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
Fun fact everyone.

If Lin lost the debuff from his Final Flash trait he would have Trancendent Combat and Paragon Learning.

That is a pretty big reason for me to want to cure him... somehow.
 
I imagine Isha could cure the debuff but I don't know if Transcendence would remove it.
It's up in the air, Durin's not confirmed either way.

It's possible it'd stop him from continuing to burn out if nothing else.

Isha however is confirmed as the only being that can cure him...well that or another being with the healing domain, but that's pretty much Isha.
 
@Enjou any reason you doing exotic material instead of finishing Advance material?
Adhoc vote count started by Nurgle on Apr 15, 2019 at 5:10 PM, finished with 124551 posts and 24 votes.
 
There's a total of 9 AM techs and 3 EM techs. I figure for every three AM techs we do we can do one EM tech, which will keep the growth in each category even as time goes on.
I get what your doing but Am is our biggest expense and we have 5 turns to get our AM production as high as we can so we can start getting out of debt.
 
@Durin
1 Is doing research actions with Lin more likely to get him traits than the Grandmaster Witch Hunters action?
2 Will Lin's death be pushed back a bit if he reaches Transcendent?

@Enjou, can you please hold off on doing the Grandmaster Witch Hunters option and do a research action instead? I believe that it is a better use of Lin's time because:

1. Lin's time is extremely limited. He only has around 35 years left to live at this point (an optimistic projection, assuming he doesn't crit fail the Primordial Sea and die in 15 years), meaning that he only has 70 years of effective slot-time. The Witch Hunters will take up 1/7 of that to do what his successor is perfectly capable of handling.
2. Some of the research options may not seem all that helpful to us, but keep in mind that the Eldar may be able to make more out of it, and it could help with their work in fixing the galaxy's problems. Also, once Lin dies, we effectively won't be able to do it ever again.
3. The Final Flash trait makes it extremely likely for Lin to get new traits, as we saw last turn with the Primal Warp. Researching other stuff could give a stat boost, which we could really use on the Primordial Sea. Yes, it's not too big of a chance, but any chance, however small, is still greater than zero.
4. We already did a Witch Hunter expansion last turn, and combined with the Psyker Hunter expansions last turn and this turn, as well as Jane's new Chrono Displacer, the rogue psyker problem is temporarily under control. It explicitly says on the completed action description last turn that the recruitment rates are greater than the loss rates.
 
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Just a little bit of math

Referring to Embers in the Dusk: A Planetary Governor Quest (43k) | Page 3999

Production of
15909k AM (+710% tech)
137k EM (+373% tech)

Which converts to

1964k AM Pre-STC
29k EM Pre-STC

Per last trade,
1 k AM = 43.8 Cr
1 k EM = 1490 Cr

Converting,

86023 AM Cr Production Pre-STC
41470 EM Cr Production Pre-STC

1 AM Implement Action alleviates about 95k Cr deficit in terms of AM
1 EM Implement Action alleviates about 20k Cr deficit in terms of EM

e: Worth noting that the prices of everything have basically halved since then though.
 
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Alright, I think Enjou has left for the day. Oh well, at least it's not wasting 100% of Lin's time (there's still 66% between 33% and 100%, to be pessimistic)
 
Well, I hope that the Eldar manage to recruit HWWO and his buddies for the rescue operation, and that is enough for them to push the rescue to a date in which Lin is still alive.
 
Can someone come up with a definitive list of possible research topics for Lin, ranked according to usefulness and difficulty? It would help a lot in terms of knowing how to make the most use of him in future plans, and so that we can have the best possible chance of getting him to Transcendent Piety and possibly curing him.
 
Turn One Hundred and Twenty-Eight Results
Turn One Hundred and Twenty-Eight Results
Three Hundred and Sixty-Five years since the Founding of Avernus

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

Complete

Four years ago General Richards finished upgrading the weaponry of the Avernite Helltroopers. She has now supplied half of the Helltroopers with Pulse Rifles, giving them a formidable anti-armour punch while the other half is armed with Volkite Calivers, making them a terrifying foe to hordes. She has also replaced the Heavy Impalers being used as anti-infantry heavy weapons by your Helltroopers with far more effective Volkite Culverin. While this does specialise your Helltroopers to an extent against either hordes or elites sometimes you need to specialise in order to get the full use out of your troops.

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- Ten out of Twenty years completed

General Richards is continuing to build Djinn Skein Gladiatoria systems for all of your military forces, and some of your training camps now have fully operations systems. These camps are the heart of the efforts to create programs designed for the use of Avernites. These programs are split between those aimed for training people on Avernus, which focus on battles with technological foes such as are rarely encountered on Avernus and those for troops deployed offworld, which focus on battles with the wildlife of Avernus.

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

Time: 9 years

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

Locked- Five out of Nine years completed

For the last five years General Richards has been working on creating Avernus' first Nightingale Stealth Bomber Brigade. So fr she has mostly been focusing on creating a set of Standard Operating Procedures for them and training the first wave of pilots, who will soon begin to train the remaining pilots. General Richards hopes that the Nightingales use is eliminating selected targets will allow them to take out Tyranid Synapse, which has always been the most effective way of defeating the Great Devouror.

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

Time: 2 years

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

Complete

General Richards spent a few years looking into the use of the Ration Pills provided by Callamus. She tells you that Ration Pills can be used to pretty much remove the strain on your supply lines that comes from feeding your troopers at the cost of being less effective then normal food, and costing more. Given the scale of the Imperial Trust's armies this is no major issue generally, but Ration Pills are highly useful for your light infantry, who can now easily carry weeks or even months of food without overly weighing them down. This reduces the need for resupply for your light infantry and makes them more effective when you do not have enough control of the skies to airdrop in supplies.

