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
Been thinking about this, but since things have settled down, and we are upgrading our ships and may be developing newer and better ones... could we maybe write a few Warrants of Trade, give them some of the older ships designs, and see what they can accomplish? even if it's just intel gathering.
 
@Durin
1 Does the Imperial Trust get minor attacks at all? Things like a handful of Ork Roks or a couple of pirate ships blundering into a colony system?
2 If we do get occasional raids are they sometimes allowed to make planet fall so the ground troops can get some experience?
3 Does Vlad know anything about Surt?
4 Does saint Lin think it would be useful, and safe, for him to study the Avernus Planet Mind?
 
@Durin
1 Does the Imperial Trust get minor attacks at all? Things like a handful of Ork Roks or a couple of pirate ships blundering into a colony system?
2 If we do get occasional raids are they sometimes allowed to make planet fall so the ground troops can get some experience?
3 Does Vlad know anything about Surt?
4 Does saint Lin think it would be useful, and safe, for him to study the Avernus Planet Mind?
1. yes it does, so far they have all been beaten off without major losses
2. yes, though less allowed and more make it
3. no, though he tells you that he left the region before the current system in Muspelheim was set up and has not been back since
4. probebly safe, unknown useful
 
Turn One Hundred and Twenty-Four Results
Turn One Hundred and Twenty-Four Results
Three Hundred and Forty-Five years since the Founding of Avernus

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- Twenty out of Twenty-Five years completed

General Richards efforts to train more Helguard are continuing, with the majority of the new regiments having been raised while the remainder are several years into their training. She tells you that the last of the new regiments will be raised in five years time as originally planned twenty years ago.


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)

Complete

A bit over a year ago General Richards finished training the last of your new Shadowbat pilots. This gives you and entire division of Shadowbat Stealth Assault Shuttles, enough to stealthily land entire brigades at a time. Given a few days this will allow you to hit enemy forces with multiple divisions coming from an unexpected angle, a valuable tactical option.

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

Complete

After five years of production and training all of your Helltroopers and Helguard have been equipped with at least Light Power Weapons, along with PDF Sergeants and Rough Riders. This should give your forces significantly better melee abilities, which is highly valuable against foes such as Orks or most daemons which are impossible to keep out of melee range. While the new weapons do not make your forces a match for the more dedicated melee armies out there it does allow you to hold against them in hand-to-hand, for a while at least.

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

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

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

Complete
year five roll d100=25+30(stats)=55: Success

General Richards has spent the last year putting her forces though an intensive series of drills and wargames to better prepare them for facing Waaagh Ironbusta if it comes your way. This has been successful as can be shown by the notably higher preformance of your units towards the end of the year.

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

Locked- Fourteen out of Nineteen years completed

Admiral Sarnow is now in the final stages of repairing the ships damaged in the war with Turoq, fourteen years after he started. This has been a major effort and Admiral Sarnow looks forward to deploying Repair Nanites which will make future repairs easier.


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 advises 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

Complete

Two years ago Admiral Sarnow finished his next expansion of the shipyards of Diephobe by building a fifth large shipyard. This was a small but notable increase to your naval construction and maintenance capabilities, which the sheer time taken to repair recent battle damage shows is highly valuable.

Implement (Repair Nanites): Naval- You gained several new naval technologies from the Grand Conclave, and will need to determine how to best make use of them. Admiral Sarnow tells you that it will take him almost half a decade to make a proper investigation.

Time: 4 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: Plan on how to implement chosen technology

Complete

Two years ago Admiral Sarnow finished looking into the use of the Repair Nanites for his fleet. He tells you that the repair nanites should be able to increase the life-expectancy of his ships by around a tenth while reducing the amount of time they need to spend in shipyards by a quarter. Possibly the most valuable in the long term however is that they should increase the percentage of your destroyed ships that are recoverable by around five percent and decrease the time and effort needed to repair them by a step.

Implement (Navigator's Eyepiece): Naval- You gained several new naval technologies from the Grand Conclave, and will need to determine how to best make use of them. Admiral Sarnow tells you that it will take him almost half a decade to make a proper investigation.

Time: 4 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: Plan on how to implement chosen technology

Locked- Two out of Four years completed

For the last two years Admiral Sarnow has been looking into how to best make use of the Navigator's Eyepeice that you gained the schematics of from a Data-Jewel. He has found that it is rather expensive to make and difficult to use, but when combined with a Void Abacus you should be able to over double your Navigated ships speed. Whether this is worth the price has yet to be determined.

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

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

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

Complete
year four d100=72+20(stats)=92: Success
year five d100=43+20(stats)-5(repeat)=58: Success

Admiral Sarnow has spent the last two years preparing the Avernite Fleet for clashes with Waaagh Ironbusta. He has not been alone in this effort with all of the fleets in the Imperial Trust working together to preparing themselves for a war against the Orks. needless as it turned out to be

The population growth of Avernus has remained steady at an average of 1.18% over the last half decade.

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 operate at max intensity for a month

Complete

Three years ago Signe finished stocking massive new munitions stores in all of Avernus' cities. These stores contain incredible stockpiles of munitions that will allow your cities to withstand extended sieges without having to worry for ammunition, or fire continuously for shorter sieges.

Technological Improvements: (General): Twice-The Imperial Trust gained access to a massive amount of new technology in the Grand Conclave which you will be able to use to boost your general economy by around a third. This will require major retooling of massive portions of Avernus and will be a time consuming and expensive process, but will trasform the Avernite economy.

