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
So the Sirens were able and willing to help with our rogue psykers (for basically no significant cost to us), and to keep them able to respond required huge planes with aquariums. I'm now wondering if the Lizardmen are willing to help us with rogue psykers as well. They seem to have a lot of warp resistance items which would help them fight psykers. Plus they're air breathing so they could be flown around way easier. Unlike the dragons they can fit through hives a lot easier as well. Also unlike the dragons we're at peace with them instead of low level war (which is a pretty serious problem with getting the dragons to do anything for us).

@Durin
1. Could we do a diplomacy action to get the lizardmen to help us deal with rogue psykers? They seem like they'd be suitable for it.

Clearly I don't mean the recently locked turn, but next turn we lose Lin, so I'm seeking additional anti-rogue psyker stuff wherever it can be found. Sirens helping against them was a surprisingly big bonus that was pretty cheap and quick.
 
So the Sirens were able and willing to help with our rogue psykers (for basically no significant cost to us), and to keep them able to respond required huge planes with aquariums. I'm now wondering if the Lizardmen are willing to help us with rogue psykers as well. They seem to have a lot of warp resistance items which would help them fight psykers. Plus they're air breathing so they could be flown around way easier. Unlike the dragons they can fit through hives a lot easier as well. Also unlike the dragons we're at peace with them instead of low level war (which is a pretty serious problem with getting the dragons to do anything for us).

@Durin
1. Could we do a diplomacy action to get the lizardmen to help us deal with rogue psykers? They seem like they'd be suitable for it.

Clearly I don't mean the recently locked turn, but next turn we lose Lin, so I'm seeking additional anti-rogue psyker stuff wherever it can be found. Sirens helping against them was a surprisingly big bonus that was pretty cheap and quick.
I have been wanting to fit that particular action in for a long time now.
 
The False Angel
The False Angel


"I just feel, we're drifting apart. You know?"

Lin hmmed thoughtfully as he looked through his notes, glancing up at the couch his patient was reclining on. "It certainly sounds like she's becoming more independent, but I can't really say that's a bad thing."

She sighed. "I'm not going to say we aren't codependent, but after we lost our family, well it just felt nice to have someone to lean on."

Lin nodded. "I understand, but the nature of growth is th-" the room shook, and then shattered like glass, hurling the saint through a howling abyss of madness. Lin grimaced as an act of will saw the fires of his soul stoked to new heights, burning a bubble of stability into being around him. Vast geometric shapes loomed in the distance, impossible shadows flicked between them, and flashes of a sickly gold warred with a riot of red tooth and claw. Above him stood a shattered cube, a vast Golden spear impaling it.

Then it was over and Lin found himself falling into realspace. He whirled, bringing up his rod to parry the blow of a vast sword. Gold met Gold and a flash of light drove the daemon back.

The archangyl sneered, "Despair, false saint, for your end is nigh. I am Occidendum, the hidden knife of the third circle."

Lin didn't bother with a response, falling into a combat stance as he spared a heartbeat to scan the room. A bunker of some kind, ritual circles hinted at who infested it. More concerning were the ten golden masses of wings and bestial heads. Cherubim. Why where they holding back?

Occidendum charged again with a punishing overhead swing. Lin brought his rod into a block as he flared his soul, but found his light smothered. A suddenly doomed block became a desperate rolling dodge as Occidendum laughed.

"Do you see! Do you see your feeble light being extinguished by the light of the True Lord of all? Even my lesser slaves are enough to smother so petty a thing. Know your insignificance as you die!"

Lin's rebuttal took the form of a blast of plasma as he drew his sidearm. Occidendum stumbled as Lin backpedaled for distance, laying down a steady stream of fire. The daemon collapsed into a pile of burning-LIE.

Lin whirled around and deflected a lethal strike as the daemon appeared behind him, an elbow jab sent him stumbling back. Occidendum did not give him time to recover.

His aura suppressed, each blow shook Lin to his bones. The daemon was faster, stronger, but Lin had not lived so long in the Crucible to be cowed by such things. Lin recognized the pattern: a perfect execution of a killing shadow kata. The daemon's speed meant nothing against a foe who knew his steps. Lin stepped forward, dodging a killing blow by a hair's breadth as he struck. A flap of Occidendum's wings turned a crippling blow into a minor one, as Lin drove his weapon into his shoulder, scoring deep molten lines into the daemon's pauldron.

