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
Governor Tormod would be a kinda awesome character to play though- I imagine we'd gain stats and traits almost every turn.

Lizard transcending Lin would be interesting, especially if he transcends Diplo. A Diplo transcendent Lin is a serious player in the galaxy at large.

Black imperium would be... Bad. Hope if we don't bother them they won't realize we have valuable tech to steal.

Abomination would probably be marginally better than the black crusade, though they probably learnt their lesson from how utterly we rolled their last attempt on Averneus..

Or, it could be something far away, such as maccragee falling to the destroyer and rendering this guiliman plan useless. If that is the case, I'm going to be chanting SEA SEA SEA.

Also, I feel a bit like a brexiter, with the poll hanging there indicating we should do it, and yet the "government" (Thresashardju Maygle) of the thread is refusing (for fairly reasonable reasons) to have us take the risk.
 
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Eh, nothing about Tormod particularly interests me. I hope he dies in a way that lets us recover his gear for some other hero.
He is a great source of Omakes though, that is already worth something.

Lets not go into the IRL stuff, but that isn't what's going on. Its far than that dumber.
The funny thing is that the unholy alliance of @Enjou @Shard and @Nurgle want Lin to die ASAP.

They only came together to prevent the potential disaster that can cause to dive into the Primordial Sea, and they want to part ways once that action is no longer available (due to the Death of Saint Lin), but if he reaches Trascendence that risk will always be there.
 
Turn One Hundred and Thirty-Two Results
Turn One Hundred and Thirty-Two Results
Three Hundred and Eighty-Five years since the Founding of Avernus

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- Twenty out of Twenty-Two years completed

General Richard's efforts to expand the Avernite PDF are in their final stages, with the last two waves being in the final stages of their training. This gives you billions of additional PDF troopers, which could be vital in the decades to come.

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 army's 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- Sixteen out of Twenty-Four years completed

General Richards has now finished training the majority of her new Helltrooper Regiments, and has the remainder either in some stage of their training or about to begin. In this process she has stripped the PDF of a large portion of its most experienced soldiers, which combined with the expansion of the PDF has had a massive impact on the average skill level of your PDF. Hopefully the PDF will have regained some of its edge by the time a major war arrives.

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

Time: 9 years

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

Complete

Recently General Richards has finished providing the last of your Helguard Void Infantry Regiments with Advanced Power Armour variants. This has massively increased the toughness and combat power of your Helguard Helguard Void Infantry. While even this is not enough to fight the new Genestealers in a boarding action with equal numbers it does massively cut down on the numerical advantage your required.

Expedite: Repair- The initial clashes with Hive Fleet Grábakr inflicted significant damage to the Avernite Navy. While many ships were destroyed a far greater number sustained some level of damage. Admiral Sarnow tells you that with your current shipyards it will take a bit under a dozen years to fully repair the damaged warships. This would be significantly higher if it was not for your utilisation of Repair Nanites in all warships.

Time: 12 years.

Cost: 8,000,000,000 Thrones, 5,400,000,000 Material, 48,000,000 Promethium, 6,100,000 Advanced Material, 87,000 Exotic Material.
Reward: Repair all ships damaged in recent battles

Locked- Eight out of Eleven years completed: Expedited

Admiral Sarnow has continued to oversee the repair of the ship damaged during the first waves, which are nearing their end. While this will put a decent sized force back in your order of battle, the new ships still fall far short of those damaged in the battles since.

Expedite: Expand Shipyards: Large: Four times- 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: 5 years. (can be taken twice)

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

Complete
Complete
Locked – Two out of Four years completed: Expedited
Locked – One out of Four years completed: Expedited

The recent expansion of Avernus' orbital industrial capacity has allowed Admiral Sarnow to rapidly build up your shipyards, with two Large Shipyards having been completed over the last half decade and another two under construction. This makes the construction of another Huge Shipyard already viable.

The population growth of Avernus has risen slightly to an average of 0.25% over the last half decade.

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- Twenty-Three out of Twenty-Four years completed

Isaac has continued to work on expanding your Juve-Nat Factories, and is almost finished. He tells you that around half of the factories have begun operations, and that the remainder are in the process of finishing their staffs training and carrying out last minute calibrations, which will be over within six months.


Expand (Salem) to Large Hive- Now that Dis is filling it may be a good idea to build another large Hive. This will allow you access to another major strongpoint, and provide a massive amount of buffer for population growth. While not urgent work should begin on this before Dis fills.

