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
@Durin
Some weapon design questions for eventual ideas
All these are leading to try and figure out whether FTL torpedos are a viable research direction.

1. What precisely causes the damage to ships trying to enter or exit warp without standing clear of the system's warp limit? Unstable warp rifts? Gravity fluctuations?
(depending on how it works the weapon might not be able to fire once the launch platform is within the warp limit)

2. I know that regular cheap systems can calculate short warp jumps based on the local conditions, if the jump was short enough could they calculate one precisely enough to intersect a ship sized volume of space In its path of travel?
(the distance would be short because it's trying to place it in a location within the same star system)

3. I'm under the impression that Nova cannon vortex munitions exist, and are capable of considerable splash damage. Am I right and do we have the design?
(this is just in case it's impossible to get direct hit accuracy out of a warp jump)

4. If a device set off a vortex munition within the warp would it still tear a rift in reality? Damaging whatever occupied that volume of realspace on the opposite side of the veil.

5. Or is this getting too close to teleporting munitions?

This is a further extension of my thoughts on how to make really powerful ships practical. I was thinking of settings that had FTL missiles, and considering how that would work in 40k. Thought of Orkish Gunz that bypass armor by firing through the warp. Remembered that warp drives and vortex munitions are really similar. And realized that it might be possible to brute force range similar to the Deus without using AI, or at least improve the range on the Deus.
They would probably require Mechanicus actions to make(or maybe even its own limited output factory), because this is taking Vortex weapons and making them even more complicated, but it'd be an amazing weapon against Necrons, conventional fleets, or giant super-ships. Useless against Tyranids though.

Edit: 6. If we figure out the Tachyon scanner from the Deus can we mount it on a orbital defence platform to give the orbital defences a range boost?
 
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Hum, kind of a silly question but, if the heroic frequency from the primarchs comes from the emperor of mankind, then could the level of activity of all of them help in bringing him back? From resonance I mean.

Well anyway if we live to see his return then will be awesome so matter what^^.
 
So, idea:
While we're probably a ways away from being able to create or seriously augment a super soldier program with Alkehestry, we might be able to use it to help reduce the danger or increase the benefits of parts of our current programs without needing to do more than design temporarily active potions.

For example, both the Thunder Warrior and Last Hunter augmentation involve complex and risky surgical upgrades. A potion formulated to reduce the risk of rejection by increasing the adaptability of the recipient could work to improve the odds of success in a cost-effective manner if it was administered at the onset of rejection symptoms.

Another possibility would be potion-based training aids, such as a potion to boost neuroplasticity for the initial reflex retraining of the Thunder Warriors.
 
Turn One Hundred and Thirty Results
Turn One Hundred and Thirty Results
Three Hundred and Seventy-Five years since the Founding of Avernus

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

Complete

Recently General Richards has finished setting up Djinn Skein Gladiatoria in all of your military training centres and bases and adding them to your regular training regime. This should better prepare your forces for facing regular enemies, providing a significant boost to your average soldiers skill level, which is already incredibly high.


Expand PDF- Your population has grown large enough to support another doubling of the size of your army. This would have to begin with the base of your military forces, which is the PDF who would be doubled to over five billion men. This would massively increase your army size, at the cost of time, resources and diluting your soldiers average experience levels. If you plan to do it before the Tyranid Hive Fleet reaches the Imperial Trust it would be best to begin immediately.

Time: 22 years

Cost: 90,000,000,000 Thrones, 17,000,000,000 Material, 1,700,000,000 Promethium, 440,000,000 Advanced Material.
Upkeep per year: 1,300,000 Thrones, 370,000,000 Material, 300,000,000 Promethium, 1,700,000 Advanced Material.
Reward: Double the size of your PDF

Locked- Ten out of Twenty-Two years completed

General Richards has continued the expansion of the Avernite PDF, which is now well under way with a third of the new regiments having already been raised, and another third being either in training or just about to begin. General Richards tells you that this should just about exhaust the current pool of potential recruits for this generation. Thankfully there will be little large scale ground engagements with Hive Fleet Grábakr for decades to come, giving your recruitment pool time to replenish before large scale losses are expected.

Expand Helltroopers- Your population has grown large enough to support another doubling of the size of your army. Once the PDF has begin you can get to work on the Helltroopers, who are the majority of your combat power. This would massively increase your armys power, at the cost of time, resources and diluting your soldiers average experience levels. If you plan to do it before the Tyranid Hive Fleet reaches the Imperial Trust it would be best to begin as soon as you can afford to.

Time: 24 years (can only be taken after Expand PDF has begun)

Cost: 51,000,000,000 Thrones, 3,900,000,000 Material, 170,000,000 Promethium, 1,000,000,000 Advanced Material, 2,000,000 Exotic Material.
Upkeep per year: -97,000,000 Thrones, -7,300,000,000 Material, -1,500,000,000 Promethium, -490,000 Advanced Material, -320 Exotic Material.
Reward: Double the size of your Helltroopers

Locked- Six out of Twenty-Four years completed

General Richards has continued in her efforts to expand the Avernite Helltroopers over the last half decade. Currently she still has the first few corps of new Helltroopers in training, though they have been joined by another hundred and fifty million men. General Richards tells you that the first three new Helltrooper Corps will be combat ready in a bit over a years time. You wonder sometimes at the sheer time it takes to train an Avernite soldier, with each Helltrooper having a dozen years of dedicated training, an amount of time that only the Stormtroopers of the Imperium could approach.