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

Time: 2 years

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

Complete

General Richards spent the last two years looking into how to best make use of Codiac Support Artillery. She tells you that when combined with the Royal Earthshaker that Codiac Support Artillery allows you to field highly mobile artillery batteries, which can be used for harassment, being fast enough to avoid many forms of pursuit. Codiac Support Artillery also has several major advantages in artillery duels due to its ability to fire on the move, which prevents the enemy from being able to accurately return fire using counter-fire. Codiac Support Artillery works best when deployed in multiple small batteries, each capable of moving independently and with its own integrated AA and infantry support.

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- Nine out of Nineteen years completed

Your current command gives you large periods of time in transit with little to do, time which you have used to oversee the Thunder Warriors program at a distance. This has mostly consisted of training more Thunder Warrior Companies using varied training regimes, while you gather data that can be used to further refine their training.

Construct: Skeid Military Transport- Admiral Sarnow has recently proposed that Avernus build several Skeid Military Transports to help transport your ground forces. This will leave most of our smaller shipyards free for repairing Shadow Class Destroyers, many of which will be tithed to the Imperial Trust. Given that the Avernite Navy is intended to specialise in planetary assault having some Skeids would be incredibly useful.

Time: 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

Three years ago Admiral Sarnow finished his last production run of Skeid Military Transports for the moment. This brings your total up to forty, enough to carry two armies at a time, which is general around the combined weight of your Helltroopers and Helguard.

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- Seven out of Fifteen years completed
-1 year due to logistics

Over the last five years Admiral Sarnow has continued to equip your warships with Shield Capacitors. This required some interesting logistical juggling for those units that are currently deployed resulting in some delays but he has almost finished refitting your warp capable ships.

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- Six out of Eight years completed: Expedited

Admiral Sarnow has continued to work on expanding your shipyards, and the next expansion is approaching completion almost a year ahead of schedule. This is due to your growing workforce of void trained construction workers, and future expansions should also take a reduced time to complete.

Expedite: Construct: Gjallarhorn- Admiral Sarnow has suggested building a set of Gjallarhorn Battlecruisers. This would give him access to a dozen fast and powerful warships to harass your foes. He would also build a dozen squardrons of armoured crsuiers to tithe to theImeprial Trust.

Time: 16 years.

Cost: 1,000,000,000 Thrones, 960,000,000 Material, 4,200,000 Promethium, 723,000 Advanced Material, 5,100 Exotic Material.
Upkeep per year: 42,000,000 Thrones, 40,000,000 Material, 4,400,000 Promethium, 74,000 Advanced Material, 210 Exotic Material.
Reward: build 12 Gjallarhorn Battlecruisers, build 69 Knight Cruisers for Trust

Locked- Three out of Fifteen years completed:

Admiral Sarnow has spent the last three years starting work on building a dozen Gjallarhorn Battlecruisers. These will be the most powerful ships built in your shipyards to date, and will add a whole new tactical choice to Admiral Sarnow due to their combination of speed and firepower.

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

Technological Improvements: (Food): 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 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

Signes work on putting into action the new agricultural technology and techniques has continued to bear fruit, and Avernus now produces enough food to feed itself if isolated, though not enough to feed itself after the tithe without food imports. While even implementing the last of the technology will not be enough to remove the need for imports after the tithe she should be able to significantly reduce the amount of food that you need to import.

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

Complete

Three years ago the Aesir Knights took control over their new landholdings in Tarascon. These landholding consist of a series of Thundabeast Pens in which a hundred and sixty thousand Thundabeasts are able to live, though they are currently well short of being full. So far the relations between the Knights workers and the Knights themselves has gone well, with the civilians considering the respect that the Knights demand to be more then earned by the Knights actions defending them. The Knights themselves have found their abilities pushed to the limit protecting their herds from the various predators, with the dragons of Tarascon often being a match for a Knight, and sometimes a match for an entire maniple. Despite the losses that they have suffered the Knights seem to love their new lives, and over a dozen new Knighjts have sworn themselves to you in the last few years.

Expand Juve-nat factories- Recently the use of Juve-Nat by your military has reached the point where it is digging into your reserves. While you still have decades before the reserves start running out it would still be a good idea to expand these factories sooner rather then later, time consuming and expensive as it is.

Time: 24 years

Cost: 57,000,000,000 Thrones, 11,000,000,000 Material, 570,000,000 Metal, 2,300,000,000 Promethium, 4,400,000 Advanced Material.
Upkeep per year: 5,700,000,000 Thrones, 1,100,000,000 Material, 57,000,000 Metal, 230,000,000 Promethium, 440,000 Advanced Material.
Reward: expand Juve-Nat factories to produce 2.8 billion doses a year.

Locked- Three out of Twenty-Four years completed

For the last three years Signe has been working on expanding the Juve-nat Factories in the cities of Avernus to be able to produce sixty-four million doses a year each. This will be a long term project due to the sheer scales involved, and the need to keep security high due to the value of Juve-Nat. So far Signe has only started to clear the sites for the expanded factories.

Expand Hyper Advanced Juve-nat factories- Recently the use of Hyper Advanced Juve-Nat by your military has reached the point where it is digging into your reserves. While you still have decades before the reserves start running out it would still be a good idea to expand these factories sooner rather then later, time consuming and expensive as it is.