Time: 18 years.

Cost: 22,000,000,000 Thrones, 21,000,000,000 Material, 20,000,000,000 Metal, 4,700,000,000 Promethium, 4,300,000 Advanced Material, 29,000 Exotic Material.
Upkeep per year: 220,000,000 Thrones, 210,000,000 Material, 200,000,000 Metal, 47,000,000 Promethium, 43,000 Advanced Material, 290 Exotic Material.
Reward: Expand Small Hive to Large Hive, +9 billion population capacity, +300 million population base

Locked- Eight out of Eighteen years completed

Issac's work on expanding Salem in Aridia to a Large Hive is continuing apace, with the foundations of the expansion completed and work beginning on the skeleton of the expanded Hive. As things stand the Hive has been rendered highly vulnerable to attack due to the expansion work, and as such General Richards has deployed an entire army of PDF to fortify the Hives surroundings.

Technological Improvements: (Food)-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 3 times)

Cost: 7,200,000,000 Thrones, 720,000,000 Material, 72,000,000 Metal, 140,000,000 Promethium, 390,000 Advanced Material, 4,800 Exotic Material.
Reward: Increase production of food by +19%(currently +106.5%)

Complete

Issac has spent the last half decade working on implementing the next of the farming improvements that you were taught after the Grand Conclave. While these were not quite enough to remove your current deficient, they did slash it by two thirds, and the next improvement is likely to be enough to put Avernus back in the black.

Personal Attention: Build Hive (Tarascon, Northern 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: 14 years.

Cost: 4,900,000,000 Thrones, 4,000,000,000 Material, 3,700,000,000 Metal, 6,700,000,000 Promethium, 3,500,000 Advanced Material, 40,000 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Build new Small Hive in selected region

Locked- Nine out of Fourteen years completed

Work on building the next Hive city in Tarascon has continued under your instructions, and is entering its final stages. According to reports the Hive itself has been built, and just needs work done on its living areas and defences before it can be called compelte.

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- Nineteen out of Twenty-Four years completed

Rosalinda continues to oversee the expansion of Mag Mell into a Huge Forge-Hive, and is now in the final stages of the project. She tells you that it has been interesting working with the Adeptus Mechanicus on this scale.

Waaagh Bloodbusta's progress into what was once The More'lumix's Realm has slowed due to the arrival of a range of reinforcements, including a Thousand Sons Tombship and its escorts. Despite this another thirty-two worlds have fallen to the Orks, putting the total number at a hundred and thirty-one. If more reinforcements continue to arrive at their current rate the Orks will start being driven back within a decade, and the Waaagh will be broken within two.

Request Information (Ask the Eldar and Krork for help in the Lizardmen peace talks)- Inquisitor Klovis-Ultan has suggested that you try requesting information from one of the other planets before conducting an in-depth investigation that they may take offence to. He is more then willing to try to convince a planet to to give you specific information such as the exact organisation of Muspelheim's education system or Asgard's mines, which seem to be able to function with surprisingly little trained labour.

Time: 1 year.
Chance of Success: Varied

Cost: 144,000 Thrones.

Complete
year one roll d100=67+13(stats)=80: Success

Inquisitor Klovis-Ultan has recently put forward a request to the Empire of Ashes to see if they or the Krork are able to help with the Lizardman Peace Talks in any way. While the Eldar believe that they will not be able to help, due almost entirely to The Fall, the Krork are more able. As such they are sending a Krork Marshal to Avernus to make a request to the Lizardman Empires.

Request (The eldar help in creating a ritual to cure Guilliman)- Inquisitor Klovis-Ultan has suggested that you try requesting information from one of the other planets before conducting an in-depth investigation that they may take offence to. He is more then willing to try to convince a planet to to give you specific information such as the exact organisation of Muspelheim's education system or Asgard's mines, which seem to be able to function with surprisingly little trained labour.

Time: 1 year.
Chance of Success: Varied

Cost: 144,000 Thrones.

Complete
year two roll d100=100+13(stats)=113: Critical Success

Inquisitor Klovis-Ultan's request to the Eldar to help them designing a ritual to help cure Guilliman crossed paths with an Eldar request to have Saint Lin participate in such a ritual. As such you are told that the ritual will be ready when Saint Lin is.


Request (Ask Vulkan to create a artifact to help Saint Lin with curing Guilliman)- Inquisitor Klovis-Ultan has suggested that you try requesting information from one of the other planets before conducting an in-depth investigation that they may take offence to. He is more then willing to try to convince a planet to to give you specific information such as the exact organisation of Muspelheim's education system or Asgard's mines, which seem to be able to function with surprisingly little trained labour.

