.

One Locked Choose Two
One Five years, One One year
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.

Locked- Sixteen out of Twenty years completed

Helguard Tithe: Second Stage- General Richards tells you that she will now be able to begin increasing the tithe for the Avernite Helguard. The second stage of this is to bring the tithe up to a hundred and sixty-three percent. This will take a few decades but will provide both a powerful force to the Imperial Trust Guard and a major boost to your economy.

Time: 25 years

Cost: 3,000,000,000 Thrones, 250,000,000 Material, 8,500,000 Promethium, 75,000,000 Advanced Material, 1,200,000 Exotic Material .
Upkeep per year: -95,000,000 Thrones, -2,100,000 Material, -700,000 Promethium, -3,700,000 Advanced Material, -31,000 Exotic Material.
Reward: Recruit 2,637 Helguard Regiments to tithe to Imperial Trust Guard

Locked- Five out of Twenty-Five years completed

Personal Attention: Implement (Landing Pad): 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

Locked- One out of Two years completed

Locator Shells- General Richards tells you that by adding locator shells to all of your armour and artillery forces that she will be able to notably increase the accuracy of your artillery at small cost. It will take only a few years to retrain your forces and roll them out, and cost a negligible amount so general Richards advises an immediate roll out.

Time: 4 years

Cost: 3,800,000,000 Thrones, 38,000,000 Material, 380,000 Advanced Material.
Upkeep per year: 38,000,000 Thrones, 380,000 Material, 3,800 Advanced Material.
Reward: Loctor shells for all armour and artillery regiments, +10 to artillery rolls

Light Power Weapons- After a few years investigation you have decided that providing the entire Helguard and Helltroopers with Light Power Weapons along with the PDF sergeants and your PDF Rough Riders. This should provide you with a significant boost to your forces ability to deal with melee based enemies without being overly expensive.

Time: 5 years

Cost: 1,900,000,000 Thrones, 39,000,000 Material, 38,000,000 Advanced Material.
Upkeep per year: -21,000,000 Thrones, -140,000 Material, -700,000 Advanced Material.
Reward: Supplies Helguard, Helltroopers and PDF Rough Riders with Light Power Weapons, Supplies PDF Sergeants with Light Power Weapons, +20 vs melee forces

Shadowbat Brigade- The Shadowbat Stealth Assault Shuttle is designed for the stealthy insertion and extraction of elites into hostile territory. A Brigade sized group of Shadowbats would allow you to insert several regiments of light forces at a time, greatly increasing your ability to harass foes.

Time: 9 years

Cost: 110,000,000 Thrones, 670,000 Material, 9,000 Promethium, 3,300,000 Advanced Material, 120,000 Exotic Material .
Upkeep per year: -190,000 Thrones, -1,100 Material, -76 Promethium, -1,400 Advanced Material, -19 Exotic Material.
Reward: Build 100 Shadowbat Wings (1 Brigade)


Shadowbat Division- The Shadowbat Stealth Assault Shuttle is designed for the stealthy insertion and extraction of elites into hostile territory. A Division sized group of Shadowbats would allow you to land multiple brigades of troops at a time, which given a short period could end up as a significantly sized hidden force that can be used to set up major ambushes or attack from unexpected directions.

Time: 14 years

Cost: 1,100,000,000 Thrones, 6,700,000 Material, 90,000 Promethium, 33,000,000 Advanced Material, 1,200,000 Exotic Material .
Upkeep per year: -1,900,000 Thrones, -11,000 Material, -760 Promethium, -14,000 Advanced Material, -190 Exotic Material.
Reward: Build 1,000 Shadowbat Wings (1 Division)

Nightingale Brigade- The Nightingale Stealth Bomber is best deployed in small groups to take out specific targets. As such You will not need a large number to have a significant impact on the course of a war, and in fact to many would be counterproductive. A single division of Nightingales would be enough to provide as many as you are liekly to need in the short to medium term.

Time: 9 years

Cost: 170,000,000 Thrones, 1,100,000 Material, 11,000 Promethium, 6,500,000 Advanced Material, 200,000 Exotic Material .
Upkeep per year: -300,000 Thrones, -1,900 Material, -95 Promethium, -2,900 Advanced Material, -30 Exotic Material.
Reward: Build 100 Nightingale Wings (1 Brigade)

Concept Study: Idea-Before developing any new military technologies it would be best to have a sturdy conducted to see if the technology would work in your current forces, and if not what changes would have to be made to make it work.

Time: 1 year (Must be taken with Feasibility Study: Idea)

Cost: Free
Reward: Learn if the suggested design is useful, and if it is not whether you can do something to make it useful.

Power Armoured PDF: Troopers- You economy has improved to the point where it is affordable to equip your entire PDF forces with basic power armour. While expensive this will allow you to field literally billions of power armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour bit at a time, and one option is to start with your forming your PDF Trooper Regiments.

Time: 6 years

Cost: 2,000,000,000 Thrones, 480,000,000 Material, 481,000,000 Promethium, 93,000,000 Advanced Material.
Upkeep per year: 17,000,000 Thrones, 1,000,000 Material, 300,000 Promethium, 820,000 Advanced Material.
Reward: raise 30,000 PDF Trooper Regiments

Power Armoured PDF: Shocktroopers- You economy has improved to the point where it is affordable to equip your entire PDF forces with basic power armour. While expensive this will allow you to field literally billions of power armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour bit at a time, and one option is to start with your forming your PDF Shocktrooper Regiments.

Time: 6 years

Cost: 2,400,000,000 Thrones, 410,000,000 Material, 41,000,000 Promethium, 80,000,000 Advanced Material.
Upkeep per year: 19,000,000 Thrones, 1,200,000 Material, 350,000 Promethium, 950,000 Advanced Material.
Reward: raise 15,000 PDF Shocktrooper Regiments

Power Armoured PDF: Scout- You economy has improved to the point where it is affordable to equip your entire PDF forces with basic power armour. While expensive this will allow you to field literally billions of power armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour bit at a time, and one option is to start with your forming your PDF Scout Regiments.

Time: 5 years

Cost: 390,000,000 Thrones, 79000,000 Material, 7,900,000 Promethium, 15,000,000 Advanced Material.
Upkeep per year: 3,200,000 Thrones, 190,000 Material, 58,000 Promethium, 160,000 Advanced Material.
Reward: raise 10,000 PDF Scout Regiments

Power Armoured PDF: Void- You economy has improved to the point where it is affordable to equip your entire PDF forces with basic power armour. While expensive this will allow you to field literally billions of power armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour bit at a time, and one option is to start with your forming your PDF Power Void Infantry Regiments.