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

Complete

Recently Avernus', and the Imperial Trust's, first Thunder Warriors Regiment finished training. This regiment has been rapidly deployed to the front, so that they can be tested in combat against Hive Fleet Grábakr. While you are reserving final judgement for after they prove themselves in battle the Thunder Warriors seem to be a worthy addition to your military capacities, though their price to training and maintain and lower life expectancy regulates them to being a small elite, and a desperation weapon.

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

Complete

Two years ago Admiral Sarnow finished supplying the last of your orbital defences with Shield Capacitors. These devises will allow your warships to maintain shield integrity even after suffering damage to the ships power systems, including full reactor shutdown. This should allow your ships to keep their shields up even after heavy damage, greatly increasing their life expectancy in battle.


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- Thirteen out of Fifteen years completed

Admiral Sarnow tells you that Avernus' first dozen Gjallarhorn Battlecruisers are now in their final stages of construction. At this point the ships core systems have all been completed, and work is underway on the less vital, but still essential internal components and properly armouring the ships. These ships should start leaving the shipyards within a year, though they will still need to complete their shakedown cruises and have any issues discovered dealt with before they can be deployed.


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: 9 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

The construction of the next set of large shipyards in orbit of Diephobe are now well underway, with the shipyards skeletons being completed and much of the internal mechanary being installed. Over the next few years the final machinery will be added along with the living areas, after which the shipyards will begin construction.

Expedite: Combine Shipyards: Huge- Now that you have four Large Shipyards it will be possible to combine them to form a single Huge Shipyards. This will be rather expensive but will provide a major boost to your orbital workforce and allow you to more easily Battlecruisers and repair Heavy Cruisers.

Time: 9 years.

Cost: 1,760,000,000 Thrones, 264,000,000 Material, 132,000,000 Metal, 264,000,000 Promethium, 20,400 Advanced Material, 475 Exotic Material.
Upkeep per year: 352,000,000 Thrones, 52,800,000 Material, 26,400,000 Metal, 26,400,000 Promethium, 1,020 Advanced Material, 19 Exotic Material.
Reward: combine four Large Shipyards into a single Huge Shipyard

Locked- Three out of Eight years completed: Expedited

For the last three years Admiral Sarnow has been working to build Avernus' third Huge Shipyard, by combining four of your Large Shipyards. Work on this project has been swift, and he expects that the new shipyard will be operational within half a decade. This will increase Avernus' ability to bui;ld and maintain heavy warships by a half, a massive boost.

The population growth of Avernus has dropped even further to an average of 0.16% over the last half decade due to massive losses to the dragons of Tarascon and Magma Wyrms in Dis.

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- Thirteen out of Twenty-Four years completed

The expansion of the Juve-Nat Factories all over Avernus continues apace, with work continuing on installing its internal machinery and training up a workforce.


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- Thirteen out of Eighteen years completed

The expansion of the Hyper Advanced Juve-Nat Factories all over Avernus continues apace, with the internal machinery now being installed, though it will still take several years of fine tuning and calibration before production can begin


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- Thirteen out of Fifteen years completed

Tarascon's fourth Hive continues to take shape, despite several draconic attacks. While a cursory inspection would make you believe that the Hive has been completed, according to reports the cities anti-orbital defences and tertiary fortifications lines still need some work.


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

Time: As Project

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

Locked- Nine out of Twenty-Four years completed

Rosalinda has continued work on expanding the Forge-Hive of Mag Mell into a Huge Forge-Hive. While she has made a great deal of progress there is still much work to be done. Of particular note now is the time n which the hives defences are at their lowest ebb, requiring the deployment of a large force to the Hive just in case.

Overlord Bloodbusta has recently killed The More'lumix, breaking the back of the resistance of her realm. Despite this his forces have only gained control of another thirty-three worlds, as more chaotic forces arrive to try and prevent Waaagh Bloodbusta building up any more momentum while they still can.

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
year minus three roll d100=68+13(stat)=81: Success
+10 to Chaos Frequencies rolls

Inquisitor Klovis-Ultan found that Areatha was more then willing to put her mind to helping your Psykers determine the frequencies that the Gods of Chaos operate on, and is wishing that she came up with the idea of figuring it out before. Given her talents this will be a major help.

Sirens Trade (Help with chaos psykers)- 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 found that the Sirens of the Azure Bay were willing to provide assistance in hunting down Chaos Psykers in your cities in exchange for a range of easily affordable prices, including digging a few lakes for them and rights over a few islands you were not planning on using in the first place.

Nynye Trade (Help with chaos psykers)- 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 found that while the Nynye were willing to help you deal with Chaos Psykers, they do not really have any forces better suited for doing it then you already have, or at least any such forces that they can spare.

Sirens Trade (Duat Sirens - Trade Quartok Tech for inscribing runes)- 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
see trade turn

Inquisitor Klovis-Ultan carefully contacted the Deep Sea Sirens who live near the edge of Duat with a trade proposal. Eventually they agreed to inscribe a large amount of your best soldiers weapons with runes in exchange for the secrets of Quartok technology.

Sirens Trade (Ask the third siren queen polity what they would like to trade for and have to offer for trade)- 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

Recently Inquisitor Klovis-Ultan had Lamia help him make contact with the Sirens of the Turquoise Sea to the south of the Everglades. He found that this group of Sirens is renowned for its mastery of Siren Song, and the number of tamed beats that it can field. The Turquoise Sea Sirens are far more nomadic then the other two queendoms that you have contact with, having only one permanent settlement while the rest of their population lives in mobile towns built onto some of their larger beasts, such as kraken. Unlike the other Sirens they are not particularly interested in technological knowledge or human souls, though they would be willing to trade tamed beasts for some advanced technological devices.