Time: 1 year.
Chance of Success: Varied

Cost: 144,000 Thrones.

Complete
auto-success: Eldar

Inquisitor Klovis-Ultan found that the Eldar had already requested that Vulkan begin work on an artefact to help Saint Lin, though he was informed that Vulkan will need Saint Lin's presence for several years to create the artefact.

Sirens Trade (Trade acquired xenotech for Purification rune focus)- 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 was able to trade the aquatic technologies provided by the Eldar to the Azure Bay Sirens in exchange for their Queen inscribing a Purification Rune on a focus. She estimates that it will take nine years for her to finish the focus.

Request (Ask Ultramarines for Geenseed to create a healing potion and If they have any samples of the poison)- Inquisitor Klovis-Ultan has suggested that you try requesting information from one of the other planets before conducting an in-depth investigation that they may take offence to. He is more then willing to try to convince a planet to to give you specific information such as the exact organisation of Muspelheim's education system or Asgard's mines, which seem to be able to function with surprisingly little trained labour.

Time: 1 year.
Chance of Success: Varied

Cost: 144,000 Thrones.

Complete
year five roll d100=73+13(stats)+20(Eldar)=106: Success

Inquisitor Klovis-Ultan was eventually able convince the Ultramarines to provide a sample of the Genseed due to assistance provided by the Empire of Ashes, though only on conditions that had it always under heavy guard including Liberians and Apothecaries. His request for a sample of the poison failed however due to them not having one.

Over the last five years an average of one thousand one hundred cultists were found each year, an increase over the last few years.

Of the 17,289 major psykers found over the last five years 1,300 of them were Chaotic, a normal proportion.

1,185 Chaotic Psykers consisting of 1 Alpha-level, 24 Beta-levels, 92 Gamma-levels, 248 Delta-levels, 466 Epsilon-levels and 466 Zeta-levels were killed without causing any significant levels of damage over the last five years.
2 Alpha-levels, 1 Gamma-level and 1 Epsilon-level caused damage over the last five years.
           
Losses Miltia/ Hunter/ Psy-Hunter PDF/ Veteran Hunter/Master Psy-Hunter Helltrooper/Elite Hunter/Grandmaster Psy-Hunter/ Last Hunter Helguard/Master Hunter/ Primaris Psy-Hunter
Grandmaster Hunter
Soldier 46,080,000 117,000 25,140 5,406  
Psyker Hunters 344 80 10    
Witch Hunters 16,448 5,024 1,600 872 108
minor Psy-hunters 96 48 5    
major Psy-Hunters 5 2      
Last Hunters       8 1
Voids 1,040 312 112 41  
Nulls          

The untainted major Psykers included 2 Alpha-level, 24 Beta-levels, 201 Gamma-levels, 1,134 Delta-levels, 4,720 Epsilon-levels and 9,908 Zeta-levels.

1,087,385 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.


Integrate Sirens- Recently the Sirens of the Azure Bay have agreed to assist you in the hunt for Rogue Psykers. Given that every Siren Lady is a powerful Psyker from an ancient and effective psychic tradition leading a choir of lesser Psykers this will be a major boost to Jane's forces, but one that she will need to spend a good bit of time integrating into her current efforts. She believes that they would be best used to help counter the efforts of the Alpha-level rogues.

Time: 12 years

Cost: 4,000,000,000 Thrones
Reward: Sirens from Azure Bay assist in Psyker Hunting, +30 to all rolls against alpha and above.

Complete

Jane has recently finished inter grating the Sirens into her psyker hunting forces. She has done this by commissioning a series of modified Hercules transports with flooded interiors set up fr Sirens which the Sirens can live in, and be rapidly shuttled to cities where Alpha-level Psykers are detected. Once in the city the Sirens will use their songweaving to attempt to counter the Alpha-level, and provide cover for the other forces tasked with killing it.

Double Down: 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=75+26(Intrigue)+5(traits)+20(double down)=126: Critical Success

Jane spent the last year leading the hunt for spies in the Helheim system. She only found a handful, all of which were very well hidden, and showed signs pointing to them working for the dreaded Alpha Legion. Given the Alpha Legions reputation Jane is in nbo way certain that she got all of the spies, or even most of them.