Time: 18 years

Cost: 7,600,000,000 Thrones, 1,500,000,000 Material, 76,000,000 Metal, 300,000,000 Promethium, 590,000 Advanced Material, 33,000 Exotic Material.
Upkeep per year: 760,000,000 Thrones, 150,000,000 Material, 7,600,000 Metal, 30,000,000 Promethium, 59,000 Advanced Material, 3,300 Exotic Material.
Reward: expand Hyper Advanced Juve-Nat factories to produce 1.8 million doses a year.

Locked- Three out of Eighteen years completed

For the last three years Signe has been working on expanding the Hyper-Advanced Juve-nat Factories in the cities of Avernus to be able to produce forty-thousand doses a year each. While nothing to the scale of your Juve-Nat production the far greater complexity of the Hyper-Advanced Juve-Nat means that it will take the better part of two decades to increase production, most of which will be spent setting up the production lines.

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- Four out of Fifteen years completed

Signe has recently started to oversee the construction of a third Hive in central Tarascon, the fourth in the region. While she has only just finished building the foundations construction is proceeding apace, in large part due to the far better supply ruts that Tarascon now has.

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- Fourteen out of Fifteen years completed

Rosalinda is well on her way to building the third Hive in Terascon, which has been named Alesia. This Hive will be the second of three Hives in central Terascon, and is close enough to Taranis for them to easily support each other during times of war. While this is still far short of the web of mutual support that your Hives in Avernus' Spine can provide it is a step in the right direction.

The Imperial Trust has spent the last half decade burning worlds on the far side of Amir-Ka with the assistance of the Eldar, even as it fortified the handful of human worlds in that region.

Waagh Ironbusta has finally been thrown back by the efforts of Amir-Ka, though they failed to kill the Warlord himself, who returned to his domains swearing that he will be back.

Waaaagh Bloodbusta has finished conquering the worlds once held by Turpq, and is now engaging with the forces of The More'lumix's Realm, along with varies other chaotic powers who have, mostly, united against a mutual threat.


Trade Talks (Both Groups of Lizard men find out what they have to trade and want)- 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

Inquisitor Klovis-Ultan spent a year sounding out the two warring Lizardmen Empires on the southern continent in order to find out what they are able to trade and what they want. He found that while both of them are willing to trade with you, they both refuse to trade with you if you trade with the other, and will consider you and enemy if you do. It may be possible to arrange to trade with both but it will be a major diplomatic project, where the smallest misstep can lead to failure. From what he can gather the two Lizardmen Empires have been warring with each other since the War in Heaven, when the ruling caste was wiped out. Each Empire is dominated by one of two species of Lizardmen, though both do have a population of the other species. There is also a third species who are present in both empires, and act as labourers more then anything else. The first Empire is dominated by small agile Lizardmen known as Skinks, who have an unnatural talent for taming the wildlife of Avernus, which they use as the heart of their military. Additionally the Skinks ruling Caste, the Priests are Psykers of some strange type, giving them a major advantage over their foes. They are willing to trade to you domesticated Avernite wildlife, some of which has incredible power in exchange for raw resources. The second Empire is dominated by the Saurus, a sturdy warrior race who wield their weapons with impossible skill. As a Saurus ages they slowly imbue their weapon with great power, and they are willing to trade some of them in exchange for your own weapons.

Trade Talks (Svartlfhiem, Get Jane Chrono-Displacer)- 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

Recently you commissioned a Chrono-Displacer from the Artisans of Svartalfheim for Jane. This cost two hundred credits and will be provided within a few years along with Jacobs reforged sword.

Nynye Poisonmaking- The Nynye have agreed to use their skills to create a carefully tailored poison aimed at Hive Fleet Grábakr. To do this they will need the body of the Norn Queen that He Who Walks Obliquely recently provided you with. This can be done while Archmagos Biologis Maximal is still examining the Norn Queen but will prevent the body from being used as a focus by High Grandmaster Ridcully.

Time: 1 year

Cost: Free
Reward: Work begins on creating Tailored Poison

Complete

Two years ago you provided the Nynye with parts of the Norn Queen corpse allowing them to begin work on creating the tailored Alkahestrial Poison aimed at Hive Fleet Grábakr. They estimate that it will take around forty years to make the poison, which means you should have it at least five years before the Hive Fleet hits the Imperial Trust.

Sirens Trade (See what the Duat Sirens have to offer and want to trade for)- 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

Inquisitor Klovis-Ultan spent a year getting into contact with the Sirens to the east of Duat. These Sirens reside deep in the oceans and have a reputation among their kin as great smiths and skilled warriors. They are currently not willing to trade you any of their knowledge though they are willing to enchant equipment for you using their mastery of runes in exchange for technological knowledge.

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

Of the 14,243 major psykers found over the last five years 1,071 of them were Chaotic, a normal proportion.

1,063 Chaotic Psykers consisting of 20 Beta-levels, 73 Gamma-levels, 204 Delta-levels, 382 Epsilon-levels and 383 Zeta-levels were killed without causing any significant levels of damage over the last five years.
2 Alpha-levels, 2 Gamma-levels, 1 Delta-level, 2 Epsilon-levels and 1 Zeta-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 353,787,368 618,944 95,377 11,773
Psyker Hunters 27,448 4,824 1,181 236
Witch Hunters 56,044 10,632 2,087 509
minor Psy-hunters 447 224 23  
major Psy-Hunters 23 9 2  
Last Hunters     26 2
Voids 23,494 4,295 797 196
Nulls 348 42 6 2

The untainted major Psykers included 2 Alpha-levels, 20 Beta-levels, 165 Gamma-levels, 934 Delta-levels, 3,889 Epsilon-levels and 8,162 Zeta-levels.