Occidendum smiled cruelly "You will die here mortal. Father shall feast upon your soul."

Lin scoffed and charged. His first blow drew the sword into a high block, leaving it out of position to block a blast of plasma. The sword moved whiplash-quick into a whirling circle of gold, cutting into Lin's shoulder when he was half a heartbeat to slow. Before his blood had hit the ground Occidendum's stance flowed into a thrust, only to be swatted aside with a burst of golden light from Lin's rod. An attempt to take advantage of the daemon's open chest was punished with a brutal headbutt that sent Lin tumbling to the ground.

With a victorious cry Occidendum descended upon the prone saint with a great overhead blow. Lin's plasma pistol clattered to the ground as he braced his rod with both hands and the sword descended with the finality of a cyclonic torpedo. Daemon-forged gold met Primarch-forged auramite in a blinding nova of light, and Lin held fast. Triumph turned to shock as the daemon found its strength matched by the frail mortal. Lin laughed as his aura shone star bright from his form.

A question died on the daemon's lips, as a wet plop drew its gaze to the other figure in the room. Standing in a puddle of ichor and golden gore was a monster. Muscular arms covered in obsidian scales contrasted with its slight frame, its face was a featureless mask of pure white, the eyes shifting patterns of red and black. Its form was hidden under a flowing robe of midnight and atop its brow sat a crown of guilt. It shone with the light of every time Lin had let one die to save another, every soul he could not save, every failure and sacrifice of his life. It was a pain he had made peace with, and one that drove Occidendum weeping on his knees.

"No! It was Father's will! I am not to bla-" he choked on denials he knew were false, and the thing delicately brought its claw to its mask, as if to hide a demure chuckle. Occidendum wept silent horrified tears, gasping desperately for breath, and the creature strode bonelessly across the room. As the archangyl mouthed silent and unthinking prayers to its uncaring master, the god knelt down before the crippled daemon, and gently lifted its head to face its featureless mask. For a second something like hope appeared in Occidendum's eyes. Then the mask parted into a gaping tooth-filled maw, and he died praying for the breath to scream.

The daemon's corpse fell to the ground with a wet thump as Zahhak rose to her feet, the sections of her mask playing over one another to clean blood and flesh from the porcelain teeth. "You alright Lin?" Her voice was surprisingly mundane.

"I think he dislocated both my shoulders, but other than that I'm fine."

"Hold still, let me take a look." Her hands flowed like tar, claws becoming long fingers.
Lin hissed as she probed his injuries.

"The halo is new," Lin said.

She made a clicking sound as porcelain teeth played across each other. "Well, I lost weight, thought I'd try on some new accessories. And your shoulders are fine."

Lin nodded as the neverborn helped him to his feet. "Did you get a look at what pulled us out?"

Zahhak winced, a human gesture rendered alien. "Not a close one, but if it's not first circle it's not for want of power."

It wasn't necessarily an incursion, but Lin very much doubted so potent a daemon would simply depart after its scheme failed. Lin's thoughts were interrupted by the screech of tortured metal as the goddess began tearing through the sealed doors.

"You sticking around?"

Her head twisted around to face him as she continued his work, and for a second Lin vaguely regretted how forcefully he'd told her to avoid looking human. "I've still got half an hour of time."

Lin raised an eyebrow as she joked her way through her jitters.

"Yes, I'm sticking around. Just don't expect me to do anything more heroic than run screaming from the big one."

"Thank you."

She cocked her head. "I do benefit a good deal from this."

"Nonetheless, thank you."

She actually paused in her work for a second." Your welcome." then with a final jerk tore free the last of the blast doors, exposing a gaggle of shocked cultist who immediately fell to their knees before his and Zahhak's auras. "We're probably still in dis, just stay behind me while I clean out the stragglers."

Lin nodded, and quietly prayed this was just an assassination attempt as Zahhak strode forth, and the screaming started.


@Durin A thing. why yes I do think we have an incursion inbound, why do you ask?
 
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There's also a very active Discord.

That's discord this is an extremely active quest with a good community.