Time: 10 years. (can be taken 4 times)

Cost: 72,000,000,000 Thrones, 7,200,000,000 Material, 720,000,000 Metal, 1,400,000,000 Promethium, 3,900,000 Advanced Material, 48,000 Exotic Material.
Reward: Increase production of general resources by +260%(currently +2,647.76%)

Complete
Locked- Nine out of Ten years completed

Signe has spent the last five years working on putting into action as many of the technological improvements to your economy as she can. She tells you that the majority of her improvements are now completed, and are already having a significant effect on your economy.

Technological Improvements: (Other)-The Imperial Trust gained access to a massive amount of new technology in the Grand Conclave which you will be able to use to significantly improve your medical system and many other aspects of life This will require major retooling of massive portions of Avernus and will be a time consuming and expensive process, but will notably increase population growth and general well being.

Time: 5 years. (can be taken 3 times)

Cost: 7,200,000,000 Thrones, 720,000,000 Material, 72,000,000 Metal, 140,000,000 Promethium, 390,000 Advanced Material, 4,800 Exotic Material.
Reward: Increase morale by 2 and population growth by 1% (currently +24.5%)

Locked- Three out of Five years completed

For the last three years Signe has been working on implementing some of the medical improvements that you gained by the Grand Conclave. The new medical technologies that she is distributing should have a significant impact on Avernus' death rate, and therefore on planetary morale.

Construction Expertise (Build Hive (Tarascon, Center Area))- 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- Nine out of Fifteen years completed

Rosalinda has continued her efforts to build a Tarascon's second Hive, which is now taking shape. While it will take years more for the Hive to be completed several districts are now fully livable, and mostly inhabited by the millions strong construction teams.

Personal Attention: Technological Improvements: (General): Twice-The Imperial Trust gained access to a massive amount of new technology in the Grand Conclave which you will be able to use to boost your general economy by around a third. This will require major retooling of massive portions of Avernus and will be a time consuming and expensive process, but will trasform the Avernite economy.

Time: 10 years. (can be taken 4 times)

Cost: 72,000,000,000 Thrones, 7,200,000,000 Material, 720,000,000 Metal, 1,400,000,000 Promethium, 3,900,000 Advanced Material, 48,000 Exotic Material.
Reward: Increase production of general resources by +260%(currently +2,647.76%)

Complete
Locked- Eight out of Ten years completed

You have spent another five years working on putting into action as many of the technological improvements to your economy as you can. Your improvements on the general economy are now almost complete, and having a major impact.

Request Information: Curses of the Line of Sanguinius- The Blood Dragons have recently admitted to the Red Thirst, the Black Rage and a new curse known as the Yellow Doom. While details currently remains sparse they should be willing to go into more detail.

Time: 5 years
Chance of Success: 40%

Cost: 400,000,000 Thrones
Reward: More detailed write up of the Curses that effect the Line of Sanguinius

Complete
d100=46+13(Diplomacy)=59: Fail
re-roll d100=65+13(Diplomacy)=78: Success

Inquisitor Klovis-Ultan has managed to get a more detailed description of the three curses that the Line of Sanguinius is now under. These Curses are the Red Thirst, the Black Rage and the Yellow Doom and the effects that they have has grown over the millennia since they were first detected. All Chapters of the Line of Sanguinius must balance the demands of the three curses in order to survive, barring those like the Lamenters who have thrown themselves into the depths of one, and escaped another. The Blood Dragons feel the Red Thirst most strongly and the Yellow Doom the least.

The oldest of the Curses is the Red Thirst, also know as the Curse of the Present and the Curse of the Body. The Red Thirst gives its victims an urge to drink the blood of their foes and consume their flesh. As the curse gets stronger the temptation to consume all around them grows, with only their their brothers being spared, unless the curse has reached its utter height. When a Blood Angel slakes the Red Thirst it boosts their speed, strength and regenerative ability's for a period, at the cost of some of their higher functions. The vast majority of these effects will fade after a time, though a small portion remain. The Red Thirst slowly gets stronger as a Marine ages, but can be kept in check by slaking it or sheer force of will. Every time the Thirst is slaked it will return just a bit stronger, until eventually the Marine devolves into a bestial monster consumed by the need for blood and flesh sparing only their brothers, at least at first. By this point a Blood Dragon will have been inducted into the Red Company, where they will be kept in stasis coffins between battles and only unleashed in the depths of enemy armies. It is rare for a member of the Red Company to survive a single battle, though those that do become terrifying monsters that eventually have to be put down as a threat to their own brothers. The Chapters most afflicted by the Red Thirst are superhuman warriors even by the standards of their kin, but must constantly feed on the flesh and blood of other their foes or the humans that they protect in order to sate their Thirst.

Next is the Black Rage, known as the Curse of the Past and the Curse of the Mind. The Black Rage is the echo of Sanguinius' death and gives its victims the uncontrollable rage that their Gene-Father felt in his final battle. Furthermore they often hallucinate that they are Sanguinius in his final hours, and that their foes are those that he met in the assault on the Vengeful Spirit. A Marine in the grip of the Black Rage fights with incredible power, and some echo of their lost Primarches skill making them a terror on the battlefield, though their uncontrollable rage and hallucinations makes them near incapable of tactical thought. All Blood Angels can succumb to that Black Rage, though it strengthens as they age and can be held back for a time by willpower. When a Blood Angel falls to the Black Rage they will be inducted into the Death Company where they are kept in stasis between battles and unleashed on enemy strongpoints. A Cure for the Black Rage was created based on the Gene-Seed of the Lamenters Chapter, who avoided the curse. However this cure seemed to also trigger the third and final curse of the Line of Sanguinius, the Yellow Doom, so few chapters make full use of it, with most using it in moderation to try and avoid the worst of both curses. The Blood Dragon's make little use of the Cure, being more willing to suffer the Black Rage then the Yellow Doom. The Chapters who feel the Black Rage fight with an echo of the skill of their father, making them a near unstoppable force on the battlefield. However the Black Rage cuts deeply into their numbers, and falls heaviest on the veterans making these chapters full of incredibly young marines, and far smaller then they should be.