Time: 6 years

Cost: 1,400,000,000 Thrones, 280,000,000 Material, 28,000,000 Promethium, 54,000,000 Advanced Material.
Upkeep per year: 11,000,000 Thrones, 670,000 Material, 200,000 Promethium, 550,000 Advanced Material.
Reward: equip your 20,000 Void Infantry Regiments with power armour


Power Armoured PDF: Jetbike- You economy has improved to the point where it is affordable to equip your entire PDF forces with basic power armour. While expensive this will allow you to field literally billions of power armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour bit at a time, and one option is to start with your forming your PDF Jetbike Regiments.

Time: 6 years

Cost: 2,400,000,000 Thrones, 300,000,000 Material, 12,000,000 Promethium, 120,000,000 Advanced Material.
Upkeep per year: 19,000,000 Thrones, 740,000 Material, 89,000 Promethium, 1,200,000 Advanced Material.
Reward: raise 10,000 PDF Jetbike Regiments

Power Armoured PDF: Armour- You economy has improved to the point where it is affordable to equip your entire PDF forces with basic power armour. While expensive this will allow you to field literally billions of power armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour bit at a time, and one option is to start with your PDF armroued regiments.

Time: 5 years

Cost: 250,000,000 Thrones, 51,000,000 Material, 5,000,000 Promethium, 9,800,000 Advanced Material.
Upkeep per year: 2,100,000 Thrones, 120,000 Material, 37,000 Promethium, 100,000 Advanced Material.
Reward: equip your PDF armoured regiments with Pilot Power Armour

Power Armoured PDF: Siege- You economy has improved to the point where it is affordable to equip your entire PDF forces with basic power armour. While expensive this will allow you to field literally billions of power armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour bit at a time, and one option is to start with your forming your PDF Scout Regiments.

Time: 6 years

Cost: 1,600,000,000 Thrones, 320,000,000 Material, 32,000,000 Promethium, 62,000,000 Advanced Material.
Upkeep per year: 13,000,000 Thrones, 770,000 Material, 230,000 Promethium, 630,000 Advanced Material.
Reward: equip your PDF siege regiments with Power Armour


Advanced Power Armour: Helguard Shocktrooper Regiments- It is now becoming possible for you to begin supplying Advanced Power Armour to the Avernite Helguard. While this will be incredibly expensive to implement it will provide a serious boost to your combat power and the Imperial Trust will subsidies the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour bit at a time, and one option is to start with your Helguard Shocktrooper Regiments.

Time: 9 years

Cost: 2,400,000,000 Thrones, 7,00,000,000 Material, 700,000,000 Promethium, 130,000,000 Advanced Material, 13,000,000 Exotic Material.
Upkeep per year: -1,700,000 Thrones, 5,400 Material, -14,000 Promethium, -210,000 Advanced Material, -27,000 Exotic Material.
Reward: Upgrade your Helguard Shocktrooper Regiments to Helguard Destroyer Regiments

Advanced Power Armour: Helguard Trooper Regiments- It is now becoming possible for you to begin supplying Advanced Power Armour to the Avernite Helguard. While this will be incredibly expensive to implement it will provide a serious boost to your combat power and the Imperial Trust will subsidies the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour bit at a time, and one option is to start with your Helguard Trooper Regiments.

Time: 15 years

Cost: 2,600,000,000 Thrones, 24,000,000 Promethium, 100,000,000 Advanced Material, 12,000,000 Exotic Material.
Upkeep per year: -1,800,000 Thrones, 5,800 Material, -15,000 Promethium, -220,000 Advanced Material, -29,000 Exotic Material.
Reward: Upgrade your Helguard Trooper Regiments to Helguard Elite Regiments

Advanced Power Armour: Helguard Paratrooper Regiments- It is now becoming possible for you to begin supplying Advanced Power Armour to the Avernite Helguard. While this will be incredibly expensive to implement it will provide a serious boost to your combat power and the Imperial Trust will subsidies the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour bit at a time, and one option is to start with your Helguard Paratrooper Regiments.

Time: 9 years

Cost: 580,000,000 Thrones, 5,500,000 Promethium, 23,000,000 Advanced Material, 2,700,000 Exotic Material.
Upkeep per year: -410,000 Thrones, 1,300 Material, -3,500 Promethium, -50,000 Advanced Material, -6,600 Exotic Material.
Reward: Upgrade your Helguard Paratrooper Regiments to Helguard Raider Regiments

Advanced Power Armour: Helguard Scout Regiments- It is now becoming possible for you to begin supplying Advanced Power Armour to the Avernite Helguard. While this will be incredibly expensive to implement it will provide a serious boost to your combat power and the Imperial Trust will subsidies the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour bit at a time, and one option is to start with your Helguard Scout Regiments.

Time: 9 years

Cost: 590,000,000 Thrones, 5,600,000 Promethium, 23,000,000 Advanced Material, 2,700,000 Exotic Material.
Upkeep per year: -420,000 Thrones, 1,300 Material, -3,400 Promethium, -51,000 Advanced Material, -6,700 Exotic Material.
Reward: Upgrade your Helguard Scout Regiments to Helguard Recon Regiments

Advanced Power Armour: Helguard Jetbike Regiments- It is now becoming possible for you to begin supplying Advanced Power Armour to the Avernite Helguard. While this will be incredibly expensive to implement it will provide a serious boost to your combat power and the Imperial Trust will subsidies the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour bit at a time, and one option is to start with your Helguard Jetbike Regiments.

Time: 8 years

Cost: 150,000,000 Thrones, 1,400,000 Promethium, 5,700,000 Advanced Material, 690,000 Exotic Material.
Upkeep per year: -100,000 Thrones, 330 Material, -890 Promethium, -13,000 Advanced Material, -1,700 Exotic Material.
Reward: Upgrade your Helguard Jetbike Regiments to Helguard Elite Jetbike Regiments

Advanced Power Armour: Helguard Void Infantry Regiments- It is now becoming possible for you to begin supplying Advanced Power Armour to the Avernite Helguard. While this will be incredibly expensive to implement it will provide a serious boost to your combat power and the Imperial Trust will subsidies the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour bit at a time, and one option is to start with your Helguard Void Infantry Regiments.

Time: 9 years

Cost: 1,000,000,000 Thrones, 9,800,000 Promethium, 40,000,000 Advanced Material, 4,800,000 Exotic Material.
Upkeep per year: -740,000 Thrones, 2,300 Material, -6,300 Promethium, -90,000 Advanced Material, -12,000 Exotic Material.
Reward: Upgrade your Helguard Void Infantry Regiments to Helguard Elite Void Infantry Regiments

Advanced Power Armour: Helguard Armour Regiments- It is now becoming possible for you to begin supplying Advanced Power Armour to the Avernite Helguard. While this will be incredibly expensive to implement it will provide a serious boost to your combat power and the Imperial Trust will subsidies the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour bit at a time, and one option is to start with your Helguard Armour Regiments of all types.