943,221 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.

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

Complete

Three years ago Jane finished expanding the Psyker Hunter Academies of Avernus. These Academies now train over thirty thousand new Psyker Hunters every year, most of whom were pulled from the Helguard and other elite military units. Despite the massive casualties and burnout rates that your Psyker Hunters sustain this should allow your Psyker Hunter numbers to grow significantly, and you may even reach a full million Psyker Hunters within a century.

Greater Psyker Hunting: Four 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=24+26(Intrigue)+19(combat)+25(traits)=94: Success
Year one re-roll d100=10+26(Intrigue)+19(combat)+25(traits)+15(Paragon Diviner)=95: Success
Year two d100=8+26(Intrigue)+19(combat)+25(traits)=78: Fail
Year two re-roll d100=24+26(Intrigue)+19(combat)+25(traits)+15(Paragon Diviner)=109: Success
Year three d100=59+26(Intrigue)+19(combat)+25(traits)=129: Success
Year three re-roll d100=78+26(Intrigue)+19(combat)+25(traits)+15(Paragon Diviner)=163: Success
Year four d100=79+26(Intrigue)+19(combat)+25(traits)=149: Success
+64

Jane spent four years hunting down Chaos Psykers, time in which she killed seven Beta-levels and one Alpha-level. In this time there were three Alpha-levels Psykers, one of whom came worryingly close to taking control of Doriath via his telepathy. By the time the Psykers was dealt with almost a quarter of the population of Dorieth was dead, along with brigades of normal soldiers and almost a hundred thousand psyker Hunters of varying type.

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

Time: 1 year
Chance of Success: 30%

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

Complete
Year five d100=43+26(Intrigue)+5(traits)=71: Success

Jane spent the last year leading the hunt for spies in the Helheim system. She only found a handful, all far from anything important. Whether this is due to the spy rings having been cleared out or due to her missing them is unknown.

Train Grandmaster Psyker Hunters- Around five hundred of Jane's Psyker Hunters, are skilled and experienced enough that she could train them into being Grandmaster Psyker Hunters. These Psyker Hunters would be armed to a level similar to that of the hero of Avernus and have the skills to make proper use of their wargear. Jane tells you that the addition of Grandmaster Psyker Hunters to her ranks should result in a notable decrease in the amount of damage that the more powerful Psykers cause to Avernus.

Time: 12 years

Cost: 190,000,000 Thrones,760,000 Material, 46,000 Promethium, 7,900,000 Advanced Material, 110,000 Exotic Material, 4 Relic Material.
Upkeep per year:14,000,000 Thrones, 120,000 Material, 23,000 Promethium, 2,200,000 Advanced Material, 6,300 Exotic material, 2 Relic Material
Reward: train 500 Grandmaster Psyker Hunters, start training more Grandmaster Psyker Hunters, +5 to dealing with Chaos Psykers and an addition +5 to dealing with Gamma-level and above.

Locked- Five out of Twelve years completed

For the last five years Jane has been working with those Master Psyker Hunters who have proven themselves to be a step above the rest in an attempt to train them to the level she expects of a grandmaster. She tells you that these Grandmaster Psyker Hunters will be expected to be at least as good at Psyker Hunting as she was when she came to Avernus, quite a high bar to beat.

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

Complete
year four roll d100=21+41(stats)+25(traits)+70(buildings)+40(other)+20(double down)=217: Fail
year four re-roll d100=91+41(stats)+25(traits)+70(buildings)+40(other)+20(double down)+15(Paragon Diviner)=311: Success

Archmagos Tranth has recently finished working out how to create programs for the Gravtic Array. While he is only able to create relatively simple programs that have crude effects this is still a major stride towards making use of one of the most advanced pieces of technology that you have access to. Archmagos Tranth tells you that he will need to create separate programs for every system and that creating the programs with take only a few years.


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

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

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

Locked- One out of Six years completed

Over the last year Archmagos Tranth has started to delve deep into the study of the technologies that manipulate gravity. With the age of the Dark Age Gravity Theorems he has made a great deal of progress in his studies, and expects to have a deep understanding of the field within half a decade.
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

Complete
year three d100=58+42(stats and traits)+70(buildings)+10(Rune Priests) =180: Critical Success

Archmagos Biologis Maximal recently finished his examination of the Sky Dragons, more commonly known as Utter Bastard Dragons. He has made several important discoveries about the Sky Dragons in the time. One of the most useful discoveries is creating a reliable way to detect Sky Dragons while invisible. This method relies on detecting the changing air currents as a Sky Dragon moves and should be able to provide you with vital seconds of additional warning of a Sky Dragon's attack, and allow you to track a Sky Dragon in combat, if only approximately. Another discovery which maybe be useful is that Sky Dragon's are just below the level of intelligence that can be called sapient, and that the older ones sometimes achieve sapience. While so far attempts to cyberneticaly tame Sky Dragon's have failed, due in large part to the number of delicate psychic powers that they use, more traditional methods of domestication my be possible if you can start young enough. This leads on to his final discovery, that the feeding rampages that Sky Dragons sometimes go on are carried out by fertilised females just before nesting. If you can track a female Sky Dragon after a rampage it is likely that you will be able to find a Sky Dragon Nest, and possibly steal the eggs from it allowing you to try rearing Sky Dragons.