1. Also @Durin how likely is there to be a chaos incursion in the near future (Of the chaos marine kind) Because we haven't had any chaos marines come invading if I remember correct.

2. @Durin Can you explain how the dice work in the information sheet page as I couldn't find it and it was confusing not knowing how close we were to not getting a good roll.
 
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1. Unknown for an Incursion. For an Invasion, the Order of Omens sees about 5 years ahead. Ridcully can see farther if he actually takes an action to Divine, such as how he managed to figure out just when the Black Imperium's Task Force was headed our way. The roll was made the turn we checked, and Durin rolled almost minimum there, and the Order of Omens may well have not spotted them because they are unaware of the Imperial Trust and Avernus. That lack of intent towards us is a major issue, as there are plenty of ways for the Trust to get invaded without any warning.

2. Intentionally not explained so we don't find a way to game the system.
 
1. Unknown for an Incursion. For an Invasion, the Order of Omens sees about 5 years ahead. Ridcully can see farther if he actually takes an action to Divine, such as how he managed to figure out just when the Black Imperium's Task Force was headed our way. The roll was made the turn we checked, and Durin rolled almost minimum there, and the Order of Omens may well have not spotted them because they are unaware of the Imperial Trust and Avernus. That lack of intent towards us is a major issue, as there are plenty of ways for the Trust to get invaded without any warning.

2. Intentionally not explained so we don't find a way to game the system.

Ok thanks that helps.
 
I find this ordering concerning since it means if we get an incursion this turn it will probably be before we talk to the ancient one. Oh well, nothing for it.
All other times incursion happened after the turn results, but sample size of two is not exactly great, and I guess it is possible that Durin simply interrupts all results with an incursion. I wouldn't worry about it myself, especially as the vote is locked.
 
All other times incursion happened after the turn results, but sample size of two is not exactly great, and I guess it is possible that Durin simply interrupts all results with an incursion. I wouldn't worry about it myself, especially as the vote is locked.

1. @Durin why do you put in incursions before the results?

2. Is it because it makes it to were we have to use what we have?
 
@Manperor_32 you should ask the thread first (but do not @ any one) before asking Durin. So far you have asked questions that have been asked before or could be answered by the other players, so asking Durin is overkill, especially when he needs to both work on the next turn all the while actually working what I assume is a fulltime job. Being curious and asking questions is fine, but asking Durin questions is more serious business than Children's Card Games. Really, most people who are asking questions need to read the FAQ and all four Compilations of statements linked in the first post of this thread before bothering Durin. Especially repeatedly asking questions about the chances of success. Rotbart, while good at his job, is not the best at assessing the probabilities of most things. And since Durin only tells us things Rotbart knows in character, finding out the chance of success and then getting whiny because the response was either a vague "medium chance" or "unknown" rather than a fixed percentage is bad form (This is hyperbole, fyi. I can't recall any specific instances).

TL;DR read the FAQ and Statement Compilation in depth first, and then ask the thread if your question (in both a general or specific sense) does not seem to have been present there. And only if the thread can't give you an answer do you ask Durin.

He runs this quest for fun, so he doesn't derive a tangible benefit for doing it, and he is most definitely not beholden to us aside from us spotting errors (which are often autocorrupts fault).

@Portec
I think there's a couple changes in Psykana research, but the most notable is that in the NurgleEnjouShard plan they request for the Ancient One to guard Lin in case of a possible Abomination Incursion before he heads out... in the 4th year, rather in the 1st year :/
 
Turn One Hundred and Thirty-Four Results
Turn One Hundred and Thirty-Four Results
Three Hundred and Ninety-Two years since the Founding of Avernus

Expand Helltroopers- Your population has grown large enough to support another doubling of the size of your army. Once the expansion has begun 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- Twenty-Three out of Twenty-Four years completed

General Richards is in the final stages of expanding the Helltroopers, and tells you that only the final wave is still in training, and even they are in the final stages. While she would prefer to keep the units still in training out of key positions they are ready for deployment if it comes to it, which it probebly will.

Power Armoured PDF: Void- You economy has improved to the point where it is affordable to equip your entire PDF forces with basic power armour. While expensive this will allow you to field literally billions of power armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour a bit at a time, and one option is to start with your PDF Power Void Infantry Regiments.