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 two d100=4+26(Intrigue)+19(combat)+25(traits)=74: Fail
Year two re-roll d100=67+26(Intrigue)+19(combat)+25(traits)+15(Paragon Diviner)=152: Success
Year three d100=73+26(Intrigue)+19(combat)+25(traits)=143: Success
Year four d100=77+26(Intrigue)+19(combat)+25(traits)=147: Success
Year five d100=27+26(Intrigue)+19(combat)+25(traits)=97: Success
+64

Over the last five years only two rogue Alpha-levels made their presence known, killing tens of millions of men and thousands of Jane's Hunters. The Sirens proved themselves against both of these Psykers, and Jane estimates that losses would have been almost twice as bad without their assistance.

Technology Fundamentals: (Shipbuilding)- 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

Complete
year three roll d100=4+41(stats)+50(traits)=95: Fail
year three re-roll d100=50+41(stats)+50(traits)+15(Paragon Diviner)=156: Success

After eight years of study Archmagos Tranth believes that he has as good an understanding of your shipbuilding technologies as he will get. He tells you that your naval construction technologies are rather inefficient in several ways, and that by redesigning the shipyards he should be able to cut down on your construction and repair time by between a fifth and a tenth, without overly increasing costs.

Double Down: Gravatic Sensors- Archmagos Tranth recently determined that he could create significantly better Gravatic Sensors then you currently posses. While these sensors would not be particularly long ranged or precise, they would be very hard to fool.

Time: 5 years
Chance of Success: -110% (1% after bonuses)

Cost: 320,000,000 Thrones, 4,000,000 Advanced Material, 40,000 Exotic Material
Reward: Learn how to upgrade the Gravatic Engines you got from The Well of Urd, increase their speed

Locked- Three out of Five years completed

For the last three years Archmagos Tranth has been working creating a set of advanced gravatic sensors to counter enemy naval stealth. So far he has created a working prototype but tells you that it is far to expensive and fragile to be used. Tranth hopes to make it more practical over the ext couple of years.
Tailored poisons- After his study of the Norn Queen Archmagos Biologis Maximal is convinced that he could create a series of poisons specifically tailored to be effective against Hive Fleet Grábakr. This will give the forces supplied with them a major advantage until their foes adapt, which is estimated to require at least a few days.

Time: 6 years
Chance of Success: -30% (92% after modifiers)

Cost: 40,000,000 Thrones, 790,000 Advanced Material, 90,000 Exotic Material.
Reward: Design Poison specifically tailed to be effective against Hive Fleet Grábakr

Complete
year four d100=99+42(stats and traits)+70(buildings)+10(Rune Priests)=221: Success

Archmagos Biologis Maximal finished the design of nine different poisons tailored to be used against Hive Fleet Grábakr. He tells you that while three of these poisons should be effective against the entirety of the Hive Fleets ground forces the other six are more specialised. Three of the specialised poisons are tailored to kill Genestealers, two to kill Synaptic Creatures and the final one to kill Bio-Titans. He tells you that while they will work the first time you use them they will be quickly adapted for and are likely to be rendered useless between two and six weeks after their first deployment.

Auspex tuning- After his study of the Norn Queen Archmagos Biologis Maximal has a good understanding of the life-signs of Hive Fleet Grábakr and all of its current species. With this information he should be able to tune your auspexes to make use of this data, making them far more effective at spotting hidden Tyranids and able to easily tell apart the different species.

Time: 6 years
Chance of Success: 0% (99% after modifiers)

Cost: 40,000,000 Thrones, 4,000,000 Material, 79,000 Advanced Material, 900 Exotic Material.
Reward: Tune Auspex's to detect Hive Fleet Grábakr, +20 on all ground based detection rolls against them

Complete
year five d100=76+42(stats and traits)+70(buildings)+10(Rune Priests)=198: Critical Success

Archmagos Biologis Maximal has recently finished a program that will allow all of your auspexes to be far better at detecting Tyranid ground forces. He has also been able to program in automatic identification for all but the most simple of auspexes, allowing your forces to both detect hidden foes and be able to instantly determine their makeup, and the location of the Synaptic Nodes. Archamgos Maximal tells you that it is highly unlikely that Hive Fleet Grábakr will be able to adapt to counter this detection fast enough to have any real effect.


Ordinatus Design: Biologis- Currently Hive Fleet Grábakr is steadily advancing towards the Imperial Trust, and will most likely reach it in around half a century. When combined with the information that you have gained about the Hive Fleet, both from Archmagos Biologis Maximal's examination of the Norn Queen and though combat it would be possible to design a Ordinatus to deploy against Hive Fleet Grábakr. While majority of this design work would be done by Archmagos Tranth, additional insight into the Tyanids from Archmagos Biologis Maximal could prove crucial in this process.