Double Down: Norn Queen- Recently the Border-Lion He Who Walks Obliquely delived the body of a Norn Queen to Archmagos Biologis Maximal. Archmagos Maximal believes that he can learn a massive amount about Hive Fleet Grábakr by studying this body, knowledge that could prove invaluable in the war to come.

Time: 10 years
Chance of Success: -50% (72% after bonuses)

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: Information about Hive Fleet Grábakr, more options

Locked- Two out of Ten years completed

For the last two years Archmagos Biologis Maximal has been studying the Norn Queen corpse that He Who Walks Obliquely left for him. So far he has not been able to make any real breakthroughs, though he does tell you that from what he has seen the Tyranids have changed incredibly on a very deep level since they were last seen, and that you should be careful about making any assumptions based on prior experience with Tyranids.
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.

Complete

Four years ago Fabricator-General Scott finished her long awaited expansion of the Adeptus Mechanicus' military forces. While only increasing the total size of the forces she can deploy from the system by a half, the increase has come primarily in the form of the far more deadly Skitarii and Battle Congregations rather then the Tech-Guard which previously made up the overwhelming majority of the local Adeptus Mechanicus forces. As well as providing a significant boost to the Adeptus Mechanicus' combat forces it also allowed her to form a large force that is overwhelming progressive politically, helping shore up the military's support for her reforms.

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%)

Complete

Two years ago Fabricator-General Scott finished implementing another set of improvements to the Adeptus Mechanicus ability to produce Advanced Material. Combined with her earlier improvements she has now increased the Advanced Material production rate of her forges by over half, to the point where Avernus does not need to import Advanced Material for the first time in centuries.

Technological Improvements: (Exotic 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 significantly increase your exotic material production. This will require major retooling of your forges and will be a time consuming and expensive process, but will allow Avernus to reduce its Exotic Material imports.

Time: 4 years. (can be taken 3 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 +48.3%(currently +373%)

Complete

Fabricator-General Scott has recently finished putting into practice a series of improvements to her forges that were shared in the Grand Conclave. These improvements have already had an impact on production rates, booting production by around a tenth. While not anything like as impressive as the gains made in Advanced Material production this is still significant, and should significantly increase the amount your best technology that you can field.

Vortex Stockpile- With the approaching Hive Fleet it may be a good time to create a stockpile of vortex munitions for your fleet. Vortex Torpedoes, Shells and Bomb are some of the most powerful naval weapons that you know of and may be key to any victory.

Time: 3 years (can be taken multiple times)

Cost: 4,000,000,000 Thrones, 7,800,000 Advanced material, 880,000 Exotic Material, 98 Relic Material
Reward: Create 3,000 units of Vortex Munitions (Torpedo 0.5 damage, shell=damage, Bomb =30)

Locked- Two out of Three years completed

For the last two years Fabricator-General Scott has been overseeing the creation of a large amount of Vortex Weaponry for the use of your fleets. When completed this should give your forces a short lived but vital boost to your ability to damage heavily armoured foes, which will prove useful in the wars to come.

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

Time: 10 years

Cost: 76,000,000 Thrones, 30,000 Material, 18,000 Promethium, 3,100,000 Advanced Material, 44,000 Exotic Material, 2 Relic Material.
Upkeep per year: 5,800,000 Thrones, 48,000 Material, 5,600 Promethium, 880,000 Advanced Material, 2,400 Exotic material, 1 Relic Material
Reward: train 200 Grandmaster WitchHunters, start training more Grandmaster Psyker Hunters, +10 to dealing with Beta-level and above.

Locked- Five out of Ten years completed

For the last half decade Saint Lin has been training two hundred of the Witch Hunters greatest warriors in order to push them though to the next level. Many of these Witch Hunters have survived for centuries in one of Avernus' most dangerous professions, and some of them even served under Deacon Markus Aurilian in the age of the Imperium. Saint Lin plans to harden their will into adamete and train their skills and teamwork beyond the limits of humanity in order to prepare them for the foes that they will encounter.

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 one d100=21+58(stats)+15(traits)=94: Success
year two d100=66+58(stats)+15(traits)=139: Success
year three d100=34+58(stats)+15(traits)=105: Success

Saint Lin spent three years cleansing the worlds of Ezellohar, Taniqueti and Valimar of most of their taint. This were the last of the worlds of Valinor that still had more then a minor taint, and with Saint Lins actions all worlds can now be purified by normal Psykers given enough time.

Double Down: The Nature of (Primarchs)- 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: 4 years
Chance of Success: -30 (uses average of learning and piety)

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

Locked- Two out of Four years completed

Saint Lin has spent the last two years attempting to determine more about the spiritual nature of the Primarches. He tells you that it is clear that Primarches have some sort of additional influence over the warp, more then that of Psykers but he is not yet sure exactly what form it takes.