Time: 11 years

Cost: 1,400,000,000 Thrones, 14,000,000 Promethium, 56,000,000 Advanced Material, 6,700,000 Exotic Material.
Upkeep per year: -1,000,000 Thrones, 3,200 Material, -8,700 Promethium, -130,000 Advanced Material, -16,000 Exotic Material.
Reward: Upgrade your Helguard Armour Regiments of all types with Ace Advanced Power Armour

Implement (Technology): Planning- General Schwarz has already implemented the most important technologies found in the datacores but there are still many types that remain unused. He could spend a few years deciding how to best use a selected technology.

Time: 2 years

Cost: 39,000,000 Thrones, 7,800,000 Material, 790,000 Promethium, 85,000 Advanced Material, 95 Exotic Material.
Reward: Plan on how to implement chosen technology


Readiness Training- General Drago suggests putting his troops though combat readiness training in order to ensure that they are fully prepared if another invasion occurs. While effective this training will not have any long term effects and will need to be redone every decade. General Drago does not consider this to be urgent.

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

Cost: 12,200,000 Thrones, 1,220,000 Material, 122,000 Promethium, 167 Advanced Material
Reward: +5 to all combat rolls for regular forces the next decade, can be taken multiple times


Militia Readiness Training- General Schwarz suggests putting the militia though combat readiness training in order to ensure that they are fully prepared for the incoming invasion. This would potentially provide a massive boost to your total combat power but given that you want to avoid using the militia in combat as much as possible how much effect thi will actually have is unknown.

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

Cost: 880,000,000 Thrones, 88,000,000 Material, 8,800,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for militia the next decade, can be taken multiple times, -1% city productivity per attempt (for the turn)


Specialist Grenadiers (Write In): Planning- Now that you have the Elite Training Facilities General Drago would like to create elite, specialist units that take advantage of the unique skills that each region of Avernus instils in its soldiers. General Drago does not consider this to be urgent.

Time: 1 year.
Chance of Success: Variable

Cost: 7,200,000 Thrones, 14,400 Material, 1,440 Promethium, 860 Advanced Material.
Reward: Get Composition of Chosen Elite Unit. Put forward a write-in of a unit type and I will tell you if it it viable and how easy it will be (good omake will make it easier).

Admiral Sarnow tells you that the Avernite fleet suffered a significant amount of damage in the recent war and that repairs should begin as soon as possible. The losses to your escort cruisers were great enough hat when combined with your maintenance costs he advises that you commesion Vanaheim to repair them. He tells you that apart from the short life expectancy of escorts, which seems to be unavoidable, that there were no real issues with your fleets performance. He does not that every ship that suffered any reasonable amount of damage needs its external torpedo launchers replaced, which is a significant cost that is more then justified by their effect on the recent battles.
 
Destroyed

Hulked

Damaged

Frigates

41​

18​

59​

Destroyers

36​

11​

47​

Raiders

8​

2​

10​

Escort Crusiers

127​

69​

196​

Armorued Cruiser

14​

9​

5​

Cruiser

1​

0​

1​

Heavy Cruiser

4​

3​

7​

Grand Crusier

0​

0​

1​

Attack Craft Wings

6,751​
   
Choose Three
One Five years, One Four years, One One year

Upgrade Defences (Deiphobe)- Orbital defences have proven to be one of the main advantages that your fleets have against invaders. Adm-rial 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

Locked- Six out of Ten years completed

Construct Defence Cruisers and Monitor for Trust- Admiral Sarnow tells you that the Imperial Trust has put forward an order for some more Defence Cruisers and Escorts to better reinforce the defences of the colonies.

Time: 6 years.

Cost: 3,800,000,000 Thrones, 5,200,000,000 Material, 15,000,000 Promethium, 5,000,000 Advanced Material, 21,000 Exotic Material.
Upkeep per year: 4,700,000 Thrones, 470,000,000 Material, 46,000,000 Metal, 93,000,000 Promethium, 130,000 Advanced Material, 11,000 Exotic Material.
Reward: repair 65 Defence Cruiser and build 133 Defence Monitors to sell to Imperial Trust for 50,282Cr.

Locked- Four out of Five years completed: Expedited

Construct: Repair: General-Your fleet suffered major losses in the recent clashes and will take a significant amount of time to be repaired. Just carrying out the repairs on those ships damaged or reduced to hulks will take nineteen years, and that is without starting on the Escort Cruisers which were your greatest losses.

Time: 19 years.

Cost: 3,600,000,000 Thrones, 1,600,000,000 Material, 92,000,000 Promethium, 16,000,000 Advanced Material, 330,000 Exotic Material.
Upkeep per year: 200,000,000 Thrones, 110,000,000 Material, 44,000,000 Promethium, 850,000 Advanced Material, 6,500 Exotic Material.
Reward: repair all ships other then escort cruisers damaged or hulked in recent war and all attack craft

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.

Time: 3 years.

Cost: 790,000,000 Thrones, 790,000,000 Material, 1,600,000 Promethium, 480,000 Advanced Material, 520 Exotic Material.
Upkeep per year: 4,800,000 Thrones, 3,200,000 Material, 790,000 Promethium, 1,300 Advanced Material, 8 Exotic Material.
Reward: build 145 Defence Monitors for Avernus.

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.

Time: 3 years.

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


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

Time: 5 years.

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

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

Time: 10 years. (can be taken twice)

Cost: 1,500,000,000 Thrones, 220,000,000 Material, 110,000,000 Metal, 220,000,000 Promethium, 41,000 Advanced Material, 1,900 Exotic Material.
Upkeep per year: 300,000,000 Thrones, 44,000,000 Material, 22,000,000 Metal, 22,000,000 Promethium
Reward: 5 new small shipyards


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

Time: 10 years. (can be taken twice)

Cost: 1,500,000,000 Thrones, 220,000,000 Material, 110,000,000 Metal, 220,000,000 Promethium, 41,000 Advanced Material, 1,900 Exotic Material.
Upkeep per year: 300,000,000 Thrones, 44,000,000 Material, 22,000,000 Metal, 22,000,000 Promethium
Reward: 1 new large shipyard

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

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 has continued her work on fixing Avernus deficit problem and tells you that you should be able to trade at a surplus for the coming High Council Meeting, for the first time in over a century. While some part of this is due to the expansion of Avernus' economy under Signe the largest part is without a doubt the military rebate, which is providing Avernus with a massive amount of Advanced Materials.
One Locked Choose Two
One Four years, One Three years

Build Hive (The Azure Islands)- 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

Locked- Thirteen out of Fifteen years completed

Carniflower Investigation- Signe wishes to spend a few years looking into using Carniflowers as an additional defence for your cities. Current proposals include either parks of Carniflowers that can be woken on top of attackers, plantations outside of your cities that can ambush besieging armies or Carniflowers in the lobby of building to deal with people who breach the doors.

