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
Turn One Hundred and Twenty-Seven Results
Turn One Hundred and Twenty-Seven Results
Three Hundred and Sixty years since the Founding of Avernus

Pulse Rifles: PDF- Currently your PDF are equipped with Impaler Carbine as their primary weapon. While Impalers are surprisingly powerful and highly cost effective their combat power still pales in comparison to Pulse weaponry. General Richards advises you to switch over to using Pulse immediately.

Time: 15 years

Cost: 1,600,000,000 Thrones, 160,000,000 Material, 7,600,000 Advanced Material .
Upkeep per year: 2,200,000 Thrones, 220,000 Material, 5,500 Advanced Material.
Reward: Replace your PDF Impaler Rifles with Pulse Rifles

Complete

General Richards tells you that she has now entirely replaced your PDF's Impaler Carbines with Pulse Carbines. This will give your forces significantly more firepower then they once had, though at the cost of requiring more logistic support for extended engagements. This should give your PDF significantly more punch, which while not needed against chaos cultists and the weaker Tyranid bio-forms could be critical against decently equip soldiers of all types.

An Even Split-After comparing Pulse Rifles and Volkite Calivers you found that there are benefits and disadvantages to equipping your Helltroopers with each. You could equip half of your Helltrooper Regiments with Volkite Calivers and half with Pulse Rifles, allowing the Helltroopers to be fielded against heavily armoured targets and hordes equally.

Time: 11 years

Cost: 1,900,000,000 Thrones, 150,000,000 Material, 18,000,000 Advanced Material .
Upkeep per year: -250,000 Thrones, -20,000 Material, -600 Advanced Material.
Reward: Replace ½ of your Helltroopers Impaler Rifles with Volkite Calivers and ½ with Pulse Rifles

Locked- Ten out of Eleven years completed

General Richards is in the final stages of reequipping her Helltroopers with Pulse Rifles and Volkite Calivers. She tells you that if she was forced to deploy now all of the Helltroopers would have the new weapons, though a portion of them would not be using them optimally.

Djinn Skein Gladiatoria: Military- Djinn Skein Gladiatoria can be used to help prepare your forces for conflict with conventional foes and for large scale battles. As such it would be a good idea to supply all of your boot camps and military bases with some, so that it can be worked into your standard training regime. While this will be expensive an increase in your troops combat power is more then worth the price.

Time: 20 years

Cost: 310,000,000,000 Thrones, 3,100,000,000 Material, 310,000,000 Metal, 31,000,000 Promethium, 60,000,000 Advanced Material, 680,000 Exotic Material.
Upkeep per year: 15,000,000,000 Thrones, 150,000,000 Material, 15,000,000 Metal, 1,500,000 Promethium, 3,000,000 Advanced Material, 34,000 Exotic Material.
Reward: Djinn Skein Gladiatoria training program for all regulars, +30 to combat skill

Locked- Five out of Twenty years completed

For the last five years General Richards has been working on building Djinn Skein Gladiatoria for your military forces, and preparing programs for their use. This is a massive undertaking and she expects that it will take over a decade more to finished constructing the Djinn Skein Gladiatoria, let alone having them fully operational.

Personal Attention: Landing Pads- Your recent investigation found that Landing Pads can be used in several important roles during planetary assaults, ranging from creating a beachhead to deploying flanking forces into existing AA envelopes. While moderately expensive it would be a good idea to have enough Landing Pads to deploy an entire army, and to ensure that your forces know how to use them.

Time: 4 years

Cost: 6,300,000,000 Thrones, 63,000,000 Material, 13,000,000 Promethium, 1,200,000 Advanced Material.
Upkeep per year: 6,300,000 Thrones, 63,000 Material, 13,000 Promethium, 640 Advanced Material.
Reward: 10,000 Regiments worth of Landing Pads

Complete

Four years ago you finished preparing your forces to use the large number of landing pads that you have created. This will allow you to rapidly deploy an entire mechanised armour on hostile worlds, or mechanised support for an even larger force of Paratroopers.

Personal Attention: Thunder Warriors: Laying the Path- Now that you know how to create Thunder Warriors General Richards would like to create a regiment, mostly in order determine the best way to train Thunder Warriors. This would take almost two decades and give you ten thousand deadly, but inexperienced soldiers. While by itself not worth the time and effort that this project would require it would lay the path for future Thunder Warriors, including Psyker Hunting ones. Given that the best use of Thunder Warriors seems to be as quickly produced elites in desperate times it would be best to prepare for them well in advance.

Time: 19 years

Cost: 200,000,000 Thrones, 20,000,000 Material, 800,000 Promethium, 15,000,000 Advanced Material, 350,000 Exotic material.
Upkeep per year: 10,000,000 Thrones, 1,000,000 Material, 40,000 Promethium, 750,000 Advanced Material, 17,000 EM.
Reward: One Regiment of Thunder Warriors, allows training of more Thunder Warriors

Locked- Four out of Nineteen years completed

For the last four years you have been taking the first steps to the creation of Thunder Warrior Regiments. So far this has mostly consisted of beginning to build several complexes that can carry out the Thunder Warrior procedure to entire batches at a time and starting to put them into use. So far you have created four companies of Thunder Warriors, each of whom you are putting though slightly different training regimes. As the years go by you plan to trail an every larger number of training rigimes as you can begin adjusting them based on data from previous batches.

Expedite: Construct: Skeid Military Transport: Twice- 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: 5 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, build 86 Frigates for Trust

Complete
Locked- Two out of Four years: Expedited

Admiral Sarnow has continued to focus his military production on building up the number of Skeid Military Transports that he can field, and now has thirty-two commissioned with another eight under construction. This is getting close to the minimum that Avernus needs to properly deploy the Helltroopers.

Navigators Support- Between Void Abacuses and a Navigators Eyepiece you will be able to almost triple the speed that your ships move though the Warp at. While these will be pricey the sheer additional strategic speed will be worth the price, particularly given that they are small enough to be easily removed from the more vulnerable ships between entering a system and beginning combat.

Time: 8 years.

Cost: 760,000,000 Thrones, 3,000,000 Advanced Material, 170,000 Exotic Material, 380 Relic Material.
Upkeep per year: 38,000,000 Thrones, 150,000 Advanced Material, 8,500 Exotic Material, 19 Relic Material.
Reward: Void Abacuses and Navigators Eyepiece for all ships, Warp Speed average increased to 2.92LY/day, Warp reliability increased

Complete

Admiral Sarnow has informed you that the entire Avernite Navy is now supplied with Void Abacuses and Navigators Eyepieces, almost tripling your fleets Warp speed. He tells you that other elements in the Trust Fleet are also being supplied with this equipment, though only Avernus is currently equipping its entire fleet with them.

Repair Nanites- After a few years of investigation Admiral Sarnow determined the effects of Repair Nanites. 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.