               
Trials Alpha Beta Gamma Delta Epsilon Zeta Minor
Passed   6 68 477 2,266 5,049 722,443
Attempted   17 134 745 3,104 6,515 903,054
Percent passed NA 35.29% 50.50% 64.00% 73.00% 77.50% 80.00%
                   
120 Regular 81   Veteran 33   Elite Primaris 4  
Primaris Beta Gamma Delta Beta Gamma Delta Beta Gamma Delta
Biomancer 1 1 6     2      
Diviner   1 9     3      
Pyromancer   2 13   1 4     1
Telekinetic 1 2 13   1 4     1
Telapath   1 10     3      
Daemonologist 1 1 10   1 3      
Order of Omens     1            
Order of Warding     1            
Order of Restoration   1 7     2      
Psy-Hunters         1 5     1
Order of Alkahestry     1            
Order of Technomancers                  
                                         
1,295 Normal 630       Veteran 530       Elite 124       Master 11      
Battle Psyker Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   1 4 35 78   1 4 29 65     1 6 13       1 2
Diviner   1 3 23 52     3 19 43     1 4 9       1 1
Pyromancer   1 5 46 104   1 5 39 86     1 8 17       1 3
Telekinetic   1 4 35 78   1 4 29 65     1 6 13       1 2
Telapath   1 3 23 52     3 19 43     1 4 9       1 1
Daemonologist   1 3 24 54     3 20 45       3 6         1
Psy-Hunters                         1 7 16       -1 -2
               
57,400 Trainee Normal Veteran Elite Master Grandmaster Exemplar
Minor Battle Psykers 281,753 23,223 26,777 4,470 792 68 1
Psy-Hunters       1,933 138 -4  
                                         
2,134 Normal 1,326       Veteran 666       Elite 131       Master 9      
Sanctionite Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer 1 2 11 80 179     3 20 45     1 4 9         1
Diviner   1 7 47 106   1 4 24 53     1 5 10         1
Pyromancer   1 8 53 118   1 4 27 59     1 5 12         1
Telekinetic   2 11 80 178   1 6 40 89     1 8 18       1 1
Telapath   1 8 53 118   1 4 27 59     1 5 12         1
Daemonologist   1 8 64 143   1 4 32 72     1 6 14         1
Order of Omens     1 5 12       3 6       1 1          
Order of Warding     1 3 7       1 3       1 1          
Order of Restoration               3 20 45     1 4 9         1
Order of Alkahestry       4 5     1 2 6                    
Order of Technomancers       3 6       1 1                    
             
106,113 Trainee Normal Veteran Elite Master Grandmaster
Minor Sanctionites 271,157 55,438 30,841 7,044 544 11
Order of Omens 482 98 61 14 1  
Order of Warding 7,224 1,354 464 196 38 1
Order of Restoration     2,764 648 50 1
Order of Alkahestry 14,449 3,889 2,363 285 11  
Order of Technomancers 2,890 1,949 275 5    
                                         
283 Normal 131       Veteran 114       Elite 37       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     3 19 43     3 17 37     1 6 12       1 2
Neo-Astropathic Receivers     3 19 43     3 17 37     1 5 12       1 2
             
94,856 Trainee Normal Veteran Elite Master Grandmaster
Witch Finder 137,264 79,332 15,101 407 15 1
             
Inquisition Beta Gamma Delta Epsilon Zeta Minor
    3 20 94 210 14,449

Free Greater Divination (Eldar Choice)- 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=85+49(control)+110(Traits)-50(Shadow in the Warp)=194: Critical Success

High Grandmaster Ridcully spent some time locating the other Tyranid breakthrough fleets for the Eldar. He found twenty-five fleets in total, two in Ultima, six in Obscurus, nine in Pacificus, seven in Tempestus and the remaining one in Solar. From what he can tell around half of the fleets are headed into the territory of a power large enough to wipe them out, but the remaining dozen are potential problems, inducing no less then four in Pacificus.

Double Down: Greater Divination (Eldar Choice [Arhra location divination])- 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
year one roll d100=71+49(control)+110(Traits)+20(double down)-100(wards)=150 : Success
year one re-roll d100=57+49(control)+110(Traits)+20(double down)-100(wards)+15(Paragon Diviner)=151 : Success

High Grandmaster Ridcully was taken to one of the few remaining Shrines of Khaine to still posses an Avatar in as part of an attempt to divine the location that Arhra had taken those that he stole. While Ridcully was not able to give an exact location, he was able to determine that the Avatars were being held in one of Khaine's most sacred locations. Given the Khaine's poor relationships with the Eldar there were only ever a handful of places that could fit this category, most of which now lie within the Eye of Terror. As Ridcully was carrying out this divination he also found how few Avatars still remain in Eldar hands, with little over a dozen having avoided being stolen.

Double Down: Greater Divination (Use Norn Queen as focus to divine Tyranid forces)- 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=78+49(control)+110(Traits)+20(double down)+50(Norn Queen)-50(Shadow in the Warp=257: Greater Critical Success
year two re-roll d100=18+49(control)+110(Traits)+20(double down)+50(Norn Queen)+15(Paragon Diviner)-50(Shadow in the Warp=212: Critical Success

High Grandmaster Ridcully made use of the dead Norn Queen as a focus in his efforts to divine more information about the forces of Hive Fleet Grábakr. As can be expected he gave you a large amount of information about both their naval and ground forces.

He starts by telling you about the Tryanids naval weapons and that the Tyranid naval forces make heavy use of their psychic powers to boost a single weapon system at a time, allowing them to be equipped with weapons for a variety of situations and make use of whichever one is the most useful at any given time. There are a few exceptions to this, in that some Tyranid ships are designed around a particular weapon system and have little others. The most common specialised weapons system is the Boarding Maw, in which the Tyranid vessel has a heavily armoured forward Maw designed to latch on to enemy vessels, chew its was though their outer armour and then disgorge a tide of boarders. Vessels armed with a Boarding Maw are usually adapted entirely around it, being built to close with an enemy ship several times their size, latch on and unleash an unreasonably large number of deadly boarders. In many ways it reminds you of the Ork Hookships which have proven to be so deadly, though far more dangerous. The other major Tyranid weapons systems are: Bio-Plasma Shells, which are effectively long ranged armour piercing macrocannons, Scourges, which are suicide bombers used as attack craft, Boarding Spores, which can be either launched at short range or teleported to their targets, and a variety of claws used to literally ripe apart enemy ships.

