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
One main reason I would support having our biologis work on the Thunder Warriors is that if he manages to fix them, he creates an extremely powerful super elite that is capable of being produced much faster than any other.

Additionally, doing something as major as that, effectively all by himself, could very well give him a roll for paragon trait.

If fixing a project that the Emperor abandoned isn't almost impossible I don't know what hs
 
One main reason I would support having our biologis work on the Thunder Warriors is that if he manages to fix them, he creates an extremely powerful super elite that is capable of being produced much faster than any other.

Additionally, doing something as major as that, effectively all by himself, could very well give him a roll for paragon trait.

If fixing a project that the Emperor abandoned isn't almost impossible I don't know what hs
It's over a century of work doing nothing more than touching up on a rush job. Designing the Thunder Warriors from scratch might be paragon worthy but not merely making them a bit better.
 
Oh yeah, you're right. Let's just take the action to make more spa- oh wait, we can't make more space marines because that is out of our control and they are not under our command. And I'm sure those 25K space marines or so will be more than capable of providing the same battlefield uses as those 225K Thunder Warriors we can produce in 5 years with only basic facilities and no improvements, and be just as expendable and resistant to large losses as well as being present on Avernus in full number at all times to help fight the wildlife and invasions/incursions.

That's enough sarcasm for today but I think you get the picture.
and bankrupt Avernus
 
and bankrupt Avernus
True, but if they don't need advanced juv nat wouldn't that go down?

Ah whatever, lets think of something else to talk about...mmm

@Durin
1. Are the Lizard men willing to hang around to purge chaos cultists?
2. Do they seem more amenable to opening up their more exotic products like the Saurus's metal and the Skink's Magma Wyrms?
3. Is it possible for us to honour the Ancient One for his service? We probably can't give him a medal, but at least a PSA saying "this guy saved our butts!"
 
True, but if they don't need advanced juv nat wouldn't that go down?

Ah whatever, lets think of something else to talk about...mmm

@Durin
1. Are the Lizard men willing to hang around to purge chaos cultists?
2. Do they seem more amenable to opening up their more exotic products like the Saurus's metal and the Skink's Magma Wyrms?
3. Is it possible for us to honour the Ancient One for his service? We probably can't give him a medal, but at least a PSA saying "this guy saved our butts!"
1. ask them
2. not so far
3. yes
 
and bankrupt Avernus
Unfortunate but not unexpected.

1. How affordable would that number be (assuming upkeep is the issue) if they just end up taking Black Iron tier casualties in whatever war they were produced for?

Because my way around the cost is simply throwing them into the fire and let them get the job done. Doesn't make for many survivors but it means we save a lot on augmentation upkeep.
 
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To Defiance's End
To Defiance's End

Sigmund was dying, both man and machine were heaving. Many systems having been compromised shrapnel tearing through everything, oil and blood mixing in great quantities. He couldn't feel his legs and his vision was gone in his left eye but he stood still somehow.

There was no rage only regret that he would not see Syr again, nor watch his son grow up to truly be a man.

Closing his eyes he considers just falling asleep, but then he rips that thought out and smashes it to a million pieces. As long as he drew breath he would stand, he could do no less.

"OBEY!"

Ahhh and that would be the multi ring daemon that threw a building at high velocity at him. It was a greater daemon, powerful enough that the wards on his knight were barely holding against it. His mind being able to resist so far but his will was weakening, he couldn't harass it or stall it. He had to put all his chips on the table or it would all mean nothing.

"One last ride old friend, think you can help me??" The Knight who he shared his mind with roared in affirmative. "If I fall do what you must." I stand the mech to full height and turn off the safety switch to the reactor, power coursing through the mech

"OBEY!"

Walls shatter around me at the command and I move blasting a hole through the breaking wall.