Time: 7 years
Chance of Success: 40%

Cost: 380,000,000 Thrones
Reward: Information on how to use Carniflowers to strengthen the defences of your cities.

Locked- Six out of Seven years completed

Build Hive (Terascon, Lonely Mountain)- 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

Locked- Sixteen out of Twenty-Two years completed

Educational Reforms Part One- Before his death your personal assistant Antoni Kovac conducted a review of the Avernite educational system that proposed major changes. With his death the responsibility for carrying out his changes has fallen on the Administratum. The first set of changes that Antoni focused on better integrating combat training into your educational system.

Time: 5 years.
Chance of Success: 20% (uses learning)

Cost: 3,700,000,000 Thrones, 37,000,000 Material, 3,700,000 Metal, 370,000 Promethium, 7,400 Advanced Material, 840 Exotic Material.
Reward: begin reform of Avernite educational system, +5 to deathwatch bonus

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: 20%(goes down by 5% per success)

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


Munition Stores- Edvin has recently proposed building a series of massive munition stores in each of your cities, which will contain massive amounts of fuel and munitions allowing your cities to withstand extended sieges. These stores would be heavily armoured to prevent them becoming liabilities and would be able to allow your cities for fire all of their defensive weapons and those of their militia for an entire month without pause, so they could prove useful. However building and filling them will be both time consuming and very expensive.

Time: 10 years.

Cost: 72,000,000,000 Thrones, 36,000,000,000 Material, 12,000,000 Metal, 3,600,000,000 Promethium, 19,000,000 Advanced Material, 170,000 Exotic Material. (note that cost includes filling munition stores)
Upkeep per year: 360,000,000 Thrones, 190,000,000 Material, 12,000,000 Metal, 19,000,000 Promethium, 210,000 Advanced Material, 9,100 Exotic Material.
Reward: Build Munitions Stores in every city, each containing enough supplies for cities defences and militia to operator at max intensity for a month


Administration Assistance- As a result of the recent reforms in the Adeptus Mechanicus it is now possible for secular authorities to oversee the expansion of a Forge-City or the upgrading of its defences at the request of the local leader of the Adeptus Mechanicus. Fabricator-General Scott has requested that the Avernite Administratum oversee the upgrading of the defences of all of the Forge-Cities in the system, and the expansion of Belagost, Annwn and Mag Mell.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences, Expand or Expand and Upgrade from Fabricator-General


Expand (City) to Small Hive- Now that the cities of Duat have all been built, or are in the final stages of construction it would be a good idea to expand one of them into a Small Hive. This would provide a centre for the administration and defence of the region and allow for a greater population to build up. It would also be possible to build more small hives in other regions, though not nearly as important.

Time: 10 years.

Cost: 3,290,000,000 Thrones, 2,680,000,000 Material, 2,480,000,000 Metal, 4,460,000,000 Promethium, 2,370,000 Advanced Material, 27,100 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Expand city to Small Hive


Educational Review- Edvin has suggested devoting some time to improving the Avernite education system, which while incredible by Imperial standards still has room to improve. It will be challenging to make even small improvements but given that each improvement will increase the productivity of your people for the foreseeable future it is a worthwhile endeavour.

Time: 1 year. (can be taken as many times as you want)
Chance of Success: 10% (uses average of administration and learning)

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


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

Time: 1 year.
Chance of Success: 50%

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

Inquisitor Klovis-Ultan suggests that you lobby the High Council about the coming tech trade in order to gather support for your proposals, and to better influence the makeup of the Imperial Trust Representatives.
Choose One
One Five years

Lobby (Write in target and argument)- The coming High Council Meeting will decide several important topics, and it may be a good idea to lobby to support your proposals before the meeting in order to get a better reception at the meeting itself.

Time: 1 year
Chance of Success: Varies from 0% to 30%, can not use Inquisitorial re-roll

Cost: 128,000 Thrones
Reward: On success target High Councillor changes view on topic

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.

With the addition of Nilfheim's Nulls and Voids Jane's forces are better prepared to deal with rogue Psykers, though she still does not expect them to be able to handle the alphas or betas well. To further increase your ability to deal with enemy Psykers Jane has proposed taking the time to create a tailored training regime to better prepare your regular soldiers and militia for dealing with Psykers, which she tells you will have a small but significant effect.
Choose Two
Two Five years

Anti-Psyker Training: Preparation- Dealing with hostile Psykers is a major military role in the current galaxy as well as a constant issue on Avernus. Jane has suggested that she spend some time working with her Psyker Hunters to prepare a training regime that they can run the Avernite forces though in order to better prepare them for fighting hostile Psykers.

Time: 6 years
Chance of Success: 30% (uses average of intrigue and martial)

Cost: 38,000,000 Thrones
Reward: Preparing anti-psyker training regime, new options

Counter-Intelligence- Jane tells you that the number of spies attempting to infiltrate Avernus has only gone up over the years. While she thinks that most of them have been caught she is not certain of this, and would like to spend the odd year double checking her subordinates work.

Time: 1 year
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: double check counter-intelligence efforts, +5 t chances of spotting infiltrators this turn.


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

Time: 1 year.
Chance of Success: 30%

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


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

Time: 1 year.
Chance of Success: 10%

Cost: 6,100,000 Thrones.
Reward: +16 to rolls to deal with Chaos Psykers of at least beta-level for each success, can be taken multiple times


Propaganda about Quartok: (Planet)- Jane has suggested that she use the intelligence network that she commands to push a positive view of the Quartok on the average citizens. This is a type of operation that the Adeptus Arbites are well trained in and she is certain that she could convince almost any population in the Imperial Trust to have a slightly better opinion of the Quartok.

Time: 6 years.
Chance of Success: 20% (fail by more then twenty leads to issues, add spy network bonus to roll)

Cost: 110,000,000 Thrones, 1,100,000 Material, 11,000 Promethium, 34 Advanced Material
Reward: Better attitude towards Quartok in chosen population.


Dedicated Spy Network (Planet, Focus)- While you have a decent spy network on many planets it is a rather general thing not focused on getting any information in particular. Jane has proposed that she build dedicated networks designed to gather information about a particular facet of the target world. Proposed focuses include military, naval, economic, cult activity, and government.

Time: 4 years.
Chance of Success: 40% (major issues if you fail by more then 15, size of diplomatic issue varies with chosen focus)

Cost: 13,750,000 Thrones, 137,500 Material, 13,750 Promethium, 212 Advanced Material
Upkeep per year: 2,750,000 Thrones, 27,500 Material, 2,750 Promethium, 42 Advanced Material,
Reward: Basic Spy network on chosen planet upgraded to Dedicated Spy Network, +60 to all investigate actions on planet chosen field, can discover secret information.


Psyker Hunting- Jane is willing to personally oversee the activities of the Psyker Hunters for a few years. This would greatly increase their effect and reduce the amount of damage that Chaos Psykers inflict. On the downside it would have few long term effects and would take up some of Jane's valuable time.