Then Ridcully starts describing the most common psychic powers that Hive Fleet Grábakr uses. While every ship is capable of using these powers the larger ships can get stronger results from them, or split their attention between more different powers at a time. The first power is a form of active cloaking that makes the ship very hard to detect using sensors, though it is less effective as you get closer to stars due to being developed in the intergalactic void, this power will make alpha strikes on the Tyranids difficult and give your fleets challenges in keeping them at a distance. The next power uses a combination of biomancy and telekinesis to boost the speed of the ship, allowing them to rapidly close. The third power is used to deflect incoming fire, and effectively creates a void shield for the ship. The fourth power is used to accelerate the ships shots, significantly boosting their range, while the fifth is used to teleport borders onto enemy ships. The sixth power is a form of biomantic augmentation used to boost strength for ships armed with Ripping Talons, while the seventh is a form of divination used to locate enemies and sources of biomass, and predict their actions. The eighth and final power used by Hive Ships is a healing power, which can be used to heal from even critical damage if the ship if only crippled and left for dead.

On the ground the Tyranids have abandoned their traditional swarm tactics to instead rely on smaller numbers of elite, highly mobile bioforms. These forms range from Psychic Genestealers of varying types to Biotitans in size and are all far more deadly then any Tranids you have encountered before. This is in large part due to their use of smaller scale equivalents of the psychic powers used by the Hive Fleet, along with several other abilities, one of which is very similar to Blinking. This makes the Tyranids fight very diferently on the ground, relying on multiple rapidly moving forces with incredible force concentration to achieve victory rather then unending swarms, thoguh they can still pretty much ignore losses. While Hive Fleet Grábakr still relies on Synaptic creatures to act as relays between the Shadow of the Warp and other bioforms the range at which the synapse operates has increased by an order of magnitude, meaning you pretty much have to clear an entire battlefield before you start seeing any effect. One limitation of the Hive Fleet is that there seems to be an upper limit of the number of bioforms that it can use at time, as a result of them drawing power for the Shadow in the Warp for their abilities.

Focused Divination (Dragon's Nest, Infiltrators)- High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to investigate specific aspects of one of the neighbouring nations, such as their military composition, leaders, or even the best times to attack them.

Time: 2 years.
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: Gain selected information on selected polity, location, ect. The narrower the target the more information.

Complete
year four roll d100=17+49(control)+110(Traits)=176: Critical Success

High Grandmaster Ridcully spent a few years attempting to locate the most dangerous infiltrators within Dragon's Nest. In general his efforts were focused on those who are most likely to steal technological secrets, which mostly ended up being mid level members of the Adeptus Mechancius. While Ridcully was able to locate several dozen spy rings ov varying size, and let the Watch clear them up there are still an unknown number of deep cover infiltrators within Dragon's Nest.

Double Down: Focused Divination (Dragon's Nest, Infiltrators)- High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to investigate specific aspects of one of the neighbouring nations, such as their military composition, leaders, or even the best times to attack them.

Time: 2 years.
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: Gain selected information on selected polity, location, ect. The narrower the target the more information.

Locked- One out of Two years

High Grandmaster Ridcully is continuing his efforts to locate the infiltrators within Dragon's Nest, focusing on the most dangerous. He is continuing to have a massive impact by some metrics, and to be dealing with just a drop in the ocean in others.
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

Complete
year five roll d100=12+18(stats and traits)+15(Roke Island)+20(double down)=65: Fail
year five re-roll d100=36+18(stats and traits)+15(Roke Island)+20(double down)+15(Paragon Diviner)=104: Success

Recently Grandmaster Xavier and the Order of Alkahestry finished learning Master-level Alkahestry from the Nynye. Xavier tells you that Master Alkahestry is about knowing how to combine the properties of reagents, both narrative and other, to create the effects that you want and only them. This is an incredibly challenging art, and requires a different view of the Warp then that required for your other known disciplines of psychic powers.

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

Time: 2 years

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

Complete

Aria spent a few years working to determine how to best make use of the Rune of Power. She found that it would be possible to create a handful of talismans inscribed with the rune for every battle psyker. These talismans would be charged by the psyker between battles and would be able to between them store a significant amount of power, which the psyker can draw on in emergencies. It would take a while for the Order of Warding to create enough talismans but it is certainly possible.
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- Seven out of Ten years completed

Tamia has continued with her efforts to Ward the Ultra-Secure Vault under Dis for the last half decade, and is nearing the final stages of the project. Given that this is the stage that always tripped Aria up Tamia is being very careful, and taking care to get everything right. Between her talents and the lessens that she has learned from Aria's efforts Tamia is confident that she can succeed.

Battle Preparations: Twice- You live in a galaxy of war so Grandmaster Xavier has suggested putting the Battle Psykers through last minute training in preparation. While this will have no long term effect, in the short term it will hone the edge of their psychic abilities.