The final curse, so far at least, is the Yellow Doom, known as the Curse of the Future and the Curse of the Soul. The first sufferers of the Yellow Doom were the legendary Lamenters Chapter of the Cursed Founding, the only decedents of Sanguinius to be free of the Black Curse. It was from them that the Cure to the Black Rage was created, and from the Cure that the Curse was spread to the rest of the 9th​ Legion. The origins of the Yellow Doom are less clear then of the other curses, but is believed to be an echo of Sanguinius' heroic sacrifice. As the Yellow Doom takes hold an Astartes will become more and more willing to give his life in the defence of others, often pushing themselves to impossible feats of heroism in the process. While by itself this would be far less severe then the other curses when combined with the way that fate seems to warp in order to put victims of the Yellow Doom in impossible situations, situations that only get worse as the number afflicted in company with each other. As the Yellow Doom gets stronger its victims seem to lose any self-preservation instincts, and disaster follows them ever more. By this point they will have been inducted into the Yellow Company, a formation of Marines that is forbidden from deploying beside each other in all but the most dire of circumstances. Marines of the Yellow Company are far more independent then other Astartes, being deployed alongside units that are expected to face the greatest dangers or sent on suicidal solo missions, where their doom can not catch their brothers. It is a rare Astartes who survives long in the Yellow Company, though those that do are Paragons of Heroism, willing to face impossible odds to protect innocents and able to triumph despite it. As a Chapter feels the Yellow Doom more they are forced to split their forces into ever smaller groups and keep on the move, in order to prevent their combined Doom calling foes beyond even them down on those they protect. Eventually this reaches the point of the Lamenters, who are split into an unknown number of groups, the largest of which are the size of a combat squad. When a larger force of Lamenters find themselves in one location it is a sign of a cataclysmic battle approaching, one that will inveriably claim the lives of most, or even all of the Lamenters gathered. These Chapters are known to suffer horrendous attrition as their Doom brings them to impossible battle after impossible battle, though those Astartes who survive to become veterans are warriors of terrifying skill and adaptability. Interestingly enough those chapters afflicted by the Yellow Doom seem to have an easier time initiating new brothers then other chapters, which is the only reason that many of them still exist.

Syr's Suitors- Syr has agreed to marry if you can find her a good match that is also a combat veteran, a task that should not be to hard in the Imperial Trust. Klovis-Ultan has offered to spend a year examining the Imeprial Trust, and Dragon's Nest, for potential suitors and investigating them.

Time: 1 year
Chance of Success: 60%

Cost: Free
Reward: Information on potential husbands for Syr

Complete
d100=57+13(Diplomacy)=70: Success

Inquisitor Klovis-Ultan spent a year investigating potential husbands for Syr and ended up finding four with the required qualities, two from the Imperial Trust and two from Dragon's nest . These potential husbands consist of a Aesir Knight, a Vanir Naval Captain, the heir of a Blood Dragon's merchant house and a one of the Princes of Karnas.

Sirens Trade (Tau tech for runes, see if they'd also be interested in artificial lakes)- 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

Complete

Several years ago Inquisitor Klovis-Ultan spent a year talking to the Sirens of the Azure Bay in order to find out what they will pay for Tau technology and making several artificial lakes to inhabit. He found that they were willing to teach you the remaining runes that they had previously offered in exchange for three artificial lakes and Tau technology.

Request Information (Grey Knights - Secret Techniques for future penguin trade)- 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.

Complete
d100=??+??=??

Inquisitor Klovis-Ultan tells you that the Grey Knights would be willing to teach the Penguins several of their secrets, though they will do so directly when the time comes.

Over the last five years an average of three hundred and eighty cultists were found each year, the lowest number for decades.

Of the 11,372 major psykers found over the last five years 857 of them were Chaotic, a normal proportion.

757 Chaotic Psykers consisting of 15 Beta-levels, 61 Gamma-levels, 164 Delta-levels, 307 Epsilon-levels and 307 Zeta-levels were killed without causing any significant levels of damage over the last five years.
2 Alpha-levelsnd 1 Gamma-level caused massive damage over the last five years. The casulites from these Psykers were split approximately evenly between the varies psyker hunting forces and the population, though one of the Alphas attacked a major Witch Hunter base, killing over twenty thousand Witch Hunters before falling to Saint Lin, who had been visiting.
         
Losses Miltia/Witch Hunter/ Psyker Hunter/ Psy-Hunter PDF/Veteran Witch Hunter/Veteran Psyker Hunter/Master Psy-Hunter Helltrooper/Elite Witch Hunter/Elite Psyker Hunter/Grandmaster Psy-Hunter/ Last Hunter
Helguard/Master Psyker Hunter/Master Last Hunter/ Primaris Psy-Hunter
Soldier 76,800,000 480,000 60,800 6,144
Psyker Hunters 8,224 1,648 336 84
Witch Hunters 25,760 5,128 552 432
minor Psy-hunters 288 144 14  
major Psy-Hunters 15 6 1 1
Last Hunters     8 2
Voids 2,072 420 62 17
Nulls 797 163 31 3

The untainted major Psykers included 17 Beta-levels, 134 Gamma-levels, 745 Delta-levels, 3,104 Epsilon-levels and 6,515 Zeta-levels.

795,082 minor Psykers were located by the Witch Finders over the last five years, a fraction of a percent more then the previous five years as always. Jane has noted that the percent of all Psykers found that are major has continued to increase.


Double Down: Counter-Intelligence: Twice- 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.