Time: 1 year.
Chance of Success: 50%

Cost: 6,100,000 Thrones.
Reward: +4 to rolls to deal with Chaos Psykers for each success, can be taken multiple times

The Adeptus Mechanicus is still celebrating Tranth's creation of the Imperial Trust' first Titan schematic and is ready to begin work on Titan Manufactoriums to build them. Given how long it takes to create a Titan and how few can be made at a time if you want to field Titans in any real numbers a alrge number of Titan Manufactoriums will be required.

Archmagos Tranth gains trait Titansmith (+2L, +3P, +10 to all rolls involving Titans)- Archmagos Tranth is responsible for recreating Titans for the Imperial Trust, a feat worthy of legend.
Archmagos Tranth gains Paragon Leaning Trait: The Scientist (can improve technologies based on known principles, can create entirely original designs based on known principles, +25 to all rolls to improve, create or understand technology)- Archmagos Tranth follows int eh footsteps of his Dark Age forebears in a rather different manner to most members of the Adeptus Mechanicus, choosing to imitate their methods rather then their results. When combined with Tranth sheer genius this allows him to create and improve on a bewildering range of technologies, a range that will only increase as his knowledge base expands.

One Locked Choose Three
One Five years, One Four years, One Two years
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.

Locked- Four out of Five years completed

Titan Design: Avernus-Warhound Titan- Now that he has made one Titan design Archmagos Tranth can start working on others. This will be significantly easier then the original design due to how many of the problems he has already solved. Designing a Warhound Titan will give you access to a fast, manoeuvrable superheavy with enough firepower to threat all but the toughest of foes.

Time: 12 years
Chance of Success: -90% (41% after bonuses)

Cost: 7,500,000,000 Thrones, 75,000,000 Material, 16,000,000 Promethium, 3,200,000 Advanced Material, 350,000 Exotic Material, 10 Relic Material.
Reward: Create schematic of Avernus-Pattern Warhound Titan.


Titan Design: Avernus Reaver Titan- Now that he has made one Titan design Archmagos Tranth can start working on others. This will be significantly easier then the original design due to how many of the problems he has already solved. Designing a Reaver Titan will give you access to a manoeuvrable superheavy with long range firepower able to support your battle lines from the back.

Time: 12 years
Chance of Success: -100% (31% after bonuses)

Cost: 11,000,000,000 Thrones, 110,000,000 Material, 24,000,000 Promethium, 4,800,000 Advanced Material, 530,000 Exotic Material, 15 Relic Material.
Reward: Create schematic of Avernus-Pattern Reaver Titan.

Technology Fundamentals: (Technology)- With a good enough understanding of the fundamental principles behind a technology Archmagos Tranth can work miracles. It does however take a decent amount of time for him to develop said understanding. Currently Archmagos Tranth understands the fundamental principles of haywire and stealth technology.

Time: 4 years for basic, 8 years for advanced, 12 years for exotic, 16 years for relic
Chance of Success: -20%(-20% per level above basic, does not get any non character bonuses) (62%-20 per difficulty level)

Cost: Free
Reward: Gain understanding of Fundamentals of selected technology allowing further improvements and uses

Feasibility Study: Idea- Archmagos Tranth will need a year or so of study to determine whether he can create the design that you have suggested, and if not if he can change that.

Time: 1 year (Must be taken with Concept Study: Idea)

Cost: Free
Reward: Learn if the suggested design is possible, and if it is not whether you can do something to make it possible.

Grav-Shear Weapons Improvments- Archmagos Tranth found a set of Prototype Grav-Shear weapons in the ruins of Deiphobe and has figured out how to reproduce them. However the designs that he has are prototypes which are significantly more fragile and expensive then they need to be.

Time: 5 years
Chance of Success: -170% (-6% after bonuses)

Cost: 320,000,000 Thrones, 790,000 Advanced Material, 89,000 Exotic Material, 10 Exotic Material
Reward: Reduce cost of Grav Shear Weapons, remove fragility from Grav Shear weapons.

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

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

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 (Helljackals) - 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

Lcoked- Two out of Five 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
Build Vault (Dis)- Now that you have designed an Ultra-Secure Vault it is time to build one, or more. The sheer complexity of the technology required for the vault makes building one an expensive project that will take at least a decade. The final decision to be made is where to build a vault, with Mag Mell, Dorthonion, Dis and the Unseen University being obvious candidates.

Time: 10 years
Chance of Success: -50% (48% after bonuses, can retake at half time and cost on fail)

Cost: 380,000,000 Thrones, 380,000 Material, 38,000 Promethium, 7,400,000 Advanced Material, 840,000 Exotic Material, 94 Relic Material.
Upkeep per year: 19,000,000 Thrones, 19,000 Material, 1,900 Promethium, 150,000 Advanced Material, 8,400 Exotic Material, 0.5 Relic Material.
Reward: Build Ultra-Secure Vault

Locked- Two out of Ten years completed

Small Titan Manufactorium- Now that you have the schematics for the Avernus-Pattern Warlord Titan you only need to build a Titan Manufactorium before you can begin producing them. This will take over a decade and be rather expensive, but will allow you to begin making the most powerful ground units known to humanity.

Time: 12 years

Cost: 2,300,000,000 Thrones, 230,000,000 Material, 38,000,000 Metal, 23,000,000 Promethium, 890,000 Advanced Material, 76,000 Exotic Material, 28 Relic Material.
Upkeep per year: 230,000,000 Thrones, 23,000,000 Material, 3,800,000 Metal, 2,300,000 Promethium, 45,000 Advanced Material, 1,500 Exotic Material, 0.28 Relic Material.
Reward: Build Small Titan Manufactorium with 1 production line

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

Time: 15 years

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

Luna Forge-Hive (Moon)- Now that the last of the Lunar Forge-Hives has began to be expanded Fabricator-General Scott is willing to begin work on making more. She tells you that she could fit a dozen Forge-Hives on each of the moons with time, though every Forge-Hive constructed will take population away from the current Forge-hives and slow their growth into Huge Forge-Hives.

Time: 12 years.

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

Terminator Armour- Now that you have a design for Terminator Armour usable by humans Fabricator-General Scott is wiling to make twenty suits for Avernus. This will be time consuming and use up a lot of Relic Material but the defensive bonus for your leaders and heroes makes it worthwhile.

Time: 8 years

Cost: 380,000 Thrones, 180 Exotic Material, 40 Relic Material
Upkeep per year: 38,000 Thrones, 3.6 Exotic Material, 0.4 Relic Material.
Reward: 20 suits of Terminator Armour


Expand Military Forces: Mechanicus- Fabricator-General Scott believes that it is time to expand the military power of the Avernite Mechanicus in order to properly defend the Forge-Hives. She proposes training an entire army of Tech-Guard, two corps of Skitarii and two hundred Battle Congregations. This force would be highly expensive but allow the deployment of a massive number of devastating troops. It represents the shift in force composition of the Mechanicus military that Fabricator-General Scott plans over time, with the emphasis being moved from massive armies of cybernetically enhanced soldiers to smaller elite forces making use of highly advanced technology and cybernetics. In particular the vast increase in the number of Battle Congregations fielded should prove to be devastating.