Time: 1 year
Chance of Success: 40% (uses Martial, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 22,000,000 Thrones, 11,000 Material, 1,100 Promethium, 10,625 Advanced Material, 116 Exotic Material.
Reward: +5 to all Battle Psyker Rolls for the next decade

Complete
year three roll d100=17+7(Martial)+15(City of Glass)=39: Fail
year three re-roll d100=42+7(Martial)+15(City of Glass)+15(Paragon Diviner)=79: Success
year four roll d100=44+7(Martial)+15(City of Glass)=66: Fail
year four re-roll d100=72+7(Martial)+15(City of Glass)+15(Paragon Diviner)=109: Success

Grandmaster Aria spent two years putting the powerful Psykers that she will be taking through an intensive training course. This training was focused on preparing them to use their powers despite the Shadow in the Warp, an effort that both Aria's Null Zone and the Siren Rune of Warding proved useful for imitating.

Deployment- The more powerful Battle Psyker of the Imperial Trust will be a key weapon against the Tyranid Hive Fleet, and will need to be deployed within five years time. One or more of your Grandmasters will be required to lead this effort.

Time: unknown (must be taken by year 5)

Cost: Free
Reward: Epsilon level and above Battle Psykers deployed

Locked- One out of ?? years completed

Recently Grandmaster Aria led a force of seven thousand Battle Psykers and Primaris Psykers to join the war effort. While this seems small compared to the hundreds of thousands of Battle Psykers that have been deployed in previous wars the Shadow of the Warp makes it challenging for all but the most powerful of your Psykers to operate, so only Epsilon-level and above Psykers have been deployed.

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- Nine out of Nineteen years completed

You have spent the time transit overseeing the Thunder Warriors program. It is making progress, though it will still be a decade before you see the final results.

Deployment- You will be expected to lead one of the Battlefleets in the war against the Tyranids until the campaign is over.

Time: Unknown (counts as personal attention)

Cost: Free
Reward: Lead Battlefleet in the Tyranic War

Locked- Five out of ?? years competed

For the last five years you have been leading an entire Battlefleet of the Imperial Trust in efforts to burn the Orkish and Chaotic Worlds in the path of Hive Fleet Grábakr. These battles have been in no way challenging, as even the mightiest of these worlds can barely muster a fifth of your numbers. It is strange having a major numerical advantage. The only challenge of these battles was the keep the losses and damage suffered as low as possible while still keeping to schedule.

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- Fourteen out of Fifteen years completed

Rosalinda has continued to work on building the next Hive in Terascon, which is now nearing completion. Between her and Signe's efforts Terascon is starting to flesh out into a fully formed region.

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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year one=67+13(diplomacy)+5(Palace)-20(distance)=65: Fail
year two=2+13(diplomacy)+5(Palace)-20(distance)=0: Fail
year three=39+13(diplomacy)+5(Palace)-20(distance)=37: Fail
year four=88+13(diplomacy)+5(Palace)-20(distance)=86: Fail
year Five=59+13(diplomacy)+5(Palace)-20(distance)=57: Fail

Over the last half decade you have done your best to keep in contact with your grandson Tormod, who is now halfway though his childhood. While the distance involved limited your communications to holo messages that take months to reach their recipient you have still managed to remain part of your grandsons life, if only just. From what you can tell he seems to have inherited your luck, and currently wishes to be a great explorer like Sir Pellinore or the Companions of Varen. You hope that as he matures he loses this dream and goes for a another career, which is far less likely to kill him.

                   
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 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 76,467,795,865
Net Income 428,397,925,661 177,988,761,242 381,937,670,901 34,296,768,341 194,412,772 1,435,148 4,091 -11 2,431,922,042
Percent of Income used 15.41% 13.60% 1.13% 21.41% 16.24% 48.06% 0.00% 111.32%  
Remaining 772,196,411,784 1,127,760,669,823 2,564,335,673,178 602,249,616,366 867,678,212 18,923,966 416,310 431 78,899,717,907
Percent Growth 124.61% 18.74% 17.50% 6.04% 28.88% 8.21% 0.99% -2.46% 0.64%
 
From what he can gather the two Lizardmen Empires have been warring with each other since the War in Heaven, when the ruling caste was wiped out.
D: 13 + 29= 42- Saint Lin is a master diplomat, able to create agreements from the smallest of common ground and end ancient feuds with words alone.
@Durin, could Lin try to end the lizardman war with his high level Diplomacy?

In this time there were three Alpha-levels Psykers, one of whom came worryingly close to taking control of Doriath via his telepathy.
Holy crap. So I guess Ophelia can mind control entire hives too?
 
Fuck 25?? I thought it was 6 fleets of them? Or is it six different kinds.

Also Jane is just lol all this time and they finally have matched her when she first arrived.
 
Over the last half decade you have done your best to keep in contact with your grandson Tormod, who is now halfway though his childhood. While the distance involved limited your communications to holo messages that take months to reach their recipient you have still managed to remain part of your grandsons life, if only just. From what you can tell he seems to have inherited your luck, and currently wishes to be a great explorer like Sir Pellinore or the Companions of Varen. You hope that as he matures he loses this dream and goes for a another career, which is far less likely to kill him.

...Sorry kid, but I am pretty sure becoming an explorer would just make you depressed, the galaxy is just that kind of place.

Fuck 25?? I thought it was 6 fleets of them? Or is it six different kinds.

Also Jane is just lol all this time and they finally have matched her when she first arrived.

Well, most of them aren't our problems.
Though I am guessing, with this many splinter fleet the Tyranid might be here to stay...
 
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