Time: 12 years.

Cost: 5,800,000,000 Thrones, 4,500,000 Advanced Material, 51,000 Exotic Material.
Upkeep per year: 2,900,000,000 Thrones, 2,300,000 Advanced Material, 6,500 Exotic Material.
Reward: Repair Nanites for all ships, +10% naval HP, -25% shipyard time, +5% hulk chances, +1 hulk condition

Complete

Three years ago Admrial Sarnow finished supplying the last of your warships with repair nanites. These nanites should be able to keep your ships in the fight longer, make them leave hulks in better conditions and reduce the amount of yard time that your ships need to spend for basic maintenance. Together this should have a massive effect on the number of ships you can field, and on the amount of time it takes for your fleet to recover from a major battle.

Shield Capacitors- Admiral Sarnow tells you that Shield Capacitors are small and cheap enough that it should not be that hard to provide them to all warships and defences. He tells you that as well as greatly reducing the time taken to bring your ships defences up to full they should be able to increase the life-expectancy of his ships by around a tenth, a small but significant amount. He strongly advises that you fully equip your warships with Shield Capacitors by the time you make contact with the Tyranids.

Time: 15 years.

Cost: 11,000,000,000 Thrones, 1,100,000,000 Material, 2,200,000 Promethium, 4,300,000 Advanced Material, 49,000 Exotic Material.
Upkeep per year: 550,000,000 Thrones, 55,000,000 Material, 1,100,000 Promethium, 86,000 Advanced Material, 2,500 Exotic Material.
Reward: Shield Capacitors for all ships and defences, +10% naval HP, reduce time taken to get shields up

Locked- Three out of Fifteen years completed

Over the last couple of years Admiral Sarnow has started to install shield capacitors in all of his warships and orbital defences. This will take a significant amount of time to complete, so he is starting with the heavier Warp capable ships and working his way down.

Expedite: 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

Locked- One out of Nine years completed

Over the last year Admiral Sarnow has started work on the next expansion of your shipyards, which will add another small but significant boost to your shipyards capacity. So far this expansion is in the earliest stages with the shipyards skeleton still taking shape.

Personal Attention: Implement (Psychic Cannons): 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

You spent four years working out how to best make use of the Psychic Cannon, one of the most advanced technologies that you gained at the Grand Conclave. The Psychic Cannon is an incredibly useful piece of technology, being able to banish deamonship with a single good hit and cause major disruptions to other targets. Its size and power requirements are a bit less then a Superlance, making it easy to redesign ships to use it. There is only one downside to the Psychic Cannon, which is it price. The Psychic Cannon is both massive and one of the most advanced pieces of technology you know how to build, a combination that adds up to the point where even with Nanoforges building and maintaining more then a comparative handful will put major strain on your relic material production. This makes the Psychic Cannon a useful ace that can get in key shots against powerful foes, but not something you will ever be able to use en mass.

The population growth of Avernus has slowed slightly to an average of 1.22% over the last half decade.

Technological Improvements: (Food): Four times-The Imperial Trust gained access to a massive amount of new technology in the Grand Conclave which you will be able to use to almost double your food production. This will require major retooling of massive portions of Avernus and will be a time consuming and expensive process, but will allow you to easily provide for even a significantly larger population.

Time: 5 years. (can be taken 9 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 production of food by +19%(currently +106.5%)

Complete
Complete
Locked- Three out of Five years completed
Locked- Four out of Five years completed

Signe has continued to focus a large amount of her attention on putting into practice the better agricultural methods that you have gained access to. This continues to be a long and involved project, but she has managed to put enough into practice that you are no longer drawing on your food stores to keep your population fully fed.

Knight Landhold- One idea to integrate the Knights now sworn to the House of Rotbart into your people, and the one they would prefer, is to knight, or given Avernus group of Knights, a small landholding in Tarascon, which they will control and defend. This would result in your knights getting constant combat experience against foes that are a threat to them, cutting down on their numbers but honing their skill. These landholds would most likely be Thundabeast Pens, allowing you to build up the number of Thundabeast Riders you can field, as well as maintain your soon to be veteran Knights.

Time: 7 years.

Cost: 380,000,000 Thrones, 96,000,000 Material, 96,000,000 Metal, 9,600,000 Promethium, 480,000 Advanced Material.
Upkeep per year: 38,000,000 Thrones, 9,600,000 Material, 9,600,000 Metal, 9,60,000 Promethium, 24,000 Advanced Material.
Reward: Build Thundabeast Pens to contain up to 160,000 Thundabeasts, put them under the Knights protection, giving your Knights experience and reducing upkeep

Locked- Five out of Seven years completed

For the last five years Signe has been working with Sigmund on setting up landholds in Tarascon for your knights. She tells you that this has required a bit of negotiation but in general Avernites are a lot more willing to accept noble leaders when said leaders are personally fighting to protect them in the bush, and that the Knights are getting pretty good at defending their landholds as they are being constructed. Interesting enough old records tell you that the first Knights became nobles in large part by defending the people of their landholds against varies dangers sin a very similar fashion, so this is in a way a return to their roots for the Aesir.

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's work on the third Hive in Tarascon is going well, and the Hive itself is taking shape. There have been a few delays in recent years as a result of a particularly strong Fire Dragon attacking, and causing some major structural damage to the half built skeleton of the Hive before being slain.

Personal Attention: Educational Reforms Part Two- 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 second set of changes that Antoni focused on better teaching technological rituals .

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, +10% to educational multiplier (currently +306%)

Complete
year one roll d10=63+15(stats)+5(palace)=83: Success

Four years ago you finished putting into practice the next set of educational reforms that Antoni designed before his untimely death. These reforms should noticeably improve your populations ability to use the advanced technology that surrounds them, increasing the strength of your economy by a small but valuable percentage. Its strange to think of ten billion Thrones a year as small, there is a time when the entire economy of the Imperial Trust was not much over ten billion Thrones a year.

Amir'ka's counterattack against Waaagh Ironbusta has stalled on the final world taken from Amir'ka. On this world Ironbusta and his elites have so far proven to b able to fight off all the forces that have been brought to bear against him, aided by a steady stream of Orks attracted to the fighting.

Trade Talks (Vanaheim, Build Black Ships)- 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.

Complete

You talked with Vanaheim and the Imperial Trust about the construction of Black Ships starting as soon as possible. Unfortunately despite your arguments it was agreed that all naval construction should be focused on warships in the short term, rather then on Black Ships which will be finished to late to add anything to your military capacities before the projected arrival of the Hive Fleet.

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

Complete
d100=91+13(stat)=45: Success

Inquisitor Klovis-Ultan spent a year talking to Areatha about any species that preys on Hive-minds that you could locate. She tells you that the main species that she can think of that fits is a type of dolphin that disrupts the Hive-Mind of Multiplicity Carp in order to better hunt them. While not common in your area these species are found in the ocean to the south of the Everglades.