Time: 18 years

Cost: 5,500,000,000 Thrones, 440,000,000 Material, 27,000,000 Promethium, 140,000,000 Advanced Material, 940,000 Exotic Material .
Upkeep per year: 730,000,000 Thrones, 56,000,000 Material, 14,000,000 Promethium, 9,400,000 Advanced Material, 45,000 Exotic Material.
Reward: increase the size of your Mechanicus military forces by recruiting 2,848 Tech-Guard Regiments, 1,920 Skitarii regiments and 200 Battle Congregations.


Adjudicator- One of the STCs found in the datacore was for the Helheim Pattern Adjudicator Mobile Assault Platform - a massive command vehicle similar to a Capitol Imperialis, but far better in all respects. Fabricator-General Britton suggests that he build one to act as your command vehicle.

Time: 1 year.

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


Oversee the Forge (Advanced Material, Exotic Material or Relic Material) -Fabricator-General Britton is capable of notably increasing the efficiency of Avernus' Forges by personally overseeing them. This would provide a notable increase in production while he is overseeing them but have little long term effect.

Time: 1 year.
Chance of Success: 50%

Cost: 61,000,000 Thrones.
Reward: Total production of chosen resource for the year increased by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.


Another – One of the most useful tools for exploration that you have access to is the Helheim-pattern Large Mobile Research Facility. While useful the fact that you only have one means that exploring a region with it alone would be too time consuming. Fabricator-General Britton has offered to over the the construction of some more, which would greatly increase their use in exploration.

Time: 1 year.

Cost: 38,500,000 Thrones, 539,000 Material, 192,500 Metal, 84,700 Promethium, 1,720 Advanced Material, 96 Exotic Material.
Upkeep per year: 3,850,000 Thrones, 53,900 Material, 19,250 Metal, 17,400 Promethium, 172 Advanced Material, 4.8 Exotic Material.
Reward: 1 Large Mobile Research Facility: Helheim patten, can be taken multiple times
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

Decode: Data-Jewel- A dozen heavily encoded Data-Jewels were located in the Ruins of Deiphobe and nine more at Roskilde, with unknown contents. While their encryptions are far too strong for your current technology to pierce, with sustained effort from Ridcully, Fabricator-General Scott believes that she could break them.

Time: 3 years
Chance of Success: -300% (-61% after bonuses, failing reduces success chance by 15% of margin of failure)

Cost: 320,000,000 Thrones, 790,000 Advanced Material, 89,000 Exotic Material
Reward: Decode a Data-Jewel.


Hyper Battle Cruiser Design: Ragnarok Cannon- Archmagos Tranth has recently worked out how to fit Hyper-Plasma reactors into smaller warships. This will allow the creation of Battlecruisers armed with more powerful weapons, such as the Ragnarok Cannon. A Battlecruiser equipped with a Hyper-Plasma reactor and a Ragnarok Cannon would be capable of inflicting massive damage at high range, though the size of a Ragnarok Cannon would make it a bit less manoeuvrable and the Hyper-Plasma Reactor would make it far more fragile then a normal Battlecruiser.

Time: 3 years.
Chance of Success: 00% (99% after bonuses)

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

Hyper Heavy Cruiser Design: Graviton- Archmagos Tranth has recently worked out how to fit Hyper-Plasma reactors into smaller warships. This will allow the creation of Heavy Cruisers armed with more powerful weapons, such as Graviton Weapons. A Heavy Cruiser equipped with a Hyper-Plasma reactor and Graviton Weapons would be capable of massive amounts of damage to targets within short range, though the Hyper-Plasma Reactor would make it more vulnerable than you would like on a brawler.

Time: 3 years.
Chance of Success: 00% (99% after bonuses)

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


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

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

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

Saint Lin is continuing his study of the divine, finding ever more about the nature of gods, both in specific and in general. In between his time in study he has taken to spending time with the very youngest of the psyker trainees of the Unseen University. It is a rather touching sight seeing Saint Lin, who is possibly the oldest looking human on Avernus looking a bit over a hundred, with children just out of infancy.
Choose Two
One One year, One Two years

The Nature of (The Abomination)- Saint Lin is willing to spend some time gathering more knowledge about a particular god or pantheon. As well as furthering your knowledge this may help you deal with agents of that particular god, though how much Lin can not say.

Time: 5 years
Chance of Success: -30 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on the nature of selected God or Pantheon, ??.

Locked- Four out of Five years completed

The Nature of (Gork and Mork)- Saint Lin is willing to spend some time gathering more knowledge about a particular god or pantheon. As well as furthering your knowledge this may help you deal with agents of that particular god, though how much Lin can not say.

Time: 5 years
Chance of Success: -30 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on the nature of selected God or Pantheon, ??.

Locked- Three out of Five years completed

Belief and Faith: Adeptus Astra Ministorum- High Grandmaster Ridcully has recently discovered much about how peoples beliefs can effect the Warp. This has many similarities to how the power of faith that gods can use, and Ridcully would like to work with Saint Lin to investigate this similarity.

Time: 5 years (must be taken with Belief and Faith: Adeptus Ministorum)
Chance of Success: 00% (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: Information on interaction between belief and faith

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

Time: 2 years
Chance of Success: 10% (76% after bonuses)

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

The Nature of (God or Pantheon)- Saint Lin is willing to spend some time gathering more knowledge about a particular god or pantheon. As well as furthering your knowledge this may help you deal with agents of that particular god, though how much Lin can not say.

Time: 5 years
Chance of Success: -30 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on the nature of selected God or Pantheon, ??.

On Created Gods - Saint Lin is willing top spend a few more years investigating whether there is such a thing as Created Gods. While there is no proof of their existence, there are a few hints that may lead to something interesting.

Time: 5 years
Chance of Success: -60 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on Created Gods, ??.

Oversee Missionaries- Saint Lin has recently received permission to send missionaries into Dragon's Nest, though the missionaries will be closely watched. While it may not be a good idea for Saint Lin to personally lead them his oversight would increase the chance that they are successful in their efforts.

Time: 1 year
Chance of Success: 40%

Cost: 4,000,000 Thrones
Reward: +1% chance of success for conversion, can be taken multiple times

Keeping the Faith- Saint Lin has offered to spend some time on the other worlds in the Imperial Trust in order to help raise morale and strengthen their faith. He would prefer to focus on those worlds having troubles such as Vanaheim first and would like to begin sooner rather than later.