Complete
Year one d100=73+26(Intrigue)+5(traits)+20(double down)=124: Success
Year two d100=39+26(Intrigue)+5(traits)+20(double down)=90: Success

Jane spent two years overseeing the hunt for infiltrators on Avernus, and devoted a large amount of her spare resources to this task. Despite this she only found a handful of agents from outside the Trust, and few more from within it. While it remains possible that there are deep cover infiltrators that avoided her search Jane is relatively confident that there are no major cells of hostile agents within the system.

Double: Greater Psyker Hunting: Five times- 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

Complete
Year one d100=96+26(Intrigue)+19(combat)+25(traits)=166: Critical Success
Year two d100=64+26(Intrigue)+19(combat)+25(traits)=134: Success
Year three d100=23+26(Intrigue)+19(combat)+25(traits)+20(double)=113: Success
Year four d100=6+26(Intrigue)+19(combat)+25(traits)+20(double)=96: Success
Year four re-roll d100=49+26(Intrigue)+19(combat)+25(traits)+20(double)+15(Paragon Diviner)=154: Success
Year five d100=14+26(Intrigue)+19(combat)+25(traits)+20(double)=104: Success
Year five re-roll d100=34+26(Intrigue)+19(combat)+25(traits)+20(double)+15(paragon Diviner)=139: Success
+96

Of the fifteen Beta-level Psykers that went rogue over the last five years Jane personally slew eight of them, a feat that is probably responsible for the fact that no beta-level caused major damage over the last five years. You still find it amazing how casuly she takes slaying even Beta-levels these days, compared to centuries ago when she found even a Gamma-level to be a challenging foe.

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

Locked – Seven out of Twelve years completed

Archmagos Tranth is continuing his work on designing a set of protections equivalent to that of Black Ships. So far he has pushed the Null-Arrays and Gellar Fields to their known limits, and is now working on better integrating them with the more psychic wards that Tamia is working on.
Ponder the Annals of Thunder- Corax has provided his notes on Thunder Warriors, the proto-Astartes that the Emperor conquered Terra with. These notes included a detailed description of how to make them, and Archmagos Biologis Maximal would like to spend some time investigating them in order to determine their strengths and weaknesses.

Time: 12 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: Detailed information about Thunder Warriors, a dozen Thunder Warriors

Locked- Six out of Twelve years completed

Recently Archmagos Biologis Maximal has developed a good enough understanding of the Thunder Warriors process that he is confident that he can use it. As such he has recruited a few dozen of the younger Black Irons to undergo the process, a procedure they were more then willing to volunteer for. While he expects that most of his volunteers will not survive those that do will give him a far better understanding of both the procedure and of Thunder Warriors.
Nano-Forges- The Nano-Forge is an incredibly advanced forge that uses nanites to construct items on an atomic scale. While time consuming and requiring a skilled Magos to use this allows for the production of some of the most complex and advanced technological components at a far greater rate than conventional means. It would take only a few years to make Nano-Forges in your Cathedrals of the Machine-God.

Time: 6 years.

Cost: 7,200,000 Thrones, 72,000 Material, 7,200 Metal, 14,000 Promethium, 390,000 Advanced Material, 9,600 Exotic Material, 10 Relic Material.
Reward: double productivity of Relic Material in forges

Complete

Fabricator-General Scott has recently finished installing Nano-Forges in her Cathedrals of the Machine-God. She tells you that these incredibly advanced forges should double her production fo the most advanced technologies of the Imperial Trust, such as the Super-Exitus Rifle or Grav-Shear Weapons.

Disseminate Callamus Augmetics- The Adeptus Mechanicus has long used highly advanced biological and cybernetic enhancements for a wide range of tasks. Callamus has continued to develop them over the years, and now has a massive range of augmetics designed for countless roles, ranging from the arcane cybernetics of an Archmagos to the simple enhancements used by the Tech-Guard. These designs should be valuable for the Mechanicus in most of its roles and will take a few years to properly disseminate among the Mechanicus.

Time: 4 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: +15 to Mechancius ground forces, +10% AM, EM and RM production

Complete

According to Fabricator-General Scott the entire Adeptus Mechanicus of the Imperial Trust is now making good use of the large variety of augmetics that Callamus provided you with in the Grand Conclave. This has led to a noticeable increase in the production rates of her forges and in the combat performance of Adeptus Mechanicus military units.

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.

Locked- Two out of Eighteen years completed

As per your agreement two years ago the Adeptus Mechanicus of the Helheim system began a massive military expansion. While it is only in its early stages when finished it will increase the number of Skitarii that can be fielded from less then a division to two corps, and support them with entire brigades worth of Battle Congregations, it will also increase the number of Tech-Guard by a fifth, can't forget that.

Double: 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

Complete
year two d100=3+47(stats)+30(traits)+20(double)=100: Success

After five years of investigation Saint Lin and High Grandmaster Ridcully were able to come to a few conclusions about the connection between the Faith that powers some gods and the belief that influences the Warp overlap in many ways but are not the same. From what they can tell belief is the power that gods get from the prayer of their worshippers, but not the power that they get from sacrifice or acts done in their name. So in some ways the Power of Belief is a sub-category of the Power of Faith.

Cleanse World (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.

Complete
year four d100=20+57(stats)+10(traits)=78: Fail
year four re-roll d100=47+57(stats)+10(traits)+15(paragon Diviner)=120: Success

Saint Lin recently spent two years cleansing Formenos of much of the taint of Chaos. In this time he purified countless shrines to the Abomination and removed the taint from entire regions of the planet. While Formenos still has a significant amount of taint it is nowhere near the level it once was.

Cleanse World (Medium)- 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.