The daemon is huge and constantly rotating, it'd be a wonder how its getting through the city if it didn't have Alpha level power just tearing a way through the city. My neutron blaster fires at it full auto, most of the rounds being blocked by flying debris. The few hitting it doing no more than scotch its outer ring.

"OBEY!"

Flying chunks of Ceramite flying toward him as he activates his power sword, slashing each one as it approached him.

"OBEY!"

Another building is ripped out of its foundations and thrown at him, he can't take another hit. His plasma cannon fires at the floor ahead as he charges, burning a hole through.

He falls through it as it barely misses him but tearing off his blaster. It wasn't needed anyways as he cut his way through the wall. He was so close, raising his sword he throws it hoping to hit the core of the daemon but a flying chunk at the last second deflects it. The debris surround him even as smashes it all around him.

Instead of crushing him, it immobilizes him and lifts him up.

"OBEY!"

The word rings through Sigmund's head and his will begins to collapse. Why was he fighting one the Emperor's angels anyways? He should be helping them, they are his lords.

Even as his thoughts began to twist one part of his mind stood defiant the machine spirit and what was left of Sigmund held. Specifically the part of his mind that controlled his left arm, the left arm that was beginning to cook from the plasma cannon that had charged far longer than was safe.

And in one resounding roar Sigmund pushed the daemon out of his mind screaming. 'I am Sigmund of House Rotbart! You shall not have my mind or soul daemon!'

And in that moment the plasma cannon more exploded then fired, the cannon barely holding long enough to shape it. But fire true it did, a raging star that crashed through two of the daemons rings breaking them entirely as it screamed. The knight fell, a charred corpse is all that's left.

The machine spirit alive still proud but saddened by the loss of its partner, it shutting down to preserve itself even as more heroes engage the weakened demon. Blasting it with fire and slashing it apart, defiant it shall always be taking a part of his partner with it.

@Durin
 
Unfortunate but not unexpected.

1. How affordable would that number be (assuming upkeep is the issue) if they just end up taking Black Iron tier casualties in whatever war they were produced for?

Because my way around the cost is simply throwing them into the fire and let them get the job done. Doesn't make for many survivors but it means we save a lot on augmentation upkeep.
it would coast hundreds of millions of AM to build and probably another few hundred million AM for upkeep but not be that bad if they suffer massive losses.
 
so....basically TW's are what we would call on if we found out theres ANOTHER invasion coming in like, two turns.

should we, just as like a default action every so many turns, spend a divination to find nearest threats?

we could have been so much more prepared if we had divined that invasion even just a single turn ahead of time. Although I recall that rid's can't divine warp-invasions for some reason (maybe its just random-event warp-spawned invasions?)...although I'm not sure thats even confirmed....and even if it is its not like NON warp-invasions won't get caught.
 
We didn't have time to divine it since we were rushing to get the frequencies done and it apparently seemed kind of time-wasting to spend an extra year looking for threats to Lin. Oh well, at least he didn't die.
 
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it honestly seems like we should do it regularly. it hurts ALOT to get caught off guard by a invasion because of how many tools we have that can counter so many things.....but only when we are prepared.

if I could just vote to have every Nth turn to, by default, lose a divination to a safety check I would.

we could of course, have the option to vote to NOT do it and maybe put it off or something....but by making it happen by default I think we would be better off.

for my explaination.....

we would be less likely to end up with a bad turn with a less-then-perfectly thought out plan that over prioritizes researchs/whatever over safety. afterall, we know tzeetch has it out for us and he explictly wants to arrange our death which will require catching us off guard in all likely-hood. This means that tzeetch might arrange for more invasions to happen right at a critical junture where we'd have to choose between safety or a tasty apple of knowledge. (not of evil and good....that tree already got corrupted by chaos, we definitely don't want anything from that tree at the moment)

So yeah, by auto-diving by default, there would be far fewer times where we decide to skip the essentials just to grab at the distractingly tasty shinys. (not that I'm saying that this was a time that we shoulden't have used all the divinations....just that I'm sure there HAVE been times and that there WILL be times.) This will help make sure that the safety-divination is only skipped for well-thought out reasons.

thoughts?
 