Request Information (Ask Lamia to forge contacts between us and other Avernite peoples)- 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=57+13(stats)=70: Success

Inquisitor Klovis-Ultan was able to convince the Euryale Trader Lamia to help you make contact with some of the other Avernite peoples that she knows of. She tells you that she is in contact with two of the other Siren Queendoms and with both of the Lizardman Empires on the southern continent, and will be able to introduce you to envoys from both of them.

Nynye Trade (Nynye creating a poison specific to the Tyranid Spliter Hive coming?)- 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.

Complete

Inquisitor Klovis-Ultan spent some time working out a deal with the Nynye for them to create a poison tailored to kill Hive Fleet Grábakr. They are willing to carry out this project for a minimal price but will need samples from the Hive Fleet to succeed, from as pure a source as possible, preferably a Norn Queen.

Ask Vlad (Is HWWO willing to steal Tyranid samples from the incoming Splinter Hive?)- Vlad Sepet, or Commissar Dalv as he is mostly known as, is one of the oldest and most knowledgeable humans of history as well as a near unmatched infiltrator. He is willing to carry out a range of missions for you as well as provide you with some of the knowledge that he has developed over his millennia of life.

Time: 1 year
Chance of Success: Varies

Cost: Free
Reward: Assistance or knowledge from Vlad Tepes the Explorer

Complete
d100=81+13(diplomacy)=94: Success

Inquisitor Klovis-Ultan requested that Vlad ask He Who Walks Obliquely to steal a few samples from Hive Fleet Grábakr. Three weeks later a dead Norn Queen was left in Archmags Biologis Maximal's secure specimens storage area. It seems that the request was agreed to.

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

Of the 13,446 major psykers found over the last five years 1,015 of them were Chaotic, a normal proportion.

757 Chaotic Psykers consisting of 18 Beta-levels, 68 Gamma-levels, 194 Delta-levels, 362 Epsilon-levels and 363 Zeta-levels were killed without causing any significant levels of damage over the last five years.
2 Alpha-levels, 2 Beta-levels, 2 Gamma-levels, and 1 Epsilon-level caused damage over the last five years.
         
Losses Miltia/ Hunter/ Psy-Hunter PDF/ Veteran Hunter/Master Psy-Hunter Helltrooper/Elite Hunter/Grandmaster Psy-Hunter/ Last Hunter
Helguard/Master Hunter/ Primaris Psy-Hunter
Soldier 142,160,000 1,096,080 135,760 18,336
Psyker Hunters 13,300 2,756 432 60
Witch Hunters 16,192 3,104 656 80
minor Psy-hunters 156 78 8  
major Psy-Hunters 8 4    
Last Hunters     65 5
Voids 3,328 568 140 31
Nulls 3,843 822 174 25
The untainted major Psykers included 1 Alpha-level, 22 Beta-levels, 142 Gamma-levels, 882 Delta-levels, 3,674 Epsilon-levels and 7,710 Zeta-levels.

903,054 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 at a steady rate.


Expedite: Expand Psyker Hunters- According to Jane your population and military has grown large enough that you could easily double the size of your Psyker Hunter Academies, it would not even take that long. This would allow you to rapidly expand your number of Psyker Hunters, hopefully enough to keep ahead of the growing number of Psykers you have to deal with. Jane strongly requests that you begin work on these expansions immediately.

Time: 8 years.

Cost: 380,000,000 Thrones, 15,000,000 Material, 1,500,000 Metal, 159,000 Promethium, 59,000 Advanced Material, 6,700 Exotic Material.
Upkeep per year: 37,000,000 Thrones, 1,500,000 Material, 150,000 Metal, 15,000 Promethium, 2,900 Advanced Material, 130 Exotic Material.
Reward: Expand Psyker Hunter Academies, double recruitment rate to 30,400 per year

Locked- Five out of Seven years completed: Expedited

For the last five years Jane has been devoting a good deal of her attention to doubling the size of her Psyker Hunter Academies, and doubling the number of new Psyker Hunters trained every year. This will result in her training tens of thousands of new Psyker Hunters every year, all of whom will be recruited from among Avernus' best warriors. Given a few decades this should lead to the Psyker Hunters growing into a division sized force.

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=4+26(Intrigue)+19(combat)+25(traits)=74: Fail
Year one re-roll d100=5+26(Intrigue)+19(combat)+25(traits)+15(Paragon Diviner)=90: Success
Year two d100=44+26(Intrigue)+19(combat)+25(traits)=114: Success
Year two re-roll d100=91+26(Intrigue)+19(combat)+25(traits)+15(Paragon Diviner)=176: Critical Success
Year three d100=22+26(Intrigue)+19(combat)+25(traits)=92: Success
Year three re-roll d100=47+26(Intrigue)+19(combat)+25(traits)+15(Paragon Diviner)=153: Success
Year four d100=51+26(Intrigue)+19(combat)+25(traits)=132: Success
Year four re-roll d100=27+26(Intrigue)+19(combat)+25(traits)+15(Paragon Diviner)=133: Success
Year five d100=69+26(Intrigue)+19(combat)+25(traits)=139: Success
Year five re-roll d100=26+26(Intrigue)+19(combat)+25(traits)+15(Paragon Diviner)=132: Success
+96

Jane spent five years leading the hunt for the most powerful of the chaos Psykers, time in which she killed two beta-level and one of the Alpha-levels that showed themselves. Her actions were one of the few things that stopped the last few years from being even worse as far as rogue Psykers were concerned. As things stand while most of your Psyker Hunters were able to absorb the losses the Nulls were devastated, losing half their numbers to a particularly vindictive Alpha Telekinetic.

Black Ship Design: Battleship- Now that you have determined how to ward Black Ships it is time to create your first design. Black Ships will allow you to start training Psykers from worlds that do not have a major Adeptus Astra Telepathica presence, greatly increasing the number of Psykers that you can train. If you make a Battleship scale Black Ship it will be significantly more expensive and slower to build then a Grand Cruiser, but be able to better protect its precious cargo from attack.

Time: 6 years.
Chance of Success: -20% (99% after bonuses)

Cost: 450,000,000 Thrones, 90,000,000 Material, 4,500,000 Promethium, 3,500,000 Advanced Material, 170,00 Exotic Material, 10 Relic Material.
Reward: Designs for Battleship scale Black Ship

Complete
d100=99+41(stats)+25(traits)+70(buildings)=235: Critical Success

Four years ago Archmagos Tranth finished designing a battleship sized Black Ship, the first Black Ship designed since the early days of the Imperium. He tells you that he has designed the Black Ship to be almost entirely defensive, forfeiting the majority of its weapons for powerful engines for its size and thick armour. This will allow a Black Ship to easily outrun anything, human, with the firepower to threaten it, preserving its valuable cargo from attack. This is highly valuable given the fact that due to its very nature no Navigator can pilot a Black Ship, meaning that it will travel slowly within the Warp and have to enter a system well outside the usual Warp limits, in a rather unpredictable location.