Time: 7 years

Cost: 2,800,000,000 Thrones, 560,000,000 Material, 56,000,000 Promethium, 110,000,000 Advanced Material.
Upkeep per year: 22,000,000 Thrones, 1,300,000 Material, 400,000 Promethium, 1,100,000 Advanced Material.
Reward: Equip your 40,000 Void Infantry Regiments with power armour

Complete

Recently General Richards finished equipping your PDF Void Troopers with basic power armour. This gives them a major edge in boarding actions, allowing them to provide some resistance to the more dangerous boarders out there and utterly massacre more conventional forces.

Thunder Warrior Facilities- Now that you are know how to best train Thunder Warriors it would be best to build a series of facilities that can rapidly create and train Thunder Warriors. These will take around a decade too set up, after which you will be able to rapidly train large forces of Thunder Warriors.

Time: 11 years

Cost: 1,500,000,000 Thrones, 310,000,000 Material, 150,000,000 Metal, 150,000,000 Promethium, 15,000,000 Advanced Material, 340,000 Exotic Material.
Upkeep per year: 150,000,000 Thrones, 31,000,000 Material, 15,000,000 Metal, 15,000,000 Promethium, 750,000 Advanced Material, 6,800 Exotic Material.
Reward: Build Thunder Warrior Facilities in every city, allowing you to create 45,000 Thunder Warriors in a year

Locked- Five out of Eleven years completed

Work on the Thunder Warrior Facilities has continued, with attention now being turned to the arcane technology that will allow them to create Thunder Warriors. It will take several more years for this technology to be properly installed, and for enough Magos Biologis to be trained in its use.

Personal Attention: Codiac Support Artillery- Recently General Richards spent a few years looking into how to best make use of Codiac Support Artillery. She found that it would be useful to support harassment efforts and in artillery duels. As such she has suggested forming a corps of Helltrooper Codiac Support Artillery to support your armies.

Time: 7 years

Cost: 250,000,000 Thrones, 33,000,000 Material, 1,800,000 Promethium, 4,000,000 Advanced Material, 1,500 Exotic material.
Upkeep per year: 430,000 Thrones, 110,000 Material, 16,000 Promethium, 1,800 Advanced Material, 17,000 EM.
Reward: One Corps of Codiac Support Artillery

Locked- Three out of Seven years completed

The new Codiac Support Artillery Corps is well into its training, and cane now achieve decent results on the move. You do not judge them to be ready for combat deployment however, short of the most desperate of situations.

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: 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

Locked – Four out of Five years completed

Admiral Sarnow's expansion of your shipyards continues apace, with the next Large Shipyards being less then a year from completion.


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: 5 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

Complete

A bit over a year ago Admiral Sarnow finished the construction of your fourth Huge Shipyard. This represents a major boost to your shipyards and allows you to start work on building a Gargatuan Shipyard, though that would take some time.

Continue Repairs- The campaign against 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 sixteen 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: 16 years.

Cost: 8,600,000,000 Thrones, 4,300,000,000 Material, 94,000,000 Promethium, 5,300,000 Advanced Material, 120,000 Exotic Material.
Reward: Repair all ships damaged in recent battles

Locked- Four out of Fifteen years completed

Repairs on ships damaged in the campaign against Hive Fleet Grábakr continue even as the campaign restarts within what was until recently Ironbusta's Domain. Admiral Sarnow remains confident that the repairs will be finished several years before the Tyranids reach the Imperial Trust.

Expedite: Gravatic Sensors: Heavy- Archmagos Tranth has recently finished designing advanced gravatic sensors which should bypass most forms of stealth at a range of between thirty and sixty thousand kilomtres. It would take eight years to provide them to all of your defence stations and every warship bigger then a cruiser. If done this will prevent enemy warships from getting within short range of your heavier capital ships or defences without being detected, a trick that the Tyranids have repeatably pulled off.

Time: 8 years.

Cost: 120,000,000 Thrones, 4,800,000 Advanced Material, 270,000 Exotic Material, 31 Relic Material.
Upkeep per year: 6,000,000 Thrones, 240,000 Advanced Material, 5,400 Exotic Material, 0.3 Relic Material.
Reward: Equip all Battlecruisers and above with Gravatic Sensors, equip all Defence Stations with Gravatic Sensors

Locked- One out of Eight years completed

Admiral Sarnow has recently started to work on installing Gravatic Sensors in all of your larger warships and orbital defences. As things stand he has not yet finished any installations, though that will change over the next year.