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I think we were looking for the BI task force, sorting out those Alpha Legionnaires, and doing Gábakr campaign support for Frederick and Syr that turn. Oh, and we got tied up doing the anti-Slaanesh stuff for Guilliman after that, and the free GD can't be used on local stuff.
 
I think we were looking for the BI task force, sorting out those Alpha Legionnaires, and doing Gábakr campaign support for Frederick and Syr that turn. Oh, and we got tied up doing the anti-Slaanesh stuff for Guilliman after that, and the free GD can't be used on local stuff.
yeah, I recall a lot of juicy stuff before. thats why I added the bit where I clarified that I understand that there ARE times where you take the risk.....

but maybe thats why we should try to do it regularly. that way we have the option to push it off a little bit and we are only risking it SOMEWHAT since we would still have had done it some-what recently.

I somehow doubt that people would vote for that....but I will throw it out on the off-chance that it will happen somehow anyway
 
In hindsight, I'd have advocated for cutting the campaign support and using that Y3 slot with a DD to look for threats to Lin, but the planners apparently thought otherwise.
 
High Inquisitor Czevak was a frail 400 year old man confined within a cryogenic suspension suit to keep his body from failing him.
@Durin

1. Can Marcus and Schwarz be given cryogenic suspension suits to better preserve them?
The more enigmatic Harlequins say that there are remote locations within the Webway where the flow of time seemingly goes in reverse or does not flow at all. Likewise, Inquisitor Bronislaw Czevak has theorized that constant travel through the Webway is partially responsible for the Eldar race's longevity. Czevak himself spent several decades in the Webway, which reversed his body's aging by several centuries.
2. Is this aspect of the Webway canon in Embers?
 
In hindsight, I'd have advocated for cutting the campaign support and using that Y3 slot with a DD to look for threats to Lin, but the planners apparently thought otherwise.
The issue here was that an attack from an invasion fleet would be caught by our normal diviners with five years to spare anyway and divining an Incursion significantly ahead of time is effectively impossible due to how Warp-related the event is. It's possible that it would have caught this one due to how planned the event was, but from what we knew it would have basically told us if we didn't have a threat for a year or two (the maximum time that it's reasonable Ridcully might be able to determine there was no Incursion in) or warn us about a threat we would already see coming in plenty of time to respond to.
 
In hindsight, I'd have advocated for cutting the campaign support and using that Y3 slot with a DD to look for threats to Lin, but the planners apparently thought otherwise.
If we're doing this I had a plan to move Lin into the Webway but everyone was incredibly hostile to that idea, because we could only research Eldar-related stuff.

Unfortunately I was too busy having exams to advocate for plans properly.
 
Turn One Hundred and Thirty-Five
Turn One Hundred and Thirty-Five
Three Hundred and Ninety-Two years since the Founding of Avernus
Three year turn

As you stand in the Gubernatorial Palace, looking over the massive path of devastation torn though Dis by the First Circle Archangyl and hearing the sound of warfare in the distance as the first of the Abomination Cults make their presence felt you find it hard to believe that this was more of a victory then you had any right to expect. Despite the billions of Avernites slain, including almost the entirety of the elite Helguard, the fact that you managed to prevent the Angyls from killing Saint Lin makes this a victory, and the Ancient One's True Death of a First Circle Archangyl makes it quite possibly the greatest defeat that mortals have ever inflicted on the Abomination. While these though comfit you, billions of your people still died, and billions more are likely to be slain at the hands of their loved ones over the next few years due to the cults that this incursion will create. More then anything else in the universe you hate the mematic contagion that is Chaos, and how it can turn even strong will people on their loved ones, tearing apart the bonds of brotherhood that humanity relies on to survive in this war-torn galaxy.