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
year three roll d100=21+13(stat)=34: Fail

When asked Areatha was not willing to point you towards any nearby species or people which would be effective against the Chaos Psykers you face. She claimed that it was due to non matching the criteria you provided, but Inquisitor Klovis-Ultan suspects that it was at least in part due to her thinking you needed to explore Avernus yourself rather then rely on her knowledge.

Ask Vlad (If he knows of anything that can heal Guilliman)- 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
year four roll d100=62+13(stat)=75: Success

Vlad tells you that while he does not know enough about the psychic traditions of the people or guardians of Avernus to know which could provide you with assistance he does know of several plants in the southern continent with incredibly powerful healing properties. However he tells you that locating one of the handful of places that said plants grow will be challenging, as will claiming the plants from the others seeking them.

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
year five roll d100=96+13(stat)=109: Success

Inquisitor Klovis-Ultan found Areatha far more willing to talk about the peoples of Avernus that could possibly help heal Guilliman. She told him that there are three groups that have both the means to be of help, and may be willing to provide said help. The first method, Nynye Alkahstry, you already know of. The second is to find out if there are any Sirens currently alive capable of using the True Rune of Healing, or any other True Runes that may be of help. Third is the Threnody Dragons, whose Words of Power are likely to be able to help deal with the Warp based aspect of the poison.

Over the last five years an average of one thousand cultists were found each year, the a significant spike over the last few years.

Of the 15,777 major psykers found over the last five years 1,187 of them were Chaotic, a normal proportion.

1,185 Chaotic Psykers consisting of 24 Beta-levels, 82 Gamma-levels, 227 Delta-levels, 425 Epsilon-levels and 425 Zeta-levels were killed without causing any significant levels of damage over the last five years.
1 Alpha-level and 1 Gamma-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        
Psyker Hunters        
Witch Hunters        

minor Psy-hunters
       

major Psy-Hunters
       
Last Hunters        
Voids 1,112 264 68 16
Nulls        
The untainted major Psykers included 1 Alpha-level, 26 Beta-levels, 181 Gamma-levels, 1,035 Delta-levels, 4,307 Epsilon-levels and 9,040 Zeta-levels.

1,017,895 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.

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.

Complete

Three years ago Jane finished training Avernus' first Grandmaster Psyker Hunters. These deadly hunters generally have centuries of experience, and have honed their abilities at locating and slaying rogue Psykers to a fine edge. Where the Grandmaster Witch hunters are some of Avernus' greatest warriors, the Grandmaster Psyker Hunters are far more pragmatic in their preferences, often slaying a rogue psyker before it knows that it is in danger. Despite their preferences when it comes to battle the Grandmaster Psyker Hunters remain utterly deadly, showing that they did not survive generations in on of Avernus' most dangerous careers by stealth and luck alone.

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

Time: 1 year.
Chance of Success: 10%

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

Complete
Year one d100=61+26(Intrigue)+19(combat)+25(traits)=131: Success
Year two d100=75+26(Intrigue)+19(combat)+25(traits)+20(double down)=165: Critical Success
Year three d100=45+26(Intrigue)+19(combat)+25(traits)+20(double)=135: Success
Year three re-roll d100=92+26(Intrigue)+19(combat)+25(traits)+20(double)+15(paragon Diviner)=197: Critical Success
Year four d100=42+26(Intrigue)+19(combat)+25(traits)+20(double)=132: Success
Year four re-roll d100=24+26(Intrigue)+19(combat)+25(traits)+20(double)+15(paragon Diviner)=129: Success
Year five d100=79+26(Intrigue)+19(combat)+25(traits)+20(double)=169: Critical Success
+128

Jane has fully recovered from her recent wounds and turned her attention back towards hunting for Rogue Psykers. Due to the presence of Saint Lin the damage that Chaos Psykers have caused over the last few years has remained low, an effect helped by Jane's personal execution of no less then eight Beta-levels that otherwise might have caused trouble.

Double Down: Psychic Cannon Grand Cruiser Design-Admiral Sarnow has determined that the best way to use a Psychic Cannon is a Grand Cruiser designed with speed and toughness in mind rather then firepower. What firepower the design has should be powerful short ranged weapons that take advantage of the enemy attempting to swarm it.

Time: 5 years.
Chance of Success: 0% (99% after bonuses)

Cost: 300,000,000 Thrones, 60,000,000 Material, 3,000,000 Promethium, 2,500,000 Advanced Material, 120,00 Exotic Material, 10 Relic Material.
Reward: Designs for Grand Cruiser with Psychic Canon

Complete
year five d100=59+66(stats and traits)+70(buildings)+10(other)+20(double down)=225: Greater Critical Success

Recently Archmagos Tranth has finished creating a design for a Grand Cruiser that makes use of the Psychic Cannon. The Gridarvol-Class Grand Cruiser has defences a match for a medium battleship and is as fast as a normal armoured cruiser, a good third again the speed of most grand cruisers. Firepower wise it is armed with twenty-five batteries of short ranged Macrocannons and five Thermal Lances, giving it the close range firepower of a Heavy Cruiser. Its Psychic Cannon is protected by several layers of additional shielding, ensuring that it will not be easily taken out by enemy fire, and may even survive the ships destruction in a repairable state. The Gridarvol is designed to be tough enough that it will take a significant investment for an enemy to kill it quickly, an investment that can go up very quickly if it has the right escorts. On the other hand it is fast enough to seek out powerful deamonships and Hiveships with a good degree of success, allowing it to bring its Psychic Cannon into play. Given the price of this design it would probably be best not to deploy them against foes that are not particularly vulnerable to its primary gun.
Norn Queen- Recently the Border-Lion He Who Walks Obliquely delivered 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