Special Issue Impaler- Recently Archmagos examined the fundamental mechanics of Impaler technology in an attempt to discover if there was any room for improvement. He found that it would be possible to create Impalers able to fire special issue ammunition, though at the cost of some rate of fire and magazine capacity as well as the logistics that make Impalers a worthy replacement of the lasgun. While not a weapon able to replace basic Impalers Special Issue Impalers could be valuable if assigned to specialised units within your PDF or skilled marksmen.

Time: 3 years
Chance of Success: -10% (99%)

Cost: 80,000,000 Thrones, 4,000,000 Material, 400,000 Promethium, 7,900 Advanced Material, 89 Exotic Material.
Reward: Create set of Special Issue Impalers and their ammunition
Complete
year four d100=49+41(stats)+35(traits)+70(buildings)+40(other)=235: Greater Critical Success

Archmagos Tranth spent three years working on creating a set of Special Issue Impalers, and several types of ammunition that they can fire. He has created variants of all Impalers smaller then a heavy Impaler, of which the Special Issue Sniper is by far the best. He tells you that the Special Issue Impaler have around half of the rate of fire of a normal Impaler, but can safely fire the spacial issue ammunition that he has created for it. The current types of Special Issue Ammunition are Penetrators, which are significantly better at peicing amrour, Needler Spikes, which inject a selected poison into the target, Inferno Spikes which ignite their target, Silenced Spikes which move though the air soundlessly ans Tracker Spikes, which inject the target with a mid range tracking beacon allowing their movements to be tracked. Special Issue Impalers are more expansive to produce then normal designs but cheaper then any of your more advanced weapons. This means that you will be able to deploy them in large numbers, though their trade-offs with normal Impalers mean that you will probably only use them in specialist formations and as special weapons. The one exception for this is the Special Issue Impaler Sniper, which finds the reduced maximum rate of fire irrelevant given its normal use and the added capabilities to be highly valuable.

Double Down: Gravitic Array: Programming- 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

Locked- One out of Five years completed

For the last year Archmagos Tranth has been working on learning how to make programs for the Gravatic Array. This is an incredibly challenging task that he will be working on for years to come even by his most optimistic estimates.
Complete Examination (Threnody Dragons) - 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

Complete
year two d100=51+42(stats and traits)+70(buildings)+10(Rune Priests) =173: Critical Success

After over half a decades study Archmagos Biologis Maximal has been able to gather a great deal of information on the Threnody Dragons of Tarascon. He tells you that Threnody Dragons are in many ways an example of how far normal biology can be pushed without using the Warp biology, with their flight, strength and toughness being entirely mundane, though he does mention that their muscular system and skeleton have more in common with advanced engineering then biology, and that they make use of multiple highly advanced metallic alloys in their basic biology. In fact according to Archmagos Maximal Threnody Dragons seem to be a living machine as much as anything else.

Impressive as their makeup is it pales before the sheer level of resistance that it provides their body's against direct Warp effects, which is strong enough for Threnody Dragons to survive being entirely immersed in pure Warp energies without mutation or even negative effects. This means that a Threnody Dragon is quite likely capable of surviving in the Warp totally unprotected for a period, even without using its powers.

This brings Archmagos Biologis Maximal to the Threnody Dragons powers, which are quite simply terrifying. Threnody Dragons level of psychic power is hard to read due to their Warp resistant nature but is believed to be incredibly high, due to their effects. According to several Threnody Dragons that Archmagos Maximal has talked to the only way in which they use their powers is via what they call the Voice, which is speaking Words of Power of incredible effect. These Words of Power seem to be able to almost rewrite the Warp itself to an extent, and therefore reality, and using them seems to trigger a backlash of incredible strength from the Warp. Feats that Archmagos Maximal has seen from words of power include the creation of what seems to be Conceptional Fire, creating Warp Portals for teleportation, permanent transmutation of matter and similar. While many Psykers can pull of similar feats what stands out about the Words of Power of Threnody Dragon's is how utterly they override other psychic effects. Archmagos Biologis Maximal believes that while it is almost certainly impossible for humans to use Threnody Dragon's Words of Power studying them may still prove worthwhile.

Complete Examination (Utter Bastard Dragons) - There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each species.

Time: 6 years.
Chance of Success: unknown.

Cost: 1,221,000 Thrones, 61,000 Material, 61,000 Metal, 30,500 Promethium.
Reward: Discover large amounts about selected species

Locked- Three out of Six years completed

Archmagos Biologis Maximal has recently turned his attentions to studying the elusive and dangerous Utter Bastard Dragons. While these studies have been hindered by the subjects invisibility he has been able to insert trackers into enough to start getting some good information.
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- Seventeen out of Eighteen years completed

Fabricator-General Scott is in the final stages of her major increase of the local Mechanicus armed forces. She has now raised almost three new corps of Tech-Guard and two corps of Skitarii, and the majority of two divisions of Battle Congregations. As things stand she only needs to wait for the final few Battle Congregations to be fully mustered in order to finish this project.

Investigate Battle Automata- One of the designs provided by Callamus was for a series of Battle Automata, which can be used to provide a powerful, fearless military force. It will take a few years of work for Fabricator-General Scott and Archmagos Prime Sahr to determine how to best make use of them though.

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 Battle Automata

Complete

Fabricator-General Scott has spent four years working with his military advisers working out how to use the Battle Automata that Callamus provided you with the designs for. He tells you that Battle Automata seem to be designed to act as independent armoured formations of walkers in a heavy combat role in short to medium rnages. There are half a dozen different builds, each of which has multiple variants, that seem to be designed to work together. In general a Battle Automata formation will be a highly durable unit designed for high intensity combat in all but the most restrictive of terrains, but unable to deal with wars of manoeuvre or harassment. This is a role that none of your armour is really designed for, barring some of your superheavies. Price wise Battle Automata Formations will be significantly more expensive then tradition armour, but not overly so.

Technological Improvements: (Advanced Material)-The Imperial Trust gained access to a massive amount of new technology in the Grand Conclave which you will be able to use to over double your advanced material production. This will require major retooling of your forges and will be a time consuming and expensive process, but will allow Avernus to easily cover its current Advanced Material needs.

Time: 4 years. (can be taken 5 times)

Cost: 720,000,000 Thrones, 72,000,000 Material, 7,200,000 Metal, 14,000,000 Promethium, 390,000 Advanced Material, 4,800 Exotic Material.
Reward: Increase production of Advanced Material by +119.6%(currently +710.75%)

Locked- One out of Four years completed

Fabricator-General Scott has recently returned to working on getting the Advanced Material production technologies into use as fast as she can. She has made a bit of progress over the last couple of years, which are having an impact on your production of power armour of all types.