The population growth of Avernus has almost doubled to an average of 0.8% over the last few years as the population of the Forge-Moons start to grow again.

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- Fifteen out of Eighteen years completed

The expansion of Salem has continued for the last few years and is now mostly complete. While this leaves the outer defences intact, the Hive lacks the number of Void Shields and defensive weapons emplacements that it would have had if the incursion had come even a year later. Salem is one of your more vulnerable cities due to this.

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 1 time)

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

A bit over a year ago Isaac finished putting into practice the last of your improvements to your agriculture and food production. While this is not quite enough to feed your population and pay your tithe without imp rorts, it does reduce your required imports by two thirds, and allow you to feed yourself without the tithe.

Expedite: Underground Railways: Tarascon- Currently your underground railways connect all of your cities bar those in Tarascon. Isaac has put forward a proposal to change this. Expanding the underground railway network to Tarascon will provide a major economic boost to the region as well as providing a massive increase to the regions defensibility by adding to your main transport network. This will take a significant time to build due tot he length that the railway between Elysium and Tarascon will require.

Time: 18 years

Cost: 4,800,000,000 Thrones, 1,600,000,000 Material, 4,000,000,000 Metal, 800,000,000 Promethium, 160,000 Advanced Material, 9,300 Exotic Material.
Upkeep per year: 1,920,000,000 Thrones, 320,000,000 Materiel, 800,000,000 Metal, 160,000,000 Promethium, 16,000 Advanced Material, 415 Exotic Material.
Reward: Expand rail network to Tarascon, 90% Thrones and +42.5% production in Tarascon, +10% Thrones and +5% production in other regions,

Locked- Two out of Seventeen years completed: Expedited

Over the last years Isaac's work teams have started to dig out the tunnels for your underground railway network in Tarascon. As things stand the tunnels have only just been started, and few extend more then a handful of kilometres from the cities. Thankfully the railway station defences were among the first part of the project to be started, and are already in reasonable shape.

Expand (Waset) to Small Hive- Now that the cities of Duat have all been built, or are in the final stages of construction it would be a good idea to expand one of them into a Small Hive. This would provide a centre for the administration and defence of the region and allow for a greater population to build up. It would also be possible to build more small hives in other regions, though not nearly as important.

Time: 8 years.

Cost: 3,290,000,000 Thrones, 2,680,000,000 Material, 2,480,000,000 Metal, 4,460,000,000 Promethium, 2,370,000 Advanced Material, 27,100 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: Expand city to Small Hive

Locked- One out of Eight years completed

For the last year Issac has been working on expanding Waset into a Small Hive. This has led to several major breaches in its defences, which will prove to be a major liability in the coming incursion.

The Imperial Trust and its allies have started to once more Hive Fleet Grábakr as the Tyranids tear into what was until recently Ironbusta's Domain. Due to the relative closeness of this battleground to the Dragon's Nest Sub-Sector of Karnas a far greater [proportion of the Imperial Fleets can be safely deployed.

Waaagh Bloodbusta's progress remains stalled, with the forces of Chaos being poised to push them off several worlds in the years to come. Despite this Urkozz Bloodbusta himself and his personal forces continue to shatter all that stand against them, including several major Chaos Lords, and remain the last chance of the Waaagh's victory.


Operation Hecatoncheir: Eldar Targeting- The safest option for Operation Hecatoncheir is for Vlad to use his new position to follow Eldar directions and lure a forming Orkish Conflagration into the Black Imperium. As well as getting you a major favour from the Empire of Ashes this would make the purpose of his infiltration clear, further obscuring the Imperial Trust.

Time: 2 years (to choose), 15 years (to complete)
Chance of Success: High
Chance of Corruption: none
Cost: Regular actions for 15 years
Reward: Major favour from the Empire of Ashes, war between Orkish Conflagration and Black Imperium, obscure motives.
Operation Hecatoncheir roll d100=62+5(Ridculy)+10(Eldar assistance)+5(Omakes)+5(preparation)+5(Rotbart)=92: Bare Success

Inquisitor Klovis-Ultan tells you that Vlad has managed to direct his Black Imperium Task Forces against the target selected by the Eldar, though not without a few problems. It will take a few good early victories to prevent his people from realising what is happening and turning on him.