Complete
year three d100=40+42(stats and traits)+70(buildings)+10(Rune Priests)+20(double down)=162: Success

After a decades study Archmagos Biologis Maximal has finished his study of the Norn Queen, and what it can tell him about Hive Fleet Grábakr. He tells you that there are three main ways that he turn what he has discovered into useful weapons. First he can use the information that he has gained about the current biology of the Tyranids to better tune your sensors to detect them, and to tell apart particular species,. This will greatly increase the amount of information that your ground forces will be able to gather about their foes, and help detect hidden enemies. Next he can use it to create tailored poisons that can be deployed against the Tyranids, allowing you to inflict major damage before they adapt to then. Finally he can work with Archmagos Tranth to use the infoamtion that he has to design an Ordinatus to use against Hive Fleet Grábakr.


Complete Examination (Disrupter Dolphin) - 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- Two out of Six years completed

For the last two years Archmagos Biologis Maximal has been studying the Disrupter Dolphin, which hunts the Multiplicity Carp in the Turquoise Sea to the south of the Everglades. He tells you that on initial examination the Disruper Dolphin seems to in some way Disrupt the Hive Mind of the Multiplicity Carp in close proximity.
Technological Improvements: (Advanced Material): Three 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 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 6 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
Complete
Locked- One out of Four years completed

Fabricator-General Scott has continued in her efforts to put into use all of the Advanced Material production technologies gained from the Grand Conclave. She tells you that the vast majority of them are now is use, and that she will finish off the last handful in a couple of years time. As things stand currently you produce enough Advanced Materials to just break even without imports even if the military rebate was cancelled.

Administration Assistance: Expand and downgrade Forge-Hive: Mag Mell- Currently Annwn or Mag Mell are starting to reach the level where it would be possible to expand them into Huge-Forge Hives. A more affordable version would be to expand them and downgrade the defences, leaving them with slightly weaker defences but greatly reducing the price.

Time: 24 years.

Cost: 780,000,000,000 Thrones, 110,000,000,000 Material, 54,000,000,000 Metal, 29,000,000,000 Promethium, 12,000,000 Advanced Material, 200,000 Exotic Material, 11.3 Relic Material.
Upkeep per year: 12,000,000,000 Thrones, 2,200,000,000 Material, 970,000,000 Metal, 320,000,000 Promethium, 230,000 Advanced Material, 13,000 Exotic Material, 1 Relic Material.
Reward: Selected Large Forge Hive upgraded into Huge Forge Hive and has defences downgrades to lv 6

Locked- Nine out of Twenty-Four years completed

Rosalinda's work on expanding the Forge-Hive of Mag Mell has continued over the last half decade, and is proceeding according to schedule. At this point the new districts are spreading out tens of kilometres in all directions from the core of the Hive, and the skeleton of the enlarged hive is starting to take shape. However it will take years to even begin to kill in said skeleton, time in which the Hive will be highly vulnerable to attack.

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%)

Locked- One out of Four years completed

Fabricator-General Scott has recently started putting into practice the next set of improvements to her forges that were shared in the Grand Conclave. Once she finishes this set in a few years time there will only be one more set, after which all of the technological improvements to her forges will be in place.

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

Time: 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, ??.

Complete
year one d100=83+54(stats)+35(traits)+20(double down)+20(Eldar Information)=212: Critical Success

Saint Lin finished his investigations of the Eldar Pantheon, the largest and most powerful group of gods in the galaxy that can be called sane. From what Lin can see while in many ways the Eldar Pantheon is like every other pantheon formed by the worship of a single race, there are several major differences due to their early history. The biggest difference is that the Eldar Gods have stronger ties to the Materium then most gods, allowing for them to more easily act within it. From what Saint Lin can tell this is a result of several different factors, which are their nature as created gods and their link to the Webway, which acts in some ways as a portal between the Warp and the Materium.

Saint Lin tells you that while the Eldar Pantheon has over a dozen active members, there are only two intact gods within it, Ynnead the Goddess of the Dead and Cegorach, the Laughing God. The other Eldar God were consumed by the Dark Prince during The Fall, and released after Ynnead's birth. These gods were shattered into shards in this time, said shards now being able to be awoken as Avatars by the Eldar. It may be possible for some of the Eldar Gods to be fully reborn out of their shards, such as Khaine, but others are irrecoverable.

Transcribe Secrets- Now that the Ultra-Secure Vault is fully warded Saint Lin can create records of his studies, and the secret knowledge that he has discovered. This will take a few years but is vital giving his approaching death.

Time: 2 years

Cost: Free
Reward: Saint Lin transcribes knowledge, lose less when he dies

Complete

Saint Lin spent a good deal of two years in the Ultra-Secure Vault under Dis writing down the secrets and Warp lore that he has discovered over his life. Some of these secrets are those that even the greatest of Chaos' sorcerers are searching for, making the vault now a highly valuable target to that sort.

Spend Time with Tormod- Saint Lin could spend some time mentoring Tormod, your grandson and one of the heirs of Avernus.

Time: 1 year
Chance of Success: Unknown
Cost: Free
Reward: potential stat gains

Complete
d100=63+74(traits and stats)=137: Success

Saint Lin spent a year mentoring Tormod. This helped firm up Tormod's understanding of the New Imperial Trust, and his understanding of his own self which Satin Lin believes is a key to strength of will.

Double Down: Double: Lizardmen Diplomacy (Both)- Currently the two Lizardman Empires are locked in a million year old conflict. Trading with one will earn you the enmity of the other. While it would take a diplomatic miracle to be allowed to trade with both, Saint Lin my be able to pull said miracle off. This would take several years from his limited remaining lifespan, but may still be worthwhile.