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, ??.

Complete
year two d100=4+47(stats)+35(traits)+10(Areatha)+20(double down)=116: Fail
year two re-roll d100=38+47(stats)+35(traits)+10(Areatha)+20(double down)+15(Paragon of Divination)=165: Success

Saint Lin's meditations on the nature of Gork and Mork have recently reached their end, and he has come up with a good deal of information on them. To begin with he tells you that Grok and Mork are both Religious Gods created by the beliefs of the Orks, and that they share all of their domains, though to different levels. He tells you that to confuse matters even more which of them has a stronger claim on any given domain changes regularly, though the two are always even.

Between them Gork and Mork have restricted domains over Waaagh,fighting, war, technology, strength and cunning, which between them cover almost everything that Orks do. They also draw a great deal of power from the worship of nearly every living Ork, making them the most powerful forces within the Warp. Even more terrifyingly given that they have only recently woken and gain a large proportion of their power from faith, which can be stored they could have tens of millions of years worth of power stored, an unimaginable amount

Gork and Mork are a pair of Religious Gods born out of the belief of Orks in the aftermath of the War in Heaven, though he is not sure exactly how far back. He is sure however that they were born within a million years of the War in Heaven, making them some of the oldest gods still living, with only the Blood God, the Eldar Pantheon and perhaps the Plague God being older.

Gork and Mork are inextricably linked to the Waaagh field of the Orks, and it can be hard to tell where one ends and the other begins. This makes it hard to determine exactly what the blessings that they give to their worshippers are, though it is believed that many of the effects of the Ork Waaagh can be better laid at their feet. It is known however that the recent massive surge in the power of the Ork Waaagh field is a result of their awakening, and is believed to be a result of them expanding some of their gathered power of faith to enhance the Waagh field.

The strengths and weaknesses of the Ork Gods can be gathered simply by looking into the Orks that worship them, who are made fully in their image, or more accurately who made the Ork Gods in their own image.

The Nature of (The Primal Warp)- 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, ??.

Complete
year three d100=100+47(stats)+35(traits)+10(Areatha)+20(double down)=212: Greater Critical Success

Saint Lin's meditations on the nature of the Primal Warp have recently been completed, and he has made many discoveries on this little known aspect of the Warp. He tells you that the Warp is shaped by the souls of all who live, from the merest plant to the greatest of heroes, and that the Primal Warp is the layer of the Warp created by plants and animals. While the souls of plants and animals are far weaker then those of people, they make up the vast majority of all living things and are pretty much everywhere there is life. While some of their energy ends up going to traditional gods the majority ends up draining into the Primal Warp, which has similarities both with a divine realm within the Warp and an entirely separate layer of the Warp.

The Primal Warp is a layer beneath the more well known layer of the Warp that rather then being controlled by gods is influenced by the primal Spirits of nature, such as the Hunt, Shelter, Fertility, the Prey and countless others, including World Spirits of most worlds. These Spirits are far further from what we would call an ordinary mind then even the Primal Gods, and whether they even have agency is unknown. While they seem to clash and compete with each other, that is only on the surface, and a closer look shows that the Primal Warp is a fully functioning ecosystem, created by all of its forces. It is possible for Psykers to draw on the Primal Warp, though this can only be done by those with a close connection to nature, and their own inner animal. Those who drawn on the Primal Warp gain far less brute power then conventional Psykers, and in many ways less ability to manipulate their power. On the other hand power drawn from the Primal Warp is far more easily controlled by those that know how, and can be used for feats that would be near impossible for regular Psykers due to both this and its unique nature. The most common people to draw on the Primal Warp are Shamans of primitive cultures, though they are not the only ones. Saint Lin believes that it is likely that some Eldar Exodites may also be in touch with the Primal Warp, and knows that the Rune Priests of the Space Wolves were. In fact he suspects that known how to draw on the Primal Warp is one of the reasons that the 13th​ Great Company was able to survive in the Eyeof Terror for thousands of years after their last ship was destroyed, and how they were able to teleport from world to world so easily.

According to Saint Lin the power of the Primal Warp seems to be incompatible with Chaos on a fundamental level, sliding off it where it can and being destroyed by it rather then being corrupted. Saint Lin wonders if this is a result of the nature of Chaos, and its connection to the Primordial Sea being incompatible with life, or if it is something about the Primal Warp itself.

Expedite: Expand Witch Hunters- According to Jane your population and military has grown large enough that you could easily double the size of your Witch Hunter Academies, it would not even take that long. This would allow you to rapidly expand your number of Witch Hunters, hopefully enough to keep ahead of the growing number of Psykers you have to deal with. Jane strongly requests that you begin work on these expansions immediately.

Time: 5 years.

Cost: 190,000,000 Thrones, 7,000,000 Material, 700,000 Metal, 80,000 Promethium, 30,000 Advanced Material, 3,700 Exotic Material.
Upkeep per year: 19,000,000 Thrones, 700,000 Material, 70,000 Metal, 7,000 Promethium, 1,400 Advanced Material, 65 Exotic Material.
Reward: Expand Witch Hunter Academies, double recruitment rate to 15,200 per year

Complete

Saint Lin has recently finished expanding the Seminaries that train Witch Hunters, the strong willed warriors who fight the most powerful Chaos Psykers en mass. He tells you that the new Seminaries will be able to train over fifteen thousand new Witch hunters a year, far more then are currently being killed.

Double Down: 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, ??.

Complete
year four d100=79+47(stats)+35(traits)+10(Areatha)+20(double down)+10(repeat)=201: Success

After a few more years of meditations Saint Lin was able to find out what he can about Created Gods, those Gods created whole by mortals. He tells you that Created Gods are closer to Transcendent Gods then other Gods, in that they can survive without any domain or worshippers, and in that they have their own independent power source. A Created God has a core personality and purpose that is it is made with, and is highly unlikely to ever change. This gives them a level of focus and direction that many gods lack, and a level of sanity that only Transcendent Gods can match. However they are often obsessive, even by god standard, about whatever their initial purpose was.

Like all gods Created Gods are able to gain power from their worshippers and from any domains that they lay claim to, though they will be born entirely without domains or worshippers. However they also have an additional source of power that they were made with, and that they can use in ways that the more divine power sources can not be used. This power is most likely what allowed the Eldar Gods to survive so long after being consumed by the Dark Prince, feeding them power even when cut off from their worshippers and domains.

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: 1 year
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 five d100=48+57(stats)+15(traits)=120: Success

Saint Lin has spent the last year cleansing the world of Helcaraxë from the majority of its taint. This Ice World is now lightly tainted enough that colonists from Nilfheim would be able to easily colonise it, with their nature being more then enough to protect them from the remaining taint on the world.