Time: 1 year.
Chance of Success: 10%

Cost: 61,000 Thrones.
Reward: +1 morale and -5% cultist numbers for selected world, will not raise morale above 10


Those in the Shadows- With the collapse of the Astronomican the psykers have by far the hardest time maintaining their faith. They are constantly tempted by countless daemons with only their own will and training to keep them at bay. Saint Lin has offered to spend time with those Psykers approaching the trials in order to fortify their will and prepare them for the challenges to come.

Time: 1 year
Chance of Success: 30%

Cost: Free.
Reward: +5% to the success chance of all psykers who take the trials this year, can be taken multiple times

The Adeptus Astra Telepathica suffered moderate losses in the recent war, mostly as a result of psychic overload and in the combat on Muspelheim and Hvergelmir. This was in large part due to the short period of time in which the battles lasted, as given more time your Battle Psykers would have suffered far worse then the decimation that they received. You need to figure out a way to deal with the sheer number of Psykers some of the chaos polities can field, most likely by further increasing your qualitative advantage. Curently High Grandmaster Ridcully remains in the Black Libary of the Eldar recovering from his recent ordeal, though he should be back in the Imperial Trust in time for the High Council Meeting

Ophelia combines traits Avernite Sanctioned Psyker (+1L, +2D, +2P, +5 Control) and Avernite Primaris Psyker (+2M, +2L, +3C, +1P, +3 Power ,+2 Control) into Master Primaris Psyker (+4M, +1I, +2A, +4L, +3D, +5C, +6P, +4 Power ,+9 Control)- Ophelia Jameson is a Master Primaris Psyker and as such is one of the most skilled Psykers of the Imperial Trust as well as the strongest.
Two Locked Choose One
One Three years
Not Available
Examine: (Bridge 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

Locked- One out of Three years completed

Journeyman Alkahestry- The Nynye are now willing to share the secrets of Alkahestry with the Adeptus Astra Telepathica. While Alkahestry is a highly complex art that takes decades to learn, your psykers now have the basics down and can work on more advanced levels.

Time: 9 years
Chance of Success: 45% (uses learning)

Cost: Free
Reward: Adeptus Astra Telepathica learns advanced skills of Alkahestry, unlocks Alkahestry identification and Master Alkahestry

Anti-Ork Powers: Grand Techbane- Now that he has created an anti Ork Power Xavier thinks that it is possible to upscale it so that it can be used by entire Choirs of Psykers. While it would take a good bit of research to create this power would allow your Demonology Choirs to cause malfunctions to entire Orksish armies, or even disable Gargents.

Time: 8 years
Chance of Success: -50% (uses learning)

Cost: 180,000,000 Thrones, 1,800,000 Material, 4,200 Advanced Material, 480 Exotic Material.
Reward: Create choir scale power able to cause Ork technology to malfunction

Belief and Faith: Adeptus Astra Telepathica- High Grandmaster Ridcully has recently discovered much about how peoples beliefs can effect the Warp. This has many similarities to how the power of faith that gods can use, and Ridcully would like to work with Saint Lin to investigate this similarity.

Time: 5 years (must be taken by Ridcully, must be taken with Belief and Faith: Adeptus Ministorum)
Chance of Success: 20% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on interaction between belief and faith

Laws of the Warp- While conventional wisdom has the Warp as an utterly chaotic dimension with no real internal consistency High Grandmaster Ridcully believes that it does have a handful of underlying laws which are very rarely breached, if at all. With a bit of effort he can start looking into several concepts that he believes are underlying Laws of the Warp.

Time: 5 years (must be taken by Ridcully)
Chance of Success: 5% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on Laws of the Warp, new options

Implement (Siren Rune)- In recent years you have gained access to a massive list of Siren Runes, each of which has their own uses. It would be a good idea to spend some time working out how to best use them.

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 rune

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)

Cost: 18,000,000 Thrones, 180,000 Material, 420 Advanced Material, 48 Exotic Material.
Reward: find one Warp Echo

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

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.
Create Psyker Order (Alkahestry)- It is possible for you to create an Order of Psykers within the Adeptus Astra Telepathica. This Order will either have a purpose and develop as needed to fulfil this purpose or it will have a speciality and develop that speciality. For example an Order of Healers would have the speciality of Healing and focus on devolving your knowledge of Physic Healing and teaching your Healers while an Order of Daemon Hunters would have the purpose of combating Daemons and would recruit those with the will and talent to combat Daemons.

Time: 6 years

Cost: 200,000,000 Thrones, 2,000,000 Material, 4,150 Advanced Material, 415 Exotic Material.
Reward: Allows the formation of an Order of Psykers with selected purpose or speciality within the selected department, more options.

Locked- One out of Six years completed

Ward Vault (Dis)- An essential part of your Ultra-Secure Vault design are some powerful Wards that Tamia has designed. When combined with the vaults Null-Technology these wards should make it near impossible for Psykers to bypass the vaults defences.

Time: 10 years
Chance of Success: 10% (uses average of learning and control)

Cost: 38,000,000 Thrones, 740,000 Advanced Material, 84,000 Exotic Material, 20 Relic Material.
Upkeep per year: 1,900,000 Thrones, 37,000 Advanced Material, 4,200 Exotic Material, 1 Relic Material.
Reward: Ward Ultra-Secure Vault

Locked- One out of Ten years completed

Trap Rune: Master- The Siren Trap Rune can be used to make the wards of your Master Witch and Psyker Hunters actively dangerous to those that attempt to breach them. This would add another layer of danger that rogue Psykers have to deal with, and should allow you to deal with them a bit faster.

Time: 6 years

Cost: 880,000,000 Thrones, 22,000,000 Advanced Material, 220,000 Exotic Material.
Upkeep per year: 46,000,000 Thrones, 1,200,000 Advanced Material, 1,200 Exotic Material.
Reward: +5 to dealing with Psykers, +5 to dealing with Beta-level and above Psykers.

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

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 returned to Avernus after your stunning victory at Asgard, where your fleet utterly destroyed a superior force in a matter of hours due to a range of advantages which you took advantage of ruthlessly. While the victories on the other fronts were not quite as quick they were even more thorough, with only a handful of Chaotic ships retreating. You suspect that it will be some time before the forces of Chaos try another assault on this scale, though there is always the worry that you have earned the attention of one of the greater powers and come under a far more sustained assault of this scale.

Governor Rotbart upgrades trait Naval Training (can use personal attention for Void actions, can command naval battles with -12 Martial) into Naval Expertise (can use personal attention for Void actions, can command naval battles with -6 Martial)- You have been trained in the Avernites Nave Academy and have commanded fleets at war. While you lack some of the instinct that you have for ground combat you are still one of the greatest Admirals in the Nine Worlds.
Choose Four
Two Five years, Two Four years
Personal Attention: Implement (Landing Pad ): Planning– You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum, Diplomacy or Adeptus Arbites action with your characteristic bonus.