Time: 3 years
Chance of Success: -20% (uses diplomacy, 16% after bonuses)
Cost: 49,000,000 Thrones
Reward: Begin trading with both of the Lizardman Empires

Complete
year five roll d100=34+36(stats)+15(traits)+20(double down)+20(double)=125: Success
year five re-roll d100=81+36(stats)+15(traits)+20(double down)+20(double)+15(Paragon Diviner)=196: Critical Success

Saint Lin has spent the last three years in talks with both the High Priests of the Skinks and the Oldbloods of the Saurus. As well as attempting to allow the humans to act as a neutral party, allowed to trade with both sides of the conflict he has been working on trying to end the endless war between the two sides. In a feat of diplomacy that beggars imagination he was actually partially successful in his efforts to end the war, and was able to convince them to sign a ceasefire. While he doubts that the ceasefire will last for long without something truly unlikely happening for the moment, and probably the next few decades the war on the Southern Continent has ended. Additionally he has got the two sides to agree on allowing the humans to be considered neutral, and thus able to trade with both sides within limits.

               
Trials Alpha Beta Gamma Delta Epsilon Zeta Minor
Passed 1 1 73 531 2,521 5,618 781,638
Attempted 1 13 144 830 3,453 7,249 977,048
Percent passed 100.00% 7.69% 50.50% 64.00% 73.00% 77.50% 80.00%
                   
128 Regular 84   Veteran 37   Elite Primaris 5  
Primaris Beta Gamma Delta Beta Gamma Delta Beta Gamma Delta
Biomancer   1 7     2      
Diviner   1 9     3      
Pyromancer   2 14   1 5     1
Telekinetic   2 14   1 5     1
Telapath   1 11   1 4      
Daemonologist   1 11   1 4      
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                  
                                         
1,429 Normal 666       Veteran 561       Elite 177       Master 24      
Battle Psyker Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   1 5 37 82   1 4 31 69     1 7 16       1 2
Diviner     4 24 55     3 20 46     1 5 10       1 1
Pyromancer   1 6 49 109   1 5 41 91     1 9 20       1 3
Telekinetic   1 5 37 82   1 4 31 69     1 7 15       1 2
Telapath -1   4 24 55     3 20 46     1 5 10       1 1
Daemonologist     4 26 57     3 22 48       3 7         1
Psy-Hunters                         2 17 37       2 5
               
65,738 Trainee Normal Veteran Elite Master Grandmaster Exemplar
Minor Battle Psykers 304,839 31,074 25,225 5,343 871 73 1
Psy-Hunters       2,721 408 21  
                                         
2,350 Normal 1,437       Veteran 752       Elite 150       Master 11      
Sanctionite Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   2 12 86 193     3 23 50     1 5 10         1
Diviner   1 8 51 115   1 4 27 60     1 5 12         1
Pyromancer   1 9 57 128   1 5 30 67     1 6 13         1
Telekinetic   2 12 86 193   1 6 45 101     1 9 20       1 1
Telapath 1 1 9 57 128   1 5 30 66     1 6 13         1
Daemonologist   1 9 69 155   1 5 36 81     1 7 16         1
Order of Omens     1 6 13       3 6       1 1          
Order of Warding     1 3 7       1 3       1 1          
Order of Restoration               3 23 50     1 5 10         1
Order of Alkahestry       4 6     1 2 6         1          
Order of Technomancers       3 6       1 2                    
             
110,697 Trainee Normal Veteran Elite Master Grandmaster
Minor Sanctionites 274,094 64,311 32,391 7,688 610 12
Order of Omens 1,042 114 64 15 1  
Order of Warding 15,633 1,622 548 201 39 1
Order of Restoration     2,909 704 56 1
Order of Alkahestry 15,633 -3,423 2,470 348 14  
Order of Technomancers 6,253 1,696 425 15    
                                         
307 Normal 144       Veteran 120       Elite 43       Master 7      
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 21 47     3 18 39     1 6 14       1 2
Neo-Astropathic Receivers -1   3 21 47     3 18 39     1 6 14       1 2
             
84,573 Trainee Normal Veteran Elite Master Grandmaster
Witch Finder 148,511 61,188 22,214 1,148 23 1
             
Inquisition Beta Gamma Delta Epsilon Zeta Minor
    3 22 105 234 15,633
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=58+49(control)+110(Traits)=227: Greater Critical Success

High Grandmaster Ridcully recently divined which Webway gates that the Chaos Eldar under Vect will be attempting to breach next. He tells you that while the Empire of Ashes is maintaining control over the webway, they are having to seal many of the gates within chaos held territories to do so. These sealed gates are often still able to be opened given enough time, but both opening them and sealing them can take weeks or even months. As such while the Chaos Eldar rarely get to make much use of the Webway, even their attempts to do so are inflicting significant disruptions on the Empire of Ashes in their vicinity.

Greater Divination (Primarch Roboute Gulliman's Wound)- 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 two roll d100=7+49(control)+110(Traits)=166: Critical Success

High Grandmaster Ridcully spent a year looking into the wound that has kept the Ultramarines Primarch Roboute Gulliman's in stasis for the last fifteen millennia. He tells you that this wound has three parts, each of which will kill the Primarch if left untreated. First as easiest to deal with is the physical wound itself, a moral wound to his neck which will cause the Primarch to bleed out within ten minutes of being released from his stasis. Due to the toughness of his constitution this should be no great issue. Next is the deadly warp born poison that was on Fulgrim's blade. This poison has spread to throughout Roboute's body, and has overcome even his formidable resistance to poisons. Without a treatment for the poison that deals with both its biological and Warp aspects Roboute will either be killed by or crippled by the poison shortly after being released. Finally there is the curse of the Anathame which was inflicted on the Primarch. This is a powerful curse that has brought down Primarches before, and if left untreated will kill Roboute after weeks or even months of suffering. This is the hardest to cure aspect of the wound, and the part that Saint Lin hopes that he may be able to deal with.