               
Trials Alpha Beta Gamma Delta Epsilon Zeta Minor
Passed 1 4 65 485 2,148 4,788 688,434
Attempted 1 13 129 758 2,943 6,178 860,543
Percent passed 100.00% 30.77% 50.50% 64.00% 73.00% 77.50% 80.00%
             
123 Regular 87   Veteran 30  
Primaris Beta Gamma Delta Beta Gamma Delta
Biomancer   1 7     2
Diviner   1 10     3
Pyromancer   2 15   1 4
Telekinetic   2 15   1 4
Telapath   1 11     3
Daemonologist 1 1 11   1 3
Order of Omens     1      
Order of Warding     1      
Order of Restoration   1 7     2
Psy-Hunters         1 4
Order of Alkahestry     1      
Order of Technomancers            
                                         
1,291 Normal 640       Veteran 510       Elite 124       Master 15      
Battle Psyker Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer -1 1 7 34 78   1 4 28 62     1 5 11       1 2
Diviner   1 5 23 52     3 19 42     1 3 8       1 1
Pyromancer   1 8 46 103   1 5 37 83     1 7 15       1 2
Telekinetic   1 7 34 78   1 4 28 62     1 5 11       1 2
Telapath   1 5 23 52     3 19 42     1 3 8       1 1
Daemonologist   1 5 24 54     3 20 44       2 5         1
Psy-Hunters                         1 11 23         1
               
69,067 Trainee Normal Veteran Elite Master Grandmaster Exemplar
Minor Battle Psykers 268,489 35,591 26,359 3,978 762 66 1
Psy-Hunters       2,036 264 10  
                                         
2,046 Normal 1,290       Veteran 624       Elite 123       Master 9      
Sanctionite Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   2 13 77 172     3 19 42     1 4 8         1
Diviner   1 8 45 102   1 3 22 50     1 4 10         1
Pyromancer 1 1 9 51 114   1 4 25 55     1 5 11         1
Telekinetic   2 13 77 172   1 5 38 84     1 7 17       1 1
Telapath   1 9 51 114   1 4 25 55     1 5 11         1
Daemonologist   1 9 61 138   1 4 30 68     1 6 13         1
Order of Omens     1 5 11       2 5       1 1          
Order of Warding 1   1 3 6       1 3       1 1          
Order of Restoration               3 19 42     1 4 8         1
Order of Alkahestry       4 5     1 2 6                    
Order of Technomancers       3 7       1 1                    
             
113,992 Trainee Normal Veteran Elite Master Grandmaster
Minor Sanctionites 258,392 64,275 29,689 6,734 514 10
Order of Omens 459 114 59 13 1  
Order of Warding 6,884 1,570 410 194 38 1
Order of Restoration     2,656 620 47 1
Order of Alkahestry 13,769 4,509 2,275 254 9  
Order of Technomancers 2,754 2,260 173 2    
                                         
276 Normal 131       Veteran 111       Elite 34       Master 6      
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 19 42     3 16 36     1 5 11       1 2
Neo-Astropathic Receivers   1 4 19 42     3 16 36     1 5 11       1 2
             
109,231 Trainee Normal Veteran Elite Master Grandmaster
Witch Finder 130,803 99,973 9,035 209 14 1
             
Inquisition Beta Gamma Delta Epsilon Zeta Minor
    3 20 90 199 13,769
Free Greater Divination (Incoming Hive Fleet)- 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=59+49(control)+110(Traits)-50(Shadow in the Warp)=168: Critical Success

High Grandmaster Ridcully has provided a report on how the Tyranids of Hive Fleet Grábakr have changed as a result of the War in the Void. He tells you that the Tyranids now operative in a totally different manner, relying on psychic power and agility rather then numbers and armour. Actually rather similar to how Eldar fight. On the ground this means that rather then deploying numberless hordes of Gaunts Tyranids now rely on what could best be described as psyker Genestealers as their main combat forces, and that their heavy combat units are more often powerful Psykers like Zoanthropes rather then assault beasts such as Carnifexes. While in space it means that Tyranid Bio-Ships augment their attacks with psychic powers and use their high level of agility, and a form of active cloaking to avoid return fire. However the most dangerous new trick that the Tyranids have picked up is that this change has strengthened the Shadow in the Warp greatly, and that it can now be used to pretty much cut off all forms of teleportation and phasing within a system wide area of a large enough Hive Fleet. This includes Warp travel and daemonic summoning, though it may be possible to power though it with a powerful enough ritual, and it is likely that Webway travel remains possible.

Double Down: Greater Divination (Incoming Hive Fleet)- 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.

year one roll d100=77+49(control)+110(Traits)+20(double down)-50(Shadow in the Warp)=206: Critical Success

High Grandmaster Ridcully Ridcully spent a year looking into the size and intended route of Hive Fleet Grábakr. He tells you that the Hive Fleet contains one Dreadnought sized Hiveship thirteen Command Battleship sized Hiveships, one thousand four hundred hundred Hiveships, and over fifteen thousand lesser capital ships. This fleet is supported by over one and fifty thousand escorts. In total this fleet outnumbers the forces of Amir-ka twofold, and your own fleet by even more.

It will hit fifty-one of Amir-ka's worlds in the first wave, sixty in the second wave, sixty-nine in the third wave and eighty-five worlds in the fourth and final wave, with the remaining hundred and eighty-eight worlds not being hit by the Hive Fleet, either due to be outside of the area it is advancing though, being daemon worlds or due to not containing much biomass to consume. Additionally the Hive Fleet will hit eighty-one worlds held by lesser chaotic forces, forty held by Orks, nineteen human and the single system held by the Boessaewth. Each world taken will increase the size of the Hive Fleet by around 0.5% of its current size.

Double Down: Greater Divination (Infiltrators in Dragon's Nest)- 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.

year two roll d100=1+49(control)+110(Traits)+20(double down)=180: Fail
re-roll d2=: Yes
year two re-roll d100=67+49(control)+110(Traits)+20(double down)+15(Paragon Diviner)=271: Greater Critical Success

High Grandmaster Ridcully spent a year helping Dragon's Nest deal with infiltrators of varying types. Due to the scale of Dragon's Nest he was forced to focus on only the most dangerous infiltrators and their cells, which included an Adeptus Mechanicus Magos, several senior Administratum Adepts and an Cruiser Captain. While these traitors have been removed High Grandmaster Ridcully is sure that there are thousands of spies in less critical positions that have so far avoided notice.

Spreading the Word- High Grandmaster Ridcully is one of the best living seers, and probably the only one in the region who knows of the approach of Hive Fleet Grábakr. He believes that his skills are good enough to nudge some of the local chaos seers into discovering the fleet themselves without exposing himself.