Time: 5 years
Chance of Success: -10%

Cost: 2,200,000 Thrones, 200,000 Material, 40,000 Promethium, 220,000 Advanced Material, 28,000 Exotic Material, 2 Relic Material.
Reward: +20 to Ordinatus Design: Explroator

Locked- One out of Five years completed

Recently Archmagos Biologis Maximal started working on determine what forms an Ordinatus could take to be effective against Hive Fleet Grábakr. He has only just started in his efforts but tells you he is looking into widespread area of effect weapons, such as sonic or some forms of gravatic manipulation.
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- Nineteen out of Twenty-Four years completed

Rosalina is now entering the final stages of the expansion of Mag Mell into a Huge Forge-Hive. She tells you that the superstructure of the Hive has been finished, as has the environmental sealing and life support systems and the vast majority of the Hives infrastructure. All that remains unfinsihed is the residential and manufacturing habs.

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

Three years ago Fabricator-General Scott finished the final improvements to your Exotic Material production capacities gained at the Grand Conclave. In total these improvements have boosted production by around a quarter, a substantial amount.

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

Time: 15 years

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

Locked- Three out of Fifteen years completed

For the last three years Fabricator-General Scott has been working on building a massive Cathedral of the Machine-God in Annwn. This will be a long term project, and she has just finished clearing the area and preparing the foundations for the cathedral.

Give Peace a Try (Skinks)- Currently the two Lizardmen Empires are having a ceasefire in their ancient war as a result of Saint Lin's negotiations. However this ceasefire is certain to end, with both sides wishing to continue the war. Saint Lin believes that the next step to ending the war, and probably the most important is to convince the Empires that peace is actually a good idea.

Time: 5 years
Chance of Success: -30% (uses diplomacy, 34% after bonuses)

Cost: 49,000,000 Thrones
Reward: Convince selected Lizardman Empire to seek peace

Complete
year one roll d100=15+39(stats)+25(traits)+20(double down)=94: Fail
year one re-roll d100=55+39(stats)+25(traits)+20(double down)+15(Paragon Diviner)=149: Success

Thanks to some timely advice from Ridcully Saint Lin's work at convincing the High Priests of the Skinks to seek peace with the Saurus was successful. Given that the Saurus have already agreed to the idea in principle now work can be started on crafting a Peace Treaty.

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

Time: 1 year
Chance of Success: 30%

Cost: Free.
Reward: +20% to the success chance of all psykers who take the trials this year, can be taken multiple times

Complete
year one roll d100=43+59(stats)+15(traits)=118: Success

Saint Lin spent a year working with those Psykers who were preparing to face the trails. As a result of his presence and guidance almost two hundred more Psykers passed the trails, including a quartet of Beta-levels and dozens of Gammas.

Double down: Double: Peace Treaty- Currently the two Lizardmen Empires are having a ceasefire in their ancient war as a result of Saint Lin's negotiations. Once Saint Lin has convinced both sides to seek peace then he will need to forge a long lasting and sturdy treaty to strengthen the peace, a feat that will be no easy task given how long this war has been going on.

Time: 5 years (must have passed both Give Peace a Try Actions)
Chance of Success: -60% (uses diplomacy, 4% after bonuses)

Cost: 490,000,000 Thrones
Reward: Create Peace Treaty between the Lizardman Empires

Locked- Four out of Five years completed

Saint Lin has spent the last four years working with the Oldbloods of the Saurus Empire and the High Priests of the Skink Empire to create a Peace Treaty between the two. He tells you that arguments over conquered territory and past wrongs have almost ended the process a dozen times so far, but that he has managed to keep it on track.