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 three roll d100=26+49(control)+110(Traits)=185: Critical Succes

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 remaining infiltrators and their cells, which were mostly military officers, Administratum Adepts and a handful of Psykers. These were in significantly less dangerous positions then the last infiltrators that Ridcully found, indicating that he is making progress.
Chaotic Frequencies (Nurgle)- Saint Lin is predicted to die within the next few decades, meaning that research that benefits from his presence has become far more urgent. One such research is trying to determine the exact frequencies that the forces of Chaos utilise, knowledge that is dangerous to acquire but could lead to a key advantage against Chaos. While Saint Lin still lives it will be far safer to carry out this research, though Ridcully could probably carry it out after Saint Lin's death.

Time: 4 years (must be taken by Ridcully or Tamia)
Chance of Success: 5% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the Psychic Frequencies that the selected chaotic force operates on

Complete
year two roll d100=88+13(stats)+25(traits)+15(Roke Island)+20(double down)+10(Areatha)=171: Critical Success
-1 year to all Chaos Frequencies completion times

Three years ago High Grandmaster Ridcully finished his investigation into the Psychic Frequencies of Plague God. Unsurprisingly the core frequencies are related to Decay, with others relating to Death, Plague, Destruction, Perseverance and Rebirth. This indicates that as he suspected the frequencies that a god operates on correspond directly to the gods domains, for Primal Gods at least.

Double Down: Chaotic Frequencies (Slaneesh)- Saint Lin is predicted to die within the next few decades, meaning that research that benefits from his presence has become far more urgent. One such research is trying to determine the exact frequencies that the forces of Chaos utilise, knowledge that is dangerous to acquire but could lead to a key advantage against Chaos. While Saint Lin still lives it will be far safer to carry out this research, though Ridcully could probably carry it out after Saint Lin's death.

Time: 3 years (must be taken by Ridcully or Tamia)
Chance of Success: 5% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the Psychic Frequencies that the selected chaotic force operates on

Locked- One out of Three years completed

High Grandmaster Ridcully has recently turned his attention towards attempting to discern the frequencies that the Dark Prince operates on. Thanks to Saint Lin's research he knows what sort of connections these frequencies will have, so only has to determine their exact frequencies.


Chaotic Frequencies (Abomination)- Saint Lin is predicted to die within the next few decades, meaning that research that benefits from his presence has become far more urgent. One such research is trying to determine the exact frequencies that the forces of Chaos utilise, knowledge that is dangerous to acquire but could lead to a key advantage against Chaos. While Saint Lin still lives it will be far safer to carry out this research, though Ridcully could probably carry it out after Saint Lin's death.

Time: 4 years (must be taken by Ridcully or Tamia)
Chance of Success: 5% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the Psychic Frequencies that the selected chaotic force operates on

Complete
year two roll d100=1+29(stats)+15(traits)+15(Roke Island)+20(double down)+10(Areatha)=90: Critical Fail
re-roll? D2=2: Yes
year two re-roll d100=25+29(stats)+15(traits)+15(Roke Island)+20(double down)+15(Paragon Diviner)+10(Areatha)=129: Success

Three years ago Grandmaster Tamia finished her investigation into the Psychic Frequencies of the Abomination, though if it was not for a timely warning for Ridcully she may have ended in disaster. As she expected the core frequencies are related to Tyranny, with others relating to Obedience, Fanaticism, Tradition and Faith. This further supports the theory that a gods frequencies relate to their domains, a fact that should help with efforts to find the other gods particular psychic frequencies.

Double Down: Chaotic Frequencies (Khorne)- Saint Lin is predicted to die within the next few decades, meaning that research that benefits from his presence has become far more urgent. One such research is trying to determine the exact frequencies that the forces of Chaos utilise, knowledge that is dangerous to acquire but could lead to a key advantage against Chaos. While Saint Lin still lives it will be far safer to carry out this research, though Ridcully could probably carry it out after Saint Lin's death.

Time: 3 years (must be taken by Ridcully or Tamia)
Chance of Success: 5% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the Psychic Frequencies that the selected chaotic force operates on

Locked- Two out of Three years completed

Grandmaster Tamia has spent the last two years working on determining the psychic frequencies that the Blood God makes use of. While thanks to Saint Lin she knows that they will be focused on Combat and linked to Rage, Blood-Spilt-in-Battle, Honour-in-War, Strength-of-Arms and War, she has to determine what the exact frequencies for these concepts are.

Large Psyker City: Design- Tamia believes that your knowledge of wards has improved to the point where designing a larger psyker city is possible. The proposal that she has put forward is to create city able to house ten million citizens, including two million Psykers. This would be large enough to train your entire current crop of students in a single location, and would be far more resistant to attack then your current psyker cities.

Time: 18 years.

Cost: 300,000,000 Thrones, 9,600,000 Material, 8,000,000 Metal, 1,900,000 Promethium, 7,200,000 Advanced Material, 20,000 Exotic Material, 96 Relic Material.