Time: 2 years.
Chance of Success: -50%

Cost: 40,000,000 Thrones
Reward: One Chaos faction detects Hive Fleet Grábakr per 10% you pass by

Complete
year five roll d100=62+49(control)+110(Traits)=221: Success

High Grandmaster Ridcully spent two years working to ensure that as many of the local chaos powers as possible have seers detect the approach of Hive Fleet Grábakr. He tells you that he has ensured that Amir-ka, More'lumix's Realm and the Princedom of Assour know of the approaching Shadow of the Warp. Unfortunately it seems that none of them realize exactly what is coming, due to the fact that there are few who have fought the full power a a Tyranid Hive Fleet in the region.
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 Orkish 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

Complete
year three roll d100=13+44(Tamia)+15(Roke Island)+20(double down)=92: Fail
year three re-roll d100=26+44(Tamia)+15(Roke Island)+20(double down)+15(Paragon Diviner)=110: Fail, reduce time for repeat by 1 year,

Even after most of a decades work Tamia has failed to scale up the Ork Techbane power to be used by choirs. She tells you that while she has made some progress the added complexity and need to survive minor errors that a full scale requires has so far proven to be to much.

Master 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 a solid foundation.

Time: 14 years
Chance of Success: 30% (uses learning)

Cost: Free
Reward: Adeptus Astra Telepathica learns master level skills of Alkahestry, unlocks Alkahestry creation and Royal Alkahestry

Locked- Nine out of Fourteen years completed

Grandmaster Xavier and the Order of Alkahestry have continued to be taught Master-level Alkahestry by the Nynye. Xavier tells you that this is the level where the true differences between Alkahestry and other known disciplines lie, and that he has been struggling slightly with it.

Alkahestral identification: Everglades- The Order of Alkahestry has recently reached the point where it can start to examine known species and identify any Alkahestral Reagents that can be produced from them. This has the potential of opening up entirely new uses for Alkahestry.

Time: 5 years

Cost: 400,000,000 Thrones, 40,000,000 Material, 425,000 Advanced Materials.
Reward: Determine if any part unknown Alkahestral Reagents in explored region

Complete

Aria has recently finished her examination of the Everglades in order to determine if there are any unknown Alkahestral Reagents within it. She tells you that she has found many new Reagents of little use and a handful of more interesting ones. First she found that the nerve-stem of a Congregation Asp has some interesting ties to adaptability that can be used in potions designed for preparing the drinker for varying circumstances, such as many antidotes. Next the Dunce Cap can be used as an ingredient in a poison that targets the victims intelligence, though it takes a master to create it. Third Alchemical Slug's blood can be used to strengthen the effect of another reagent. Fourthly and most interestingly Peikko blood can be used to create a potion that gives the drinker a level of regeneration for a period, a powerful tool that only a master has a hope of creating.
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: 20% (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- Two out of Ten years completed

For the last two years Tamia has turned her attention towards warding the Ultra-Secure Vault under Dis. You hope that her genius and skill with runes will allow her to succeed where Aria's incredible control over her power failed.

Mentoring: Alpha: Twice- 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%.

Complete
year three d100=50+49(stats)=99: Success, +49
year five d100=18+40(stats)=59: Success,
year five re-roll d100=81+40(stats)+15(Paragon Diviner)=136: Critical Success, +97
+146

Both High Grandmaster Ridcully and Grandmaster Aria spent a year mentoring Avanti Salzwedel, an Alpha-level Biomancer/Diviner who recently too the trails. They tell you that without their aide Avanti would most likely have failed the trials, though not by much. As it is she was able to pass the trials by a large enough margin that she is joining the ranks of the Elite Primaris Psykers of Avernus


Personal Attention: Educational Reforms Part Two– 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

You finished implementing the second stage of Antoni's three step educational reform successfully. You estimate that it will be around a decade before you can begin work on the third and finals stage.


Personal Attention: Landing Pads – 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

Four years ago the last of your Landing pads was manufactured. This will allow you to deploy an entire mechanised army with them, a powerful tactical option for planetary assault.

Personal Attention: Implement (Psychic Cannon) – 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

You have spent the last four years looking into the best use of the Psychic Cannon, which while powerful is to expansive to make in decent numbers.

Personal Attention: Thunder Warriors: Laying the Path – 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- Four out of Nineteen years completed

For the last four years you have been working on setting up facilities to produce Thunder Warriors and working out the best training program for them. This will be a long term project as you want to ensure the best possible training for them, given their price.

Spend Time With (Family)- 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 one=84+13(diplomacy)+5(Palace)=102: Fail
year two=59+13(diplomacy)+5(Palace)=77: Fail
year four=30+13(diplomacy)+5(Palace)=48: Fail
year Five=5+13(diplomacy)+5(Palace)=23: Fail

You have spent as much time over the last five years as possible with your family, especially your new grandson Tormod. Tormod, who will soon be reaching his fifth year, is a curious child, always trying to explore new places and meet new people. His birth seems to have brought Syr and Sigmund closer together, with their relationship becoming a lot more intimate, rather then the almost professional relationship that they had before.





                   
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 214,923,577,162 766,630,774,465 1,829,664,173,898 535,428,667,949 527,962,944 16,010,078 429,970 229 72,213,413,963
Net Income 128,874,908,961 183,141,134,116 352,733,828,379 32,524,180,076 145,302,496 1,478,740 -17,751 213 4,246,791,239
Percent of Income used 72.89% 6.79% 0.22% 2.51% 37.33% 47.47% 0.00% 16.15%  
Remaining 343,798,486,123 949,771,908,581 2,182,398,002,277 567,952,848,025 673,265,440 17,488,818 412,219 442 76,460,205,202
Percent Growth 59.96% 23.89% 19.28% 6.07% 27.52% 9.24% -4.13% 92.98% 1.18%
Adhoc vote count started by Durin on Apr 15, 2019 at 1:27 AM, finished with 124519 posts and 23 votes.
 
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757 Chaotic Psykers consisting of 18 Beta-levels, 68 Gamma-levels, 194 Delta-levels, 362 Epsilon-levels and 363 Zeta-levels were killed without causing any significant levels of damage over the last five years.
2 Beta-levels, 2 Gamma-levels, and 1 Epsilon-level caused damage over the last five years.

Jane spent five years leading the hunt for the most powerful of the chaos Psykers, time in which she killed two beta-level and one of the Alpha-levels that showed themselves. Her actions were one of the few things that stopped the last few years from being even worse as far as rogue Psykers were concerned. As things stand while most of your Psyker Hunters were able to absorb the losses the Nulls were devastated, losing half their numbers to a particularly vindictive Alpha Telekinetic.
Huh is there something wrong with these since I didn't think we got hit that hard by chaotic psykers and I don't see the chaotic Alpha in the caused damage section?
 