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

Of the 18,417 major psykers found over the last five years 4,749 of them were Chaotic, a normal proportion.

1,185 Chaotic Psykers consisting of 4 Alpha-levels, 40 Beta-levels, 168 Gamma-levels, 525 Delta-levels, 1,272 Epsilon-levels and 1,870 Zeta-levels were killed without causing any significant levels of damage over the last five years.
2 Gamma-levels, 1 Delta-level and 8 Epsilon-levels caused damage over the last five years, the best result in centuries.
           
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 2,960,000        
Psyker Hunters 206 56 8 1  
Witch Hunters          
minor Psy-hunters 27 13 1    
major Psy-Hunters 2     1  
Last Hunters     1    
Voids 4 3 2    
Nulls 440 122 37 18  

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

Time: 1 year
Chance of Success: 30%

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

Complete
Year one d100=36+26(Intrigue)+5(traits)=67: Fail
Year one re-roll d100=71+26(Intrigue)+5(traits)+15(Paragon Diviner)=117: Success
Year two d100=33+26(Intrigue)+5(traits)=45: Fail

Jane spent the last couple of years years leading the hunt for spies in the system. She only found a pair of Alpha Legion infiltrators over this time, though as ever she knows no whether this means she has caught most of them or missed a cell.


Greater Psyker Hunting: Twice- 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=56+26(Intrigue)+19(combat)+25(traits)=136: Success
Year two d100=32+26(Intrigue)+19(combat)+25(traits)=102: Success
+32

Over the last two years only Jane and her forces managed to halt almost every rogue psyker without noticeable losses, despite a massive spike in rogue psyker numbers. This included no less then five Alpha-level Psykers, three of which met their end on the Blade of the Tempest. This was considered to be warning of an incoming assault by the forces of Chaos and was responsible for how alert your forces were when the skies turned Gold.

Ordinatus Design: Explorator- 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. The majority of this design work would be done by Archmagos Tranth, though the Biologis would also be needed.

Time: 11 years
Chance of Success: -100%

Cost: 220,000,000 Thrones, 2,000,000 Material, 400,000 Promethium, 2,200,000 Advanced Material, 280,000 Exotic Material, 20 Relic Material.
Reward: Design an Ordinatus for use against Hive Fleet Grábakr

Locked- Five out of Eleven years completed

Archmagos Explorator Tranth continues his work on the Ordinatus Grábakr, with work going into both the weapon itself and the platform to deploy it on, which is currently looking like a bed being carried by multiple Adjudicators and should have an effective range in the hundreds of kilometres.

Naval Construction Improvements- Archmagos Tranth has found several ways in which your naval shipbuilding methods are rather inefficient. With a bit of time and some resources Tranth believes that he can tidy up these inefficiencies, providing a decent boost to your naval construction and repair times.

Time: 7 years
Chance of Success: -70% (41% after bonuses)

Cost: 3,200,000,000 Thrones, 32,000,000 Material, 3,200,000 Promethium, 20,000,000 Advanced Material, 60,000 Exotic Material
Reward: invent improvements to your shipbuilding methods

Complete
year two roll d100=52+41(stats)+35(traits)+80(buildings)+20(double down)=228: Success
year two re-roll d100=59+41(stats)+35(traits)+80(buildings)+20(double down)+15Paragon Diviner)=250: Critical Success

After seven years of hard work Archmagos Tranth was able to finish designing a set of improvements to your naval construction technologies. His improvements will require a significant rework to your shipyards internals and triple the Advanced and Exotic Material costs of shipyards but should cut down on build and repair times by a fifth, a massive increase.
The Psychic Genes Part Two- Archmagos Biologis Maximal now has enough understanding of Psychic Genetics and information to further refine his studies into the genes of human Psykers. This will be a challenging project, even for him, and take over a decade but it should allow you to locate more Psykers before they go rogue.