Locked- Three out of Eighteen years completed

For the last three years Granmaster Xaiver has been overseeing a project to design a Psyker City able to safely hold two million Psykers, most of them trainees, as well as eight million other residents. While progress has been made on the design, which makes heavy use of Runes to suppress the warp energy that Psyker leak, the scale fo the task ensures that he will be at it for years to come.
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- Eleven out of ?? years completed

Grandmaster Aria and the Battle Psykers proved to be an essential part of the battles against Hive Fleet Grábakr, whose stealth proved to be more vulnerable to psychic detection. While this weakness is almost certainly not going to last, its presence gave your forces a valuable advantage for these initial battles, one that tipped the tides of at least one systems defences.

Establish new Psyker City: (Everglades) – Currently your psyker cities are predicted to fill with trainee psykers within a few years time. High Grandmaster Ridcully has put forward a proposal to build a new psyker city in order to provide more area that can be used to safely train psykers. You have around a decade before work needs to begin if you want to avoid issues coming up.

Time: 8 years.

Cost: 3,000,000,000 Thrones, 960,000,000 Material, 800,000,000 Metal, 190,000,000 Promethium, 720,000 Advanced Material, 2,000 Exotic Material.
Upkeep per year: 23,000,000 Thrones, 2,800,000 Material, 1,800,000 Metal, 390,000 Promethium, 8,200 Advanced Material, 190 Exotic Material.
Reward: Training-focused Minor Psyker City in the selected region, can fit up to 250,000 Psykers.

Complete

Three years ago Xavier finished building Elixia, a Psyker City in the Everglades. This small city is built deep in the swamps of the Everglades, and relies as much on the danger of the terrain around it to ward off enemies as it does its impressive defences. Like all of the Psyker Cities on Avernus on of Elixia's major purposes is to train newly discovered Psykers, though it is also the base of the Order of Alkahestry.


Mentoring: Alpha- Given the high rate of failure for the more powerful psykers High Grandmaster Ridcully would like to have some of his best psykers mentor the second Alpha-level in the years leading up to her trials. This will hopefully be enough to increase her chance of passing by a significant degree.

Time: 1 year. (can be taken per hero)
Chance of Success: 50%

Cost: Free
Reward: each point of success increases chance of the Alpha-level psyker passing the trails by 1% (max pass chance 65%, current pass chance 10%.

Complete
year three roll d100=82+33(stats)=115: Success +65

Recently Tamia spent a year overseeing the final training of the Alpha-level Telekinetic Jessie Cabaria, who your grandson Tomond has befriended. She tells you that while Jessie would have passed the trails without any additional training, a feat few of her power can claim, with Tamia's help she has graduated as an Elite Priamris Psyker.

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- Fourteen out of Nineteen years completed


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- Fifteen out of ?? years competed

The defence of Niven was hard fought but you managed to beat back the Tyranids without losing more then a quarter of your ships. The sensor network that you set up proved to be able to spot Tyranids at medium ranges, though they soon started to be hunted down by Tyranid escorts. This allowed you to track where the Tyranids were coming from, and meet them in relatively open battle. This was the first time that the Imperial Trust had clashed with a fleet that not only matched you one-on-one, but was even more top heavy then you. As expected the Tyranid Hiveships proved to be formidable foes, able to trade blows with your battleships at long range, duck out of sight if given the smallest opportunity and tear apart pretty much anything that they could get their claws on. The other real danger were the escorts with Boarding Maws, which proved to be worryingly good at closing with your ships using a combination of speed and stealth and could unleash a wave of bioforms able to overwhelm even a cruiser if allowed to.

You found that Diviners proved to be invaluable in getting past the Tyranids stealth, and large elite garrisons of troops helped counter some of their most deadly attacks, with Avernite ships faring far better then other ships due to their superior void troopers. Next you found that due to the relative lack of heavy armour on the Tyranid ships that weapons batteries proved to be far more effective then lances, and that your torpedoes were only worthwhile at short to medium ranges. As such your external torpedoes launchers proved to be if anything a liability, and you will suggest leaving them empty for the rest of this war.

On the ground several large forces of Tyranids managed to land, and caused a significant amount of damage before being put down. Due to the speed and agility that they are capable of you found only three methods to deal with them, either weight of fire from massed numbers, massed artillery that is willing to inflict collateral damage, and those few units able to actually keep up with them. Which is pretty much only the Imperial Trust's best elites. Fortified locations help for a period, but once the Tyranids reach them in any real numbers become a deathtraps as the Tyranids tear apart all that oppose them in the close quarters fights that they are best in. As such layered defences, possibly with self-destructs will be needed.


Construction Expertise (Expand and downgrade Forge-Hive: Mag Mell)- Your Vizer Rosalinda Orlov is a highly skilled architect and can oversee any major constructions projects that the Administratum handles. This should be a good way to keep the expansions of your cities in progress.

Time: as project.

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

Locked- Nine out of Twenty-Four years completed

Rosalinda has continued to work on expanding Mag Mell int a Huge Forge-Hive, and is only a little over a third of the way though this project.

Chief Administrator of Avernus- With Signesdeath you fill have to fill his position as the head of the Avernite Administratum. There are three main candidates to fill this roll, two of whom were candidates last time it was open.

Time: 1 year

Cost: free
Reward: Get chance to select new Chief Administrator of Avernus, dont lose 1 Adeptus Munitorum action

Complete

Shortly after Signe's death you selected her successor to the position of Chief Administrator of Avernus.