Locked- One out of Two years completed

Saint Lin was not content with merely reducing the taint on Formenos to a reasonable level and has instead started work on further purifying the world, a process that will take another year.

Double Down: Identifying Chaos by Saint Lin- In his studies on the Pantheon of Chaos Saint Lin has come up with ideas about new ways to identify its taint. With a solid decades study he should be able to develop these ideas, and greatly expand the Imperial Trust' ability to identify the more subtle taints of Chaos without his assistance.

Time: 10 years
Chance of Success: -60% (uses average of learning and piety)

Cost: 400,000,000 Thrones
Reward: Treatise on detecting the influence of Chaos in all situations, large bonus to trying to detect taint, +30 to all rolls to detect cultists

Locked – Three out of Ten years completed

For the last three years Saint Lin has been developing his ideas about new methods to identify the taint of Chaos. So far he has found that while some of his ideas lead to effective techniques others were useless, either by being overly sensitive or to easily tricked.

               
Trials Alpha Beta Gamma Delta Epsilon Zeta Minor
Passed     53 374 1,775 3,947 611,722
Attempted 1 10 105 585 2,431 5,093 764,653
Percent passed 0% 0.00% 50.50% 64.00% 73.00% 77.50% 80.00%
Widald Mata, an Delta-level Telekinetic has passed the trails to become a Master-level Primaris.

                   
97 Regular 73   Veteran 21   Elite Primaris 3  
Primaris Beta Gamma Delta Beta Gamma Delta Beta Gamma Delta
Biomancer   1 6     1      
Diviner   1 8     2      
Pyromancer   2 12 1   3      
Telekinetic   2 12     3      
Telapath   1 9     2      
Daemonologist   1 9   1 2      
Order of Omens     1            
Order of Warding     1            
Order of Restoration   1 6     1      
Psy-Hunters           3      
                                         
1,321 Normal 930       Veteran 313       Elite 68       Master 9      
Battle Psyker Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   1 7 50 115     2 18 38       3 7       1 1
Diviner   1 5 33 76     2 12 25       2 5         1
Pyromancer   1 9 67 153     3 24 50       4 9       1 2
Telekinetic   1 7 50 115     2 18 38       3 7       1 1
Telapath   1 5 33 76     2 12 25       2 5         1
Daemonologist   1 5 35 80     2 12 26       1 3         1
Psy-Hunters                         1 5 10       -1 -1
                 
77,798 Trainee Normal Veteran Elite Master Grandmaster Exemplar Paragon
Minor Battle Psykers 238,572 59,102 15,687 2,254 697 58 0.85 0.00
Psy-Hunters       1,306 136 1 0.09 0.00
                                         
1,748 Normal 1,195       Veteran 452       Elite 95       Master 7      
Sanctionite Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   1 10 73 163     2 14 31       3 6          
Diviner   1 7 44 97     3 17 37     1 3 8         1
Pyromancer   1 8 48 108     3 18 41     1 4 8         1
Telekinetic   1 10 73 163   1 4 28 61     1 6 13         1
Telapath   1 8 48 108     3 18 40     1 4 9         1
Daemonologist   1 8 59 131     3 22 50     1 4 10         1
Order of Omens     1 5 11       2 4         1          
Order of Warding       3 6       1 2       1 1          
Order of Restoration               2 14 31       3 6          
               
90,924 Trainee Normal Veteran Elite Master Grandmaster Exemplar
Minor Sanctionites 238,164 57,940 26,655 5,753 408 7 0.0
Order of Omens 408 100 50 11 1   0.0
Order of Warding 6,117 1,241 198 197 35 1 0.0
Order of Restoration     2,423 523 37 1 0.0
                                         
277 Normal 174       Veteran 80       Elite 23       Master 5      
Neo-Astropaths Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Neo-Astropaths   1 4 25 58     2 12 26     1 3 7       1 2
Neo-Astropathic Receivers   1 4 25 58     2 12 26     1 3 7       1 2
             
45,667 Trainee Normal Veteran Elite Master Grandmaster
Witch Finder 116,227 32,986 10,372 2,045 255
8
             
Inquisition Beta Gamma Delta Epsilon Zeta Minor
    2 16 74 164 12,234
Free Greater Divination (The Assassin Temples)- High Grandmaster Ridcully is more skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums or even the activity and compositions of pantheons of gods.

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

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

Complete
roll d100=80+49(control)+110(Traits)-75(Blanks)=164: Success

High Grandmaster Ridcully turned his sight in onto finding out what happened to the Assassin Temples of the Imperium at the request of the Eldar. He found that like many Imperial groups they were warned about the Death of the Emperor, and retreated to the Fortress of the Soulless in preparation. Since then they have been working with their allies, who Ridcully can not see, to help bring order to the galaxy. While normally Ridcully would be highly worried about not being able to see who their allies are he tells you that rather then being hidden by some outside force they seem to be hidden by their location in the Fortress of the Soulless, a place so cut off from the Warp that even his eyes can not see into it. It seems that while Ridcully is incredible at seeing past wards and overwhelming power he is little better at dealing with Blanks then any other Seer.

Double Down: Nudging Ironbusta (Amir'ka): Three Times- Soon the Ork Warlord Ironbusta and his veteran boyz will be launching a Waaagh. While Ironbusta's almost supernaturally unpredictable nature makes him hard to direct Ridcully still believes that he will be able to increase the chance that Waaagh Ironbusta is directed away from the Imperial Trust.