               
Trials Alpha Beta Gamma Delta Epsilon Zeta Minor
Passed 1 11 116 677 2,917 6,326 840,112
Attempted 2 20 165 934 3,889 8,162 1,050,140
Percent passed 50.00% 55.00% 70.00% 72.50% 75.00% 77.50% 80.00%
                   
182 Regular 132   Veteran 42   Elite Primaris 6  
Primaris Beta Gamma Delta Beta Gamma Delta Beta Gamma Delta
Biomancer   2 10     3      
Diviner 1 3 13   1 4      
Pyromancer 1 4 20   1 6     1
Telekinetic 1 4 20   1 6     1
Telapath 1 3 15   1 4     1
Daemonologist 1 3 15   1 4     1
Order of Omens     1            
Order of Warding     1            
Order of Restoration   2 10     3      
Psy-Hunters         1 6     1
Order of Alkahestry     1            
Order of Technomancers                  
                                         
1,661 Normal 833       Veteran 600       Elite 200       Master 26      
Battle Psyker Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   3 10 48 94   1 5 33 74     1 8 18       1 3
Diviner   2 8 32 62     3 22 49     1 5 12       1 2
Pyromancer   3 13 65 125   1 6 44 98     1 11 24       1 3
Telekinetic   3 10 48 94   1 5 33 74     1 8 18       1 3
Telapath   2 8 32 62     3 22 49     1 5 12       1 2
Daemonologist   2 8 34 65     3 23 51     1 4 8       1 1
Psy-Hunters                         3 17 39       2 4
               
68,498 Trainee Normal Veteran Elite Master Grandmaster Exemplar
Minor Battle Psykers 327,644 32,861 25,244 6,047 968 78 1
Psy-Hunters       2,869 410 19  
                                         
2,702 Normal 1,672       Veteran 846       Elite 172       Master 12      
Sanctionite Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   4 18 103 216     4 26 57     1 5 12         1
Diviner   2 12 61 128   1 5 30 67     1 6 14         1
Pyromancer   3 13 68 143   1 5 34 75     1 7 15         1
Telekinetic   4 18 103 216   1 7 51 113     1 10 23       1 2
Telapath   3 13 68 143   1 5 34 75     1 7 15         1
Daemonologist   3 13 83 173   1 5 41 91     1 8 18       1 1
Order of Omens     1 7 14     1 3 7       1 2          
Order of Warding     1 4 9       2 4       1 1          
Order of Restoration               4 26 57     1 5 12         1
Order of Alkahestry     1 5 8     1 3 6         1          
Order of Technomancers       3 6       1 2                    
               
116,416 Trainee Normal Veteran Elite Master Grandmaster Exemplar
Minor Sanctionites 294,599 51,431 33,489 8,353 682 14 0.1
Order of Omens 1,120 593 93 16 1   0.0
Order of Warding 16,802 8,835 1,035 209 41 1 0.0
Order of Restoration     3,013 763 63 1 0.0
Order of Alkahestry 16,802 5,082 2,277 405 17   0.0
Order of Technomancers 6,721 4,313 690 29     0.0
                                         
366 Normal 187       Veteran 129       Elite 49       Master 8      
Neo-Astropaths Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Neo-Astropaths   2 7 29 55     3 19 42     1 7 16       1 3
Neo-Astropathic Receivers   2 7 29 55     3 19 42     1 7 16       1 3
               
76,827 Trainee Normal Veteran Elite Master Grandmaster Exemplar
Witch Finder 159,621 48,819 25,861 2,103 44 1 0.007
             
Inquisition Beta Gamma Delta Epsilon Zeta Minor
  1 5 28 122 264 16,802
Free Greater Divination (Find out when the Dark Imperium Task force is coming)- 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=12+49(control)+110(Traits)=171: Critical Success

Over the last few years High Grandmaster Ridcully has been attempting to determine exactly when the Black Imperium Task Force to destroy Hive Fleet Grábakr will arrive. He tells you that it is expected to arrive in five years time, which is just when the Hive Fleet will be leaving Amir-Ka. This is worrying news, as it is likely that the Task Force will be powerful enough to both defeat the Tyranids and have plenty of forces to spare, forces that might be used to attack the Imperial Trust and Dragon's Nest.

Double Down: Greater Divination (Campaign support)- 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 three roll d100=93+49(control)+110(Traits)+20(double down)=272: Greater Critical Success

High Grandmaster Ridcully spent a year divining your war against Hive Fleet Grábakr and providing a range of tactical and strategic advice. This advice was in large part responsible for how you managed to take out all of the target Splinter Fleets without losing any more fleets.