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 two=98+13(diplomacy)+5(Palace)-20(distance)=96: Fail
year three=7+13(diplomacy)+5(Palace)-20(distance)=5: Fail
year four=17+13(diplomacy)+5(Palace)-20(distance)=15: Fail
year Five=3+13(diplomacy)+5(Palace)-20(distance)=1: Fail

You have continued to exchange messages with your family as much as you can over the years, and tried to keep in contact with Tormod as he grows. As things stand you by the time you meet Tormod in person again he will be a fully grow adult, and possibly a university graduate.
                   
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 433,446,638,970 1,166,491,941,254 2,892,462,937,675 616,547,097,804 1,427,812,340 19,131,274 434,086 536 79,705,096,367
Net Income 25,880,753,579 198,083,860,195 340,765,374,805 31,016,777,019 233,432,561 1,834,078 -2,956 -7 654,732,296
Percent of Income used 21.38% 0.66% 0.09% 1.83% 5.43% 13.07% 0.00% 106.40%  
Remaining 459,327,392,549 1,364,575,801,449 3,233,228,312,480 647,563,874,823 1,661,244,901 20,965,352 431,130 529 80,359,828,663
Percent Growth 5.97% 16.98% 11.78% 5.03% 16.35% 9.59% -0.68% -1.30% 0.16%
 
@Durin
1. What is Jessie's speciality as a psyker?
under Telepathica other, it says Alpha Telekenetic.

Recently Tamia spent a year overseeing the final training of the Alpha-level Telekinetic Jessie Cabaria, who your grandson Tomond has befriended. She tells you that while Jessie would have passed the trails without any additional training, a feat few of her power can claim, with Tamia's help she has graduated as an Elite Priamris Psyker.
 
You know, all the insane shenanigans on this planet has made me wonder, what would the characters from canon 40k think of all this, what would TTS Emps think of this?
 
@Durin it seems that you have missed my previous question.
@Durin Since we got a critical success in the Eldar Pantheon, does that mean that we are getting (eventually) individual descriptions of at least the gods that are still whole like Isha, Ynnead, and Cegorach?
 
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Dawm we outnumbered the Tryanids and still lost a fourth of the ships with Rotbart leading the fleet in one battle. Also it seems that is the Tryanids get close than it is over for all involved. Of course we have the thunder warriors, but let's see how they do against some of the best close combat in the galaxy currently.
 
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Dawm we outnumbered the Tryanids and still lost a fourth of thebships with Rotbart leading the fleets in one battle. Also it seems that is the Tryanids get close than it is over for all involved. Of course we have the thunder warriors, but let's see how they do against some of the best close combat in the galaxy currently.
Eh it was the first engagement so we were gaining experience vs the nids and we managed to beat back the nids, for this turn at least so I'm chalking this one up as a win in my book.

What I'm concerned about is More'Lumix, I'd hoped to get a little bit more time out of her, but it seems Bludbusta had other ideas.

On the other hand not much progress taking her worlds so hopefully Assour will be able to mount a bloodying assault.

+ That was just the Niven system where we were deployed I imagine the one we super reinforced had far better results.
 
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Eh it was the first engagement so we were gaining experience vs the nids and we managed to beat back the nids, for this turn at least so I'm chalking this one up as a win in my book.

What I'm concerned about is More'Lumix, I'd hoped to get a little bit more time out of her, but it seems Bludbusta had other ideas.

On the other hand not much progress taking her worlds so hopefully Assour will be able to mount a bloodying assault.
Assour is already helping out but I am in this weird place of wishing chaos success. Also as time goes on so will how many orks show up for the big fight. I hope Chaos has someone that can kill him because if not than all we have is trillions of orks becoming better at war.

What truly worries me is the massive increase in cultist . We only see a big increase like that right before a invasion or a demon incursion. The eyes of the chaos gods are on Avernus.
 
What truly worries me is the massive increase in cultist . We only see a big increase like that right before a invasion or a demon incursion. The eyes of the chaos gods are on Avernus.

Or, the Alpha legion is starting to make a move. Would makes senses to do it now, large amount of troops and ships away, some of our biggest Hive are at the lowest defense wise right now, Martial Paragon isn't here etc etc....That or it is Ahriman.
 
Or, the Alpha legion is starting to make a move. Would makes senses to do it now, large amount of troops and ships away, some of our biggest Hive are at the lowest defense wise right now, Martial Paragon isn't here etc etc....That or it is Ahriman.
Or Abomination crusade the alpha legion likes to act behind the scenes and even with the prize of technology we have well there is nothing of value here but killing Saint Lin and the Vault for chaos.
 
Or Abomination crusade the alpha legion likes to act behind the scenes and even with the prize of technology we have well there is nothing of value here but killing Saint Lin and the Vault for chaos.
We also have the blueprint for man of stone hidden away, but both things you mentioned are one of a kind in the galaxy, the Vault content is particularly valuable, and we did find an alpha legion plant some times ago.
Someone is definitely stirring shit for the numbers of Cultist to jump like that.

@Durin what kind of Cultist have increased the most this turn?
 
What I'm concerned about is More'Lumix, I'd hoped to get a little bit more time out of her, but it seems Bludbusta had other ideas.

On the other hand not much progress taking her worlds so hopefully Assour will be able to mount a bloodying assault.
well its not that bad as Bloodbusta did take 45 worlds of 381 Worlds that the More'Lumix has and there military and navy must be heavily depleted and with Assour helping them they must have lost some military and navy power but on the positive side they can help Amir-Ka deal with the Tyranids
 
We also have the blueprint for man of stone hidden away, but both things you mentioned are one of a kind in the galaxy, the Vault content is particularly valuable, and we did find an alpha legion plant some times ago.
Someone is definitely stirring shit for the numbers of Cultist to jump like that.

@Durin what kind of Cultist have increased the most this turn?
Nurgle
 
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