Time: 15 years.
Chance of Success: -100% (72% after modifiers)

Cost: 400,000,000 Thrones, 790,000 Advanced Material, 8,900 Exotic Material, 10 Relic Material
Reward: Discover more psykers young, reduce chance of each psyker going rogue by 10% of current chance

Locked- Three out of Fifteen years completed

Archmagos Biologis Maximal remains buried deep into his research into the genetics of Psykers, one of the most complex fields of biological study known to exit. Well off Avernus anyway. It will be over a decade before he can make any sort of conclusion to this research.
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- Ten out of Fifteen years completed

The Cathedral of the Machine-God on Annwn continues to take shape, with ever more arcane technologies being installed within its armoured walls. Thankfuly this has kept Fabricator-General Scott off Avernus during the incursion, you do not want to lose another progressive Fabricator-General to daemons just as reforms are starting to gain momentum.

Administration Assistance: Expand and downgrade Forge-Hive: Annwn- 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- Two out of Twenty-Four years completed

For the last two years Rosalinda has been working on expanding the Forge-Hive of Annwn into your second Huge Forge-Hive. She is in the very first stages of this project, and has only just started work on the foundations.

Double Down: The Nature of (Curses): Twice- 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 roll d100=1+59(stats)+15(traits)+20(double down)=95: Critical Fail
re-roll? D2=1: No
Locked: One out of Four years completed
Saint Lin's attempt to investigate the nature of Curses failed utterly, with him finding out no more information then he began with. He immediately restarted his investigation, hoping to finish it before his final act.


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

Time: 4 years
Chance of Success: -30 (uses average of learning and piety)

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

Locked- Two out of Four years completed

Saint Lin has recently started looking into the nature of Sanguinius, who despite being dead still seems to have a strong connection to the present due to the Black Rage that afflicts his sons.

Research: (Dark Prince) 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 one roll d100=74+13(stats)+25(traits)+15(Roke Island)+20(double down)+10(Areatha)=157: Success

High Grandmaster Ridcully finished his investigation into finding the frequencies that best counter the Dark Prince a bit over a year ago. He tells you that the key frequency is Moderation, though Restraint, Clear-Thought and Ties-That-Bind also have their uses.

Research: (Plague God) 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

Locked – One out of Six years completed

After finding the Destructive Resonances of the Dark Prince Ridcully turned his attention to the Plague God, a field in which his experience should help him greatly.

Research: (Khorne) 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 frequencies 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

Locked – Four out of Six years completed

Tamia's progress on creating counter-frequencies to the Blood God is going well, and she is confidant that she will be able to have them within a few more years.

Research (Shrine Fairies) – Many of the more interesting creatures of Avernus use psychic powers in some manner and while Archmagos Biologis Maximal has discovered as much about them as he can, there is still more to learn. Headmaster Ridcully would like to lead a team of Sanctionites to try to discover more about these species, hopefully including how to mimic their innate powers in some manner.

Time: 1 year
Chance of Success: Unknown (uses learning)

Cost: 81,000 thrones, 8,100 Material, 8.6 Advanced Material.
Reward: More information on chosen species, chance of learning new psychic power.

Complete
year two d100=44+18(stats and traits)+15(roke Island)=77: Fail
year two re-roll d100=41+18(stats and traits)+15(roke Island)+15(Paragon Diviner)=89: Bare Fail, +20 to next attempt

After a years study Grandmaster Xaiver feels that he is on the verge of opening up communication with the Shrine Fairies of the Lindon Deepwoods. He tells you that their language is an incredibly complex combination of telepathy, the spoken word and body language where the focus shifts almost randomly.

Double Down: Anti-Dark Prince Powers: Countering- Tamia thinks that with a few years effort and a bit of luck she will be able to create a Psychic Power designed to specifically counter the Powers of the Dark Prince. Given the complexity of the Dark Prince compared to Orks she will need to combine both Moderation and Clear-Thought, with just a touch of Tie-That-Bind, to best counter the Dark Prince powers, though leading more towards Clear-Thought. As with the Orks her initial power will be small scale, and she will create a larger version from it.