Locked -One out of Two years completed

Attend High Council Meeting- The next meeting of the High Council is scheduled for five years time. This meeting will be particularly important as the coming meeting with the major human powers will be discussed.

Time: 1 year
Cost: Free
Reward: Attend High Council Meeting

Locked in Turn 5

A New Assistant- With the recent death of Antoni in an accident you will need to select a new personal assistant. After working with Thaddeus for almost two centuries it will be hard adjusting to a new assistant.

Time: 1 year

Cost: free
Reward: Select new assistant

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.

Deployment- You are the best general in the Imperial Trust, by far. As such you could significantly strengthen the defences of one of the colonies by personally taking command of its defences for a period. This would greatly reduce what you could do on Avernus for this period though.

Time: Write in (uses 2 actions, reduces number of personal attention slots by 1, removes palace bonus)

Cost: Free
Reward: Personally take command of the defences of one of the colonies, possibly fight off a raid.


Knowing Avernus (Write in or QM's Choice)-In the years since founding Avernus has developed in many ways, some of which you have not been able to pay attention to. It may be a good idea to spend some time learning about the smaller organisations that make Avernus so unique and about Avernite culture.

Time: 1 year. (no more then twice per turn please, also try and explain what you want, one word topics can be unclear)
Reward: Get information about selected aspect of Avernite culture or organisation


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

Time: 1 year.
Chance of Success: Unknown

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


Whispers of Change (Suggestion)- Fabricator-General Britton has mentioned that he is trying to slowly change the Mechanicus to remove its more problematic laws and traditions. He is willing to listen to any proposals that you make on what should change and how to change it and promises not to get offended.

Time: 1 year
Reward: Fabricator-General Britton listen to your suggestion and may follow though.


Speak to the People – Much to the surprise of both you and your advisors, you are a highly popular figure on Avernus. You can use this popularity to run a series of Tel-casts to raise the morale of both the civilians and the military.

Time: 1 Year.
Chance of Success: 50%

Cost: 3,600 Thrones







               
  Thrones Material Metal Promethium Advanced Material Exotic Material Food
Gross Income 29,831,429,924 136,219,894,103 221,476,401,164 29,431,041,097 140,825,499 2,615,269 -1,842
Current Reserves 504,063,385,431 540,904,103,345 1,252,974,499,361 463,054,949,142 297,609,806 10,948,329 472,183
 
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Archmagos Tranth gains trait Titansmith (+2L, +3P, +10 to all rolls involving Titans)- Archmagos Tranth is responsible for recreating Titans for the Imperial Trust, a feat worthy of legend.
Archmagos Tranth gains Paragon Leaning Trait: The Scientist (can improve technologies based on known principles, can create entirely original designs based on known principles, +25 to all rolls to improve, create or understand technology)- Archmagos Tranth follows int eh footsteps of his Dark Age forebears in a rather different manner to most members of the Adeptus Mechanicus, choosing to imitate their methods rather then their results. When combined with Tranth sheer genius this allows him to create and improve on a bewildering range of technologies, a range that will only increase as his knowledge base expands.
HALIULIGH HALIUGHA HALIUGHA HALIULGHA!

Otherwise oooh nice traits.
 
I'm more concerned by the fact that faith is mandatory. Either they can follow whatever version of the Imperial Truth they want, in which case the restriction is practically worthless, or they can follow only the version handed down by the Ecclesiarchy, which gives the Ecclesiarchy power over the Inquisition.
they follow whatever version they want to an large extent. Unless said version has been specifically proscribed, generally for good reason.
 
Tranth
49L+2=51
P29+3=32

@Durin
1. Can we do Power Armour as fundamental, if so what level?
2. Titans I assume are relics.
3. Is grav exotic?
4. Ship building...advanced?
5. Industry or does it need to be more specific?
 
@Durin, more omake-related questions.

1. Article VI.1 of the Imperial Trust's constitution explicitly states that it's not hostile to xenos that are themselves not hostile to humans. Since local laws are overridden by Trust laws, does this technically mean that non-hostile non-Chaos warp xenos, including minor gods and their servitors, are allowed to exist within the Imperial Trust?
2. Tech priests can become Inquisitors, so worshipping the Omnissiah and adhering to the Credo Omnissiah is presumably equivalent to worshipping the God-Emperor and adhering to the Imperial Truth for the purposes of being allowed to join and remain within the Inquisition. Since Sophont is a non-heretical god despite being non-human because it's a machine spirit and thus technically (hehe) sanctioned by the Cult Mechanicus, does that mean it's technically allowed to both be part of the Inquisition and worship Sophont/summon its servitors?
3. Article VII.2 of the Trust constitution says that non-heretical religions cannot be oppressed. If an Inquisitor continued to worship the God-Emperor but also started worshipping other non-heretical gods, would attempting to exile that Inquisitor from the Inquisition for that new worship count as oppression?
4. Article IV.1 says that the Inquisition is in charge of rooting out corruption created by the Ruinous Powers, hostile xenos, and greed/incompetence. Article IV.3 says that Inquisitors must follow the Inquisition's code of conduct. Naturally, if the code of conduct said to allow corruption to happen, Article IV.3 can be considered to be null. So, assuming that an Inquisitor was following Article IV.1 and didn't break any of the Trust's other laws, could they ignore Article IV.3 at will?
5. Since the human planetary government of Avernus is given freedom by the High Council to do things planetary governments can't normally do - like declare war and conduct diplomacy - so long as it's all limited to Avernus, could the planetary government of Avernus deal with non-heretical warp entities so long as they base themselves on Avernus?
 
That paragon trait and learning boost... basically +27 to his rolls on tech, +37 when it comes to titans compared to the current bonuses.

Also trap runes we need to start right away since that gives us more bonuses against psykers (which I assume will apply to the rogue ones we deal with each turn). Small titan manufactory as well so we can start producing those. For naval, repair our ships, then what two shipyard expansions?
 
Thats why i mentioned light cruisers aswell instead of only monks and youxias so they replace the escorts in that role aswell and they are speed 7 if u dont go with the stealth one aswell.

Also templar was the heavy cruiser carrier wich is noted to be great at planetary assualt and we should get a few dozen of them btw and probably is the ship that byzantium is for their fleet instead fo astartes ships i imagine.

Buccaneers and adherents are the light cruisers , one is a traditional skirmisher and the other is the same speed but a carrier.
 
Righty ho.

@Durin
1. Tow final questions, aside from opening up various options for Tranth does getting the fundamentals down improve the Trust's abilities as a whole from better understanding, or is it Tranth only?

+25 to all rolls to improve, create or understand technology
2. Does Tranth still get bonuses from Archmagos Extremis, Reclaimer, Researcher and Optimiser on top of The Scientist?

It doesn't mention that he lost them?
 
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