As the years go by you plan to trail an every larger number of training rigimes as you can begin adjusting them based on data from pre
train
There is only one downside to the Psychic Cannon, which is it price.
its
first Knights became nobles in large part by defending the people of their landholds against varies dangers sin a very similar fashion, so this is in a way a return to their roots for the Aesir
various dangers in
On this world Ironbusta and his elites have so far proven to b able to fight
be
rather then on Black Ships which will be finished to late to add anything to
than
too
a result of them expanding some of their gathered power of faith to enhance the Waagh field.
expending
In fact he suspects that known how to draw on the Primal Warp is one of the
knowing
or
knowledge of
added complexity and need to survive minor errors that a full scale requires has so far proven to be to much
too
Alpha-level Biomancer/Diviner who recently too the trails
took
trials

The path is prepared for the Dohvakin to show their might (then die like chumps to stealth guns)
 
Sweet aside from the ork tech bane, everything turned out very good for us all. And even the tech bane is not a major loss since we are not the targets of the orks. Hopefully, we can convince the high council to allow us to nudge the rest of the powers to see the incoming Nids. So anything that messes with psykers or warp/psychic powers should be the most useful when fighting these new Nids. The Psychic Cannon seems to be best used to take out the huge Hiveships with the few that we build concentrating their fire on those until it is dead.
 
I wonder if that nat hundred is enough to raise Lin's Piety a bit more.
Sure, reaching Transcendant in the next few year is almost impossible, but with this and then another natural crit on the high-risk Sea action it might be possible.
 
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

Complete
d100=91+13(stat)=45: Success

Inquisitor Klovis-Ultan spent a year talking to Areatha about any species that preys on Hive-minds that you could locate. She tells you that the main species that she can think of that fits is a type of dolphin that disrupts the Hive-Mind of Multiplicity Carp in order to better hunt them. While not common in your area these species are found in the ocean to the south of the Everglades.

Is it 45 or 104?
 
Doing Fundamentals Psychic Cannon is very important, because it lets us develop a ground version. The Psychic Cannon would be great versus the tyranids. By hitting their Hive Mind, it'll disrupt their communications, their psychic powers, and the shadow in the warp. It wouldn't knock them out of the fight but it'd hurt them better than anything else we have.
 
That's a shame, if Lin doesn't get a trait or upgrade on a nat 100 is it safe to assume that despite his trait, he won't be getting more traits unless we put him through a Ridcully level adventure?
 
@Durin

1. You forgot the Greater Divination (Dragon's Nest Infiltrators) + Double Down.
2. Do we know when the Eldar are going to transfer the Black Ship specs to the other powers?
 
I hope Tranth gets a new trait for getting a 99 on that black ship design. Its much like designing the Titan, something not done in the last 10 thousand years. Hopefully it'll be enough to push him up another notch.
 
I hope Tranth gets a new trait for getting a 99 on that black ship design. Its much like designing the Titan, something not done in the last 10 thousand years. Hopefully it'll be enough to push him up another notch.
Its like building the titans, the result of a long chain. Unfortunately not all of those were Tranths so I feel its less likely to get a bonus.
 
Fabricator-General Scott has spent four years working with his military advisers working out how to use the Battle Automata that Callamus provided you with the designs for. He tells you that Battle Automata seem to be designed to act as independent armoured formations of walkers in a heavy combat role in short to medium rnages. Price wise Battle Automata Formations will be significantly more expensive then tradition armour, but not overly so.
Working with his, should be her. He tells you, should be She tells you.

short to medium rnages, should be ranges

then tradition armour, should be than traditional armour

Its like building the titans, the result of a long chain. Unfortunately not all of those were Tranths so I feel its less likely to get a bonus.
Oh, I agree its less likely, but its sufficiently big, that I'm willing to actively hope for a trait. I gotta admit. I really want Tranth to go Transcendent learning. Or at least reach 59 in it. Maybe get some kind of crazy Paragon Explorator thing or something. I don't know. Just like him a bunch and what him to get even more amazing.
 
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Oh, I agree its less likely, but its sufficiently big, that I'm willing to actively hope for a trait. I gotta admit. I really want Tranth to go Transcendent learning. Or at least reach 59 in it. Maybe get some kind of crazy Paragon Explorator thing or something. I don't know. Just like him a bunch and what him to get even more amazing.
We all want a Transcendent. We won't get one off this. +1L +10 to rolls designing ships if Durin is in a good mood.
 
We all want a Transcendent. We won't get one off this. +1L +10 to rolls designing ships if Durin is in a good mood.
Oh sure, not off this specifically, but every little step along the path helps. Also... wonder what it would take for The Governator to reach paragon blademaster, which would hopefully get him 2 more paragon traits. Or for Jane or her son to get Transcendent Combat. Both of them are at 59. Should mean if they get into a major combat they'd have a chance of doing something more yeah?
 
@Durin i think you forgot the infiltrators in dragon's nest divination.
pretty sure that's part of the "other actions left to after High Council meeting" thing. Which I think means we'll see the results during/after the high council interlude, possibly because the council will request a specific divination different from what we planned.
 
hm...good lin-roll. I hope getting a 100 on the anti-chaos effect will help with the warp-sea or whatever.

also good black-ship roll.

pity about the tech-bane, but as others have noted, it won't matter for a while so its just wasted time/resources.

also, we got a new alpha! they are a div/biomancer, so I imagine they will be in good hands with rid's.
but I would note that as awesome as the biomancy is since he can work on giving us longer life-spans for our characters and maybe help fix the TW's(...assuming he has good learning at least), but on the other hand, he probably will get boosts in some way for working with rid.

maybe we now get extra divination action thats probably way weaker? (so probably we will have them focus on local stuff? maybe once he gets better he can "join hands" with rids to give rid a boost? probably more so for large scale actions rather then long-range actions (so divinations on the long-range get a smaller boost but ones looking across a entire planet in the local-area get a nice boost......so probably not good for the free-divination that rid's gives us).

finnally, I recall someone noting that maybe the max-chance a alpha can have of passing the trials is 65%, any bonus's past that are wasted. However, their theory was that getting more alphas to pass would mean that maybe we can raise this since we have more practice teaching high-power psykers (and more psykers with similar power-levels to teach them their own experiences)

@Durin
(1): I always got the impression that good tech rolls get us better techs, so, what would we have gotten if it was only just passing?
would you have had it not be as customized to be as good at out-running enemy ships?
(2): (this question is out of order as I'm adding it after the fact of reading later posts)
what level tech-fundlemental is the psykic cannon fundlemental? relic or advanced? (I'm guessing anyway?)
(3): course, I'm assuming that the best way to redesign for ground is the fundamentals....
could we do a more ....focused? fundamentals action to reduce the difficulty of it?

I'm real hopeful that we can spread this tech to other things, if its not a relic-level tech I'm pushing that we hop on this NOW, and maybe even if it was.
 
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@Durin for your viewing Pleasure, the Multiplicity Carp (via a Communist)



You're welcome

Multiplicity Carp are devolved from Michael Keaton's clones from Multiplicity
 
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