Greater Divination (Infiltrators in the trust)- 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 four roll d100=77+49(control)+110(Traits)=236: Greater Critical Success

High Grandmaster Ridcully spent another year helping to ferret out Alpha Legion spies within the Imperial Trust. While none of the ones he found were particularly close to getting anything valuable several were on a path to getting access to such information within a decade, and were unlikely to be found by conventional means. While Ridcully found over a dozen groups of spies, ranging from rings of dozens to lone operatives he can not be certain that there are none who evaded his gaze, as the Alpha Legion has learned much about hiding from the Warp in all of its forms over the millennia.
Chaotic Frequencies (Tzeentch)- 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

Complete
year two roll d100=81+13(stats)+25(traits)+15(Roke Island)+20(double down)+10(Areatha)=164: Success

Three years ago High Grandmaster Ridcully was able to finish determining the exact frequencies that the Changer of Ways makes use of. As expected they were centred around Ambition and included Change, Intrigue, Fate, Sorcery, and Hope.

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- Thirteen out of Eighteen years completed

Xavier is continuing in his efforts to design a larger psyker city and is nearing the end of the project. As he works he comments on how strange it is needing room to fit millions of Psykers in the Unseen Univeristy, when in the early years there were at most hundreds of trainees.

Research: (Abomination) Destructive Resonances- Now that your psykers have discovered the exact frequencies that the several of the Chaos Gods seems to rely on it is possible to determine which frequencies resonate destructively with them. This is the next step on the path to creating specifically anti-Chaospowers, which should prove very useful against the coming threat. While not as dangerous as finding the frequancies this still runs a worrying risk of taint.

Time: 6 years (must be taken by Ridcully or Tamia, best done by the person who found the frequencies)
Chance of Success: -10% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the Psychic Frequencies that resonate destructively with those that the selected Chaos God operates on

Complete
year three roll d100=20+29(stats)+15(traits)+15(Roke Island)+20(double down)+10(Areatha)=109: Fail
year three re-roll d100=17+29(stats)+15(traits)+15(Roke Island)+20(double down)+10(Areatha)+15(Paragon Diviner)=121: Success

After half a dozen years of study, and a great deal of assistance from Saint Lin, Areatha and High Grandmaster Ridcully, Tamia was able to create counter-frequencies to the Abomination. She tells you that the main frequencies needed are based around Freedom, which interferes with the Abominations mind influence, though Independence and Clear-Thought are also valuable.

Double Down: Chaotic Frequencies (Chaos)- 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

Locked – One out of Four years completed

Tamia has spent the last year attempting to determine the underlying frequencies of Chaos, which she suspects will relate to the Primordial Sea in some manner. As such she is working closely with Saint Lin and being very cautious with her investigations. Despite that she expects to have a result within a few more years.
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

Complete

The Imperial Trust' Battle Psykers have continued to be a key component of the struggle against Hive Fleet Grábakr as this phase of the war comes to an end. Like all of your forces they are glad to return home so that they can recuperate, and prepare for the next stage.

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

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

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

Complete
year four roll d100=36+33(stats)=69: Success +9 each
year five roll d100=54+49(control)=103: Success +26 each

Tamia and Ridcully each spent a year mentoring Diane Kemp and Leyla Alfsson, two Alpha-level Psykers who were approaching the trails. While between their efforts and Saint Lin's visits Diane Kemp was able to pass her trials as a Priamris, Leyla Alfsson failed to resist the temptations of the Dark Prince, to no one who knew hers surprise.

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

Complete

Over the last few years you have been leading your fleet in the defence of the Utah Sub-Sector in Amir-Ka, which contained several agri-worlds which you could not afford to fall into enemy hands. Thanks in large part to High Grandmaster Ridcully's assistance you were able to score two decisive victories and bring home the majority of your fleet.

Personal Attention: Build Hive (Tarascon, Northern Area) – 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 Fourteen years completed

You have been directing the construction of Tarascon's fourth Hive over the last few years and are now most of the way though the project.

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- Nineteen out of Twenty-Four years completed


When not running Avernus Rosalinda continues to oversee the expansion of Mag Mell into the Imperial Trust's first Huge Forge-Hive.

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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year one=4+13(diplomacy)+5(Palace)=22: Fail
year two=25+13(diplomacy)+5(Palace)=43: Fail
year three=46+13(diplomacy)+5(Palace)=64: Fail

You spent a few years trying to get to know Autarch Landeer, the leader of the Eldar Task force assigned to aid the Imperial Trust against Hive Fleet Grábakr and the appointed commander of the effort. After a few early stumbles you started to get on relatively well with him, despite his arrogance. If Avernites have even small fraction of the arrogance that Autarch Landeer displays you can understand how annoying the stereotypical 'Avernite Arrogance' must be.