Time: 1 year
Chance of Success: -50%

Cost: 3,800,000 Thrones
Reward: increases chance that Ironbusta will go towards selected target by 10%

Complete
year three d100=17+49(control)+110(Traits)=176: Success
year three re-roll d100=51+49(control)+110(Traits)+15(Paragon Diviner)=225: Critical Success
year four d100=99+49(control)+110(Traits)+20(double down)=278: Greater Critical Success
year five d100=13+49(control)+110(Traits)=172: Success
year three re-roll d100=38+49(control)+110(Traits)+15(Paragon Diviner)=212: Success
+45

High Grandmaster Ridcully spent three years working on nudging Waaagh Ironbusta to hit Amir'ka rather then the Imperial Trust or Dragon's Nest. He tells you that while Ironbusta seemed to shift his intentions with startling speed the final decision to hit Amir'ka was out of his hands. Ridcully could not have timed that chaos raid better if he had tried, and it perfectly goaded Waaagh Ironbusta to follow it to Amir'ka. In fact he wonders if it was organised by one of the political parties of Amir'ka with the intention of directing Waaagh Ironbusta into the nation.
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

Complete
year two roll d100=98+13(stats)+15(roke Island)+20(double down)=146: Success

After spending a decade working with Saint Lin High Grandmaster Ridcully was able to gain an understanding of the similarities and differences between the powers of Belief and Faith. He tells you that while Belief overlaps with a single aspect of Faith within their area it is both stronger and less focused. By this he means that the totally effect on the Warp of a souls beliefs will be significantly stronger then the amount of power a god gains from said souls prayer, but that this power is spread over a massive area and number of themes so it has far less real effects then the focused power of faith.

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

Complete
year five roll d100=39+14(stats and trait)+15(Roke Island)=68: Success

Grandmaster Xavier and the Order of Alkahestry have recently mastered the next level of Alkahestry under the tutelage of the Nynye. This level includes both more advanced brewing techniques, allowing for the creation of all but the most advanced potions and techniques allowing for the properties of new substances to be identified.

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)

Locked- Seven out of Twelve years completed

Tamia is continuing her work on creating a set of wards a match for those used on the Black Ships of the Imperium. She tells you that the biggest issue that she has with this effort is trying to make her rune based wards work with rather then against the Gellar Field and Null-Arrays that Archmagos Tranth is working on. While progress is being made on this it remains slow.

Technomancy Basics- After the Grand Conclave Callamus sent several of its technomancers to the Imperial Trust in order to teach you the basics of technomancy. While technomancy is based on an entirely different psychic tradition then that used by the Imperial Trust examining it could still lead to some interesting developments in your own psychic traditions.

Time: 5 years
Chance of Success: 40% (uses learning)

Cost: Free
Reward: Adeptus Astra Telepathica learns basics of technomancy, possible new options

Complete
year four roll d100=86+8(stats)+15(Roke Island)=109: Success

A bit over a year ago Aria finished her studies of the basics of technomancy, the Psychic Discipline focused around the enhancement of technology that Callamus developed. She tells you that this discipline focuses on emphasising with machines to the level that a psyker can use powers on them in a similar vain as most Psykers can use biomancy and telepathy on living creatures, though to a lesser effect. The forms of thought required for this discipline are utterly incompatible with normal Biomancy and Telepathy, and get on nearly as badly with Divination and Deamononlogy though it may be possible for a Technomancer to use the more basic forms of Telekinesis and Pyromancy to a passable level. As such while it may be possible to train Technomancers to enhance your machinery they would require totally separate training for your normal Psykers. From what Aria can see the best way to use Technomancy for the Imperial Trust would be to train a small number of Technomancer researchers and have them help create a set of Songs for Songweaving Choirs that make use of Technomancy, taking advantage of Songweavings ability to use a wide range of disciplines. While this would not allow for the more advanced forms of Technomancy to be used due to the limits of Songweaving and the inability of Technomancers to join Choirs it could still be a highly valuable addition to your Psykers repertoire.
Double Down: 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: 15% (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

Aria has recently returned her attention to warding the Ultra-Secure Vault under Dis. While she pretty much has to start from scratch with the new wards she has learned from her last attempt, and is confident that she will succeed. This time.

Personal Attention: Technological Improvements: (General): Twice– You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

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

Complete
Locked- eight out of Ten years completed

For the last five years you have been devoting as much time as possible to getting the recent technological improvements that you gained access to put into practice.

Construction Expertise (Build Hive (Tarascon, Center Area))- Your Vizer Rosalinda Orlov is a highly skilled architect and can oversee any major constructions projects that the Administratum handles. This should be a good way to keep the expansions of your cities in progress.

Time: as project.

Cost: free.
Reward: do one Adeptus Administratum, construction project with your characteristic bonus and traits

Locked- Nine out of Fifteen years completed

Rosalinda has continued to build the new Hive in Tarascon, which is now entering the final phases of its construction and has started to attract migrants.

Knowing Avernus (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

Complete

You have continued with her efforts to get a better understanding of the Avernite culture, much of which you miss due to generally interacting with Avernus' moves and shakers who are usually at least a hundred years old. In particular you focused on the general view of scars within the population.

Given the danger of life on Avernus and its medical technology almost everyone gains scars over the years, and can have them removed if they want. Given this it is not surprising that 'How to deal with scars' has entered into the mainstream culture. To begin with scars are split into several distinct categories based on both the type of the scar and how it was gained. Each type is either kept untouched, reduced by left visible or removed based on what categories they fall under.

The first category are those scars that are large enough or inconveniently positioned enough that they have a noticeable effect on your ability to defend yourself. These scars are always either reduced or removed, and keeping them is viewed as an arrogant and stupid boast of capability. This overrides all other categories.

Next are 'Teaching Scars', scars gained in experiences that taught you a valuable lesson. Generally these scars are kept intact where possible, so that the lesson they taught is never forgotten.
Then there are 'Heart Scars', scars gained in an act that has great significance to their bearer, such as shielding a loved one. Again these scars are kept intact as a remembrance of how they were gained.