Time: 6 years
Chance of Success: -10% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Create personal scale power optimised to counters the powers of the Dark Prince

Locked- One out of Six years completed

Xavier has recently started to work on creating a psychic power to specifically counter the powers of the Dark Prince, making use of the Destructive Resonances that Ridcully found. He is in the earliest stages of this project and will need more time to tell if he is on the right path or not.
Runic Talismans- Recently Aria determined that the best way to make use of the Rune of Power is to create a handful of Talismans for each Psyker. These talismans would be charged by the psyker between battles and would be able to between them store a significant amount of power, which the psyker can draw on in emergencies. It would take a while for the Order of Warding to create enough talismans but it is certainly possible.

Time: 5 years

Cost: 33,000,000 Thrones, 650,000 Advanced Material, 15,000 Exotic Material.
Upkeep per year: 1,600,000 Thrones, 32,000 Advanced Material, 750 Exotic Material.
Reward: provide all Battle Psykers with collection of Runic Talismans with the Rune of Power, situational bonuses

Complete

Aria has recently finished supplying your Battle Psykers with a handful of Talismans inscribed with the Rune of Power each. These talismans will allow your Psykers to function when cut off from the Warp for a brief period, or put just a bit more power into key powers. Given how valuable even a small boost can be when well timed this will add a noticeable boost to your Psykers effect n the battlefield.

Personal Attention: Codiac Support Artillery– 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- Three out of Seven years completed

Your work on training a corps of Codiac Support Artillery for the Helltroopers has continued.


Promotion (Samantha Khol)- With the death of General Richards you will need to choose her successor as the General of Avernus. While traditionaly the post will go to the Marshall of the Helltroopers, Florentina Cheshire, you can choose on of the other Marshals if you wish to.

Time: 1 year

Cost: Free
Reward: Selected Marshal Promoted to General of Avernus.

Complete

After much though you decided to promote Marshal Samantha Khol of the Avernus Spine PDF to General of Avernus rather then Marshal Cheshire of the Helltroopers. In large part this came down to the far greater experience that Marshal Khol possesses, having been one of Avernus' leading officers for well over three hundred years now, longer then many of her contemporaries have been alive.

Assist Operation Hecatoncheir- You are one of the greatest military minds that humanity has ever produced, and while you can't exactly command for Vlad your advance and assistance in planning will be of great help in allowing him to prove his credentials as a Black Legion Commander.

Time: 1 year
Cost: Free
Reward: Boost to Operation Hecatoncheir

Complete

You continued to provide Vlad with assistance for the military aspects of Operation Hecatoncheir, focusing mostly on what is needed to command the movement of a force on that scale.

Construction Expertise (Expand and downgrade Forge-Hive: Annwn)- 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- Two out of Twenty-Four years completed

As soon as she finished expanding Mag Mell into a Huge Forge-Hive Rosalinda stated work on Annwn. This is another long term project which took her offworld when the skies turned Gold.

Spend Time With (Saint Lin)- 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=96+13(diplomacy)+5(Palace)=114: Success
year two=32+13(diplomacy)+5(Palace)=50: Fail
+1 Piety for Rotbart

You have spent as much time as you can over the last few years with Saint Seamus Lin, the Last Saint of the Emperor and one of your oldest friends. Despite his quickly approaching death he remains calm, and even confides in you that in some ways he is looking forward to his death, and discovering for himself what comes after. He is confident that the Church of the New Imperial Truth will be able to keep the Imperial Trust on the right path, despite it enforcing some beliefs of the Emperor's that he is personally starting to doubt. He is also proud of the peace between the Lizardmen, and how it proves that even in this grim galaxy it is possible for there to be peace between even the oldest of foes, barring Chaos of course.

                   
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 1,294,957,551,433 1,821,392,504,268 3,410,362,235,447 718,501,329,631 2,092,139,425 24,799,933 408,508 626 84,079,129,961
Net Income -530,495,948,973 -78,772,913,141 -105,891,160,972 -22,508,951,254 47,941,320 589,192 6,159 -69 1,396,466,062
Percent of Income used 509.48% 218.95% -108.20% 400.95% 46.81% 57.92% 0.00% 2550.36%  
Remaining 764,461,602,460 1,742,619,591,127 3,304,471,074,475 695,992,378,377 2,140,080,745 25,389,125 414,667 557 85,475,596,023
Percent Growth -40.97% -4.32% -3.10% -3.13% 2.29% 2.38% 1.51% -10.95% 0.83%
 
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