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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year four=72+13(diplomacy)+5(Palace)=90: Fail
year five=30+13(diplomacy)+5(Palace)=48: Fail

Now that you and Syr are assigned to the same fleet it is easy to spend what free time you share with her. As well as catching up with your daughter you talked with her about her fears for Tormod's life, and how likely it is that his luck will catch up with him sooner rather then later. You had a great deal of experience with this, due to Syr's choice of careers, and provided what advice that you could.


                   
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 464,342,560,768 1,523,567,045,258 3,566,925,544,745 674,509,237,122 1,770,885,561 18,010,694 437,622 667 81,089,588,835
Net Income 408,705,976,790 147,783,748,580 -80,280,808,176 22,098,572,347 231,423,121 3,535,186 -21,462 -17 965,831,121
Percent of Income used 11.46% 10.04% -5.68% 5.19% 4.00% 6.12% 0.00% -526.09%  
Remaining 873,048,537,558 1,671,350,793,838 3,486,644,736,569 696,607,809,469 2,002,308,682 21,545,880 416,160 650 82,055,419,957
Percent Growth 88.02% 9.70% -2.25% 3.28% 13.07% 19.63% -4.90% -2.50% 0.24%
 
Maybe we should help the orks win somehow? Then throw the fucks at the Black imperium fleet.

Right now, I am wishing that we hadn't spent all this time fighting The Nids. Stronger Nids might have been a match for the Black fleet.
 
Black fleet incoming... ouch. Hmm that does make me wonder if there are any Orks we can throw at the Black Imperium fleet.

1 of 2 alphas passing.... and oh look we found 2 more and had 3 chaos. I feel that we need to grab the psyker project under biolgis as rogue psykers are a major threat while our own psykers are a powerful force multiplier. And if we can have more of the strongers not fall to chaos the better for us.
 
Over the last few years High Grandmaster Ridcully has been attempting to determine exactly when the Black Imperium Task Force to destroy Hive Fleet Grábakr will arrive. He tells you that it is expected to arrive in five years time, which is just when the Hive Fleet will be leaving Amir-Ka. This is worrying news, as it is likely that the Task Force will be powerful enough to both defeat the Tyranids and have plenty of forces to spare, forces that might be used to attack the Imperial Trust and Dragon's Nest.

This... annoys me. A lot. All that effort we put into the Tyranid campaign and now fucking Chaos is going to come along and render it all moot. I was looking forward to the climactic final conflict in subsector cobalt. We've fought Chaos a bunch of fucking times already and will again, but we can't have what might be our one war against the new and interesting Tyranid faction be left to us to dealt with? It's just pissing me off, because fighting only Chaos and Orks gets old.

And honestly I'd have thought that the Black Imperium would have been too busy with it's own Tyranid Hive Fleets to come out and support a campaign against one out here that's clearly already being handled.
 
And honestly I'd have thought that the Black Imperium would have been too busy with it's own Tyranid Hive Fleets to come out and support a campaign against one out here that's clearly already being handled.
Abaddon had a sudden premonition that he just had to send a fleet out to this cluster fuck.

It was an irrational impulse, but he was sick and tired and just did it. Because fuck everyone.
 
Abaddon had a sudden premonition that he just had to send a fleet out to this cluster fuck.

It was an irrational impulse, but he was sick and tired and just did it. Because fuck everyone.

Abbadon's a master strategist, so I wouldn't believe he'd choose that on impulse.

Honestly, I'm getting more and more annoyed at this the more I think about it. I'm presuming this is the "interesting" thing Durin rolled for, but frankly replacing the cool new Tyranids we're under threat from with yet another Chaos force isn't interesting at all to me. All the effort we put in, all the planning, all the sacrifices, and what do we get for it? The Black Imperium rolls in, takes care of it and flushes all our efforts down the toilet, and if they decide to send their survivors after us we fight a type of force we've fought before and will have tons of opportunities to fight again. It's terribly unsatisfying.
 
Abaddon is proving he can be a pain in the arse, this is horrible timing for the task force to show up, they might realize we had a handle on the situation and wait for the 'nid fleet to hit us to see if we take them out and leave ourselves vulnerable in the aftermath. That's what I would do in the task forces position, let us fulfill their objective for them then take a stab at stealing a major tech haul from us for personal gain.
 
What?
Does Chaos use that name for another class of ships or are we talking about a Necron Tombship here?
good catch, it is a Cain Class Tombship with a few (minor) changes in decorations to make its new ownership clear. One particularly stupid Necron Lord bargained with Tzeench for new souls without properly specifying what type of souls and ended up with his fleet possed by Thousand Sons
 
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