The fourth type of scars are 'Story Scars', scars gained in an experience that makes a good story. They are usually reduced in size but kept, so that people can ask about them and so you can show them while telling the connected story.

Then there are 'Scars of Shame', scars gained in an experience that you are ashamed of that did not teach you anything you did not already know. Sometimes this is a result of doing something stupid, and sometimes it is a result of scars gained in failure. These scars are generally removed, so that they do not act as a constant remainder of how they were gained.
Finally there are 'Meaningless Scars', scars that have no particular importance to you, did not teach you anything, are not connected to an interesting story or moment of shame. They are generally removed in order to avoid the awkward moment where someone asks for the story about a scar and you do not remember how you gained it.

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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year two=16+13(diplomacy)+5(Palace)=31: Fail
year three=16+13(diplomacy)+5(Palace)=31: Fail

You made sure to schedule a good bit of what free time you had to spend with Rosalinda, your new Vizier. It was interesting getting to know both sides of her better, though you cold have done without being dragged along to a couple of her favourite haunts. The more you get to know Rosalinda the more your understand that unlike many peoples beliefs neither the professional worker or the wild dancer are masks, both instead being aspects of her true self.

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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year four=65+13(diplomacy)+5(Palace)=31: Fail
year five=71+13(diplomacy)+5(Palace)=31: Fail

You spent a good deal of your free time over the last few years with Jane, time split between just spending time with each other and sparring in order to keep your edge sharp. Given how busy you have been lately just spending some quite time relaxing in the company of your sister was enjoyable, and quite possibly one of the few things staving off burnout. You also managed to beat Jane in a spare, something that you can only pull off a few times a century.


                   
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 212,289,750,260 647,733,017,859 1,509,141,001,275 495,633,467,901 422,655,372 13,817,476 464,399 164 60,357,649,859
Net Income 6,472,531,259 90,702,188,696 145,248,881,624 28,478,733,765 -58,235,146 1,517,249 -24,242 40 3,497,754,463
Percent of Income used 71.38% 2.08% 0.05% 0.61% 147.53% 42.37% 0.00% 51.00%  
Remaining 218,762,281,519 738,435,206,555 1,654,389,882,899 524,112,201,666 364,420,226 15,334,725 440,157 204 63,855,404,321
Percent Growth 3.05% 14.00% 9.62% 5.75% -13.78% 10.98% -5.22% 24.61% 0.96%
 
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All 10 beta falling the trial along with the alpha? Ouch. Also those 20k witch hunters getting killed by one of the two chaos alphas, double ouch.

Remind me guys is it heroic or master primaris that gives us telepathica actions because we just got a master primaris: Widald Mata, an Delta-level Telekinetic has passed the trails to become a Master-level Primaris.

Also good to know that the assassins were not corrupted and doing good work still. And the redirect to Amirka, is a faction trying to weaken another faction? Either way getting a pass on the waagh gives us time to implement the tech!

Edit-
Those repair nanites... wow that will save us time on rebuilding


Edit-
Looking to next turn for some of the actions:
Munitorium
1 Locked all 5 years
2 open all 5 years

Void
Construct Locked all 5 years
1 Locked 2 years open 3 years
1 open all 5 years

Admin
2 Locked 1 year open 4 years
1 locked 2 years open 3 years

Diplo
1 Open all 5 years

Arbites
2 Open all 5 years

Mechanicus:
Tranth- Locked
Maximal- Locked
Scott-Locked
Free- Open all 5 years

Ministorum
1 Locked all 5 years
1 Locked 1 year, 4 years open

Telepathica
Ridcully free all 5 years
Xavier free all 5 years
Other two locked

Personal
PA- both locked for 2 years, free for 3
Expertise locked
One personal for all 5
 
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We had a alpha??? Ok so moving on we have a good lead for the Emperor bolt hole the soulless fortress.

@Durin
1 can Ridicully tell us where it is located, the soulless fortress?
2 can he divine where it is?
3 how much would it cost to send Sain Lin to contact them with the Eldar's help?
4 would the Eldar have the pressure tech the Sirens want and if so what would it cost?
 
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@Durin does Widald Mata hitting master primaris open up a new telepathica action or do they need to be a higher level then that?

Never mind, found my answere. needs to be heroic which is above master
 
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You spent a good deal of your free time over the last few years with Jane, time split between just spending time with each other and sparring in order to keep your edge sharp. Given how busy you have been lately just spending some quite time relaxing in the company of your sister was enjoyable, and quite possibly one of the few things staving off burnout. You also managed to beat Jane in a spare, something that you can only pull off a few times a century.

ok, first off, this is kinda adorable.

Request Information: Curses of the Line of Sanguinius- The Blood Dragons have recently admitted to the Red Thirst, the Black Rage and a new curse known as the Yellow Doom. While details currently remains sparse they should be willing to go into more detail.

huh, mind body soul. I wonder if there is a 4th curse? Once we have a better grasp of psychic frequencies we might want to poke this. I doubt we'd cure it, but even being able to more accurately diagnosis it would be useful.


Jane spent two years overseeing the hunt for infiltrators on Avernus, and devoted a large amount of her spare resources to this task. Despite this she only found a handful of agents from outside the Trust, and few more from within it. While it remains possible that there are deep cover infiltrators that avoided her search Jane is relatively confident that there are no major cells of hostile agents within the system.

I can't help but think the reaction of those from the trust spies was at least a little bit "oh empty throne, I can finally get off this crazy world."


Fabricator-General Scott has recently finished installing Nano-Forges in her Cathedrals of the Machine-God. She tells you that these incredibly advanced forges should double her production fo the most advanced technologies of the Imperial Trust, such as the Super-Exitus Rifle or Grav-Shear Weapons.

next big fight, we should be a bit freer with vortex weapons. Both in space and on the ground.

Several years ago Inquisitor Klovis-Ultan spent a year talking to the Sirens of the Azure Bay in order to find out what they will pay for Tau technology and making several artificial lakes to inhabit. He found that they were willing to teach you the remaining runes that they had previously offered in exchange for three artificial lakes and Tau technology.

so that's likely it for the soul trade.
 
Jane spent two years overseeing the hunt for infiltrators on Avernus, and devoted a large amount of her spare resources to this task. Despite this she only found a handful of agents from outside the Trust, and few more from within it. While it remains possible that there are deep cover infiltrators that avoided her search Jane is relatively confident that there are no major cells of hostile agents within the system.
@Durin:
1) who did these foreign agents belong to?
2) does the Inquisition seem irritated that Avernus keeps rooting out all their agents?
 
10 beta psykers attempting trials and all of them failing? That's some ridiculously bad luck, though I worry it might be enemy action.

Double Down: 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: 15% (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

Aria has recently returned her attention to warding the Ultra-Secure Vault under Dis. While she pretty much has to start from scratch with the new wards she has learned from her last attempt, and is confident that she will succeed. This time.
I thought that time on this was supposed to be cut to 5 years since it was a redo?

Several years ago Inquisitor Klovis-Ultan spent a year talking to the Sirens of the Azure Bay in order to find out what they will pay for Tau technology and making several artificial lakes to inhabit. He found that they were willing to teach you the remaining runes that they had previously offered in exchange for three artificial lakes and Tau technology.
I'm pretty disappointed with this. I thought we would get offered some of their higher tier stuff. Not sure it's even worth improving their threat level like that when we could afford the rest of the runes they previously offered next time there was a chaos invasion/incursion.
 
pretty much, they are all the ones to independent or distant to join Dragon's nest. A lot of the closer assorted remnants that disappeared joined the nest rather then falling or being conquered

Random Event Suggestion: One of these planets fall, and ships full of refugees arrive in the Trust.

Several years ago Inquisitor Klovis-Ultan spent a year talking to the Sirens of the Azure Bay in order to find out what they will pay for Tau technology and making several artificial lakes to inhabit. He found that they were willing to teach you the remaining runes that they had previously offered in exchange for three artificial lakes and Tau technology.

Considering that the only runes left are the inverted runes, and not all of the runes even have inverted versions (IIRC the really expensive ones don't), I'm not sure that this is actually a trade worth making. The next time we have a chaos invasion or a daemonic incursion we'd end up with enough souls to buy them anyways.
 
So, interesting turn.

Looks like we just squeaked by with the belief and faith research on Lin's side. Good news for our ongoing research initiatives, even if the results in and of themselves only seem to help us understand a bit about how their relative importance stacks up.

The Waaagh going elsewhere is excellent news. While Lessons Learned help us come back stronger from such incidents, the time and resources they take can be put to better use. Hopefully they bloody the Chaos bastards good.

Here's hoping we can dedicate the time this bought to the many roll-outs and research options on the docket.
 
I guess the Sirens are hoping to get Human Tech.

Also Amir-Ka's political scene is divisive enough that the parties are willing to invite foreign invasion to oust the reigning government.
 
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I know it might have just been fluff text, but I am very happy to see that Rotbart managed to actually pull a win over Jane.

I never thought I would live to see the day...

Edit: Also, 666th thread mark. Chaos incursion anyone?
 
We had a alpha??? Ok so moving on we have a good lead for the Emperor bolt hole the soulless fortress.

@Durin
1 can Ridicully tell us where it is located, the soulless fortress?
2 can he divine where it is?
3 how much would it cost to send Sain Lin to contact them with the Eldar's help?
4 would the Eldar have the pressure tech the Sirens want and if so what would it cost?
1. no
2. yes but with major minuses
3. find it first, then minor
4. yes and minor
@Durin:
1) who did these foreign agents belong to?
2) does the Inquisition seem irritated that Avernus keeps rooting out all their agents?
1. unknown chaos
2. no
 
huh, mind body soul. I wonder if there is a 4th curse? Once we have a better grasp of psychic frequencies we might want to poke this. I doubt we'd cure it, but even being able to more accurately diagnosis it would be useful.
I bet the fourth is a life curse, something to with undeath.
After all, they are space vampires.
Random Event Suggestion: One of these planets fall, and ships full of refugees arrive in the Trust.
Sounds interesting, and fairly plausible if they have a bad relationship with Dragon's Nest. Possibly due to their curses acting up in a diplomatically inconventient moment of battle and killing someone connected enough to create hostility?
Considering that the only runes left are the inverted runes, and not all of the runes even have inverted versions (IIRC the really expensive ones don't), I'm not sure that this is actually a trade worth making. The next time we have a chaos invasion or a daemonic incursion we'd end up with enough souls to buy them anyways.
I too was hoping for something else, but I suppose anything better is gated behind diplomatic closeness that doesn't exist. I personally am hoping for runic tools to help with psykic artisanship.
 
Considering that the only runes left are the inverted runes, and not all of the runes even have inverted versions (IIRC the really expensive ones don't), I'm not sure that this is actually a trade worth making. The next time we have a chaos invasion or a daemonic incursion we'd end up with enough souls to buy them anyways.
Yeah, I say we wait until we can either buy pressure tech from Eldar, or pay Quartok something to adapt Tau tech for underwater environment. That, and time passing should be enough to warm Sirens to the idea of selling us True Runes. Artificial lakes is something we can supplement soul trade with, though.
 
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