Your military suffered a massive battering in the recent incursion ,with your elites in particular losing an enormous proportion of their numbers. This is a bit of an issue given that you are expecting a major cult uprising over the next few years centered in Dis, the largest hive on Avernus by a large margin. As such General Khol has requested that you request for the Avernite's tithed to the Imperial Trust Guard be deployed back to Avernus for the duration of the crisis, as your tithe is large enough to more then make up for the losses.
Choose Three
Three Three years

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

Twenty-Three out of Twenty-Four years completed

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

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

Three out of Seven years completed

Recruit: Helltroopers and PDF- Your PDF and Helltroopers suffered major casualties in the recent daemonic incursion, with thousands of regiments being annihilated entirely. Due to the number of soldiers that proved themselves in the incursion providing a large pool of recruits for promotion into the Helltroopers General Khol believes that she should be able to bring these forces back up to full strength within a decade.

Time: 10 years

Cost: 13,000,000 Thrones, 1,300,000,000 Material, 36,000,000 Promethium, 240,000,000 Advanced Material, 370,000 Exotic material.
Reward: Bring Helltroopers and PDF back up to full strength (currently at 50% and 90% respectively)

Recruit: Helguard- Your Helgurd was nearly wiped out the recent daemonic incursion, with tens of thousands of regiments being annihilated entirely. Due to the number of soldiers that proved themselves in the incursion providing a pool of recruits for promotion into the Helguard General Khol believes that she should be able to bring these forces back up to full strength within a few decades.

Time: 19 years

Cost: 3,400,000 Thrones, 240,000,000 Material, 54,000,000 Promethium, 110,000,000 Advanced Material, 2,400,000 Exotic material.
Reward: Bring Helguard back up to full strength (currently at 20%)

Recruit: Black Irons- The Black Irons were nearly entirely wiped out during the recent daemonic incursion, with less then a percent of their number surviving, mostly with major injuries. Despite that due to the massive number of candidates provided by the incursion and the survival of Lieutenant -General Mineyev it should be possible to rebuild them within a decade.

Time: 8 years

Cost: 680,000,000 Thrones, 56,000,000 Material, 1,700,000 Promethium, 16,000,000 Advanced Material, 29,000 Exotic material.
Reward: Rebuild Black Irons

Martial Law: All- Given past experience with daemonic incursions it may be a good time to impose martial law and deploy the army to try to keep the cults under control. Given the casualties that the army has recently suffered this will be challenging, and if major cults form you will likely suffer heavy losses.

Time: Unknown (until Cults are under control)
Chance of Success: 80% rolled separately each turn, can be taken multiple times, each successive time adds +20 to success chance

Cost per year: 49,000,000 Thrones, 4,900,000 Material, 980,000 Promethium.
Reward: +0.5% numbers of cultists found per point of success, -25% all resource production, -0.25% population growth, -1 Civilian morale.

Extreme Measures: Dis- Given the concentration of power in Dis it may be a good idea to immediately deploy our military to wipe out suspected cults, regardless of collateral damage. It would require that you have access to far more soldiers then you currently do and therefore require that you ask for your tithed soldiers to be returned for the duration of the crisis. Even with heavy reinforcements the sheer scale of the expected cult issue means that entire armies will be killed trying to deal with them.

Time: Unknown (until Cults are under control)
Chance of Success: 90% (rolled each turn, requires return tithe)

Cost: 98,000,000 Thrones, 4,900,000 Material, 196,000 Promethium.
Reward: +5% numbers found in Dis and +3 to roll to locate cultists per point of success, quadruple casualties suffered, -50% all resource production, -2% population growth, can be taken multiple times.

Extreme Measures: Avernus' Spine- Given the concentration of power in Avernus' Spine as a whole it may be a good idea to immediately deploy our military to wipe out suspected cults, regardless of collateral damage. It would require that you have access to far more soldiers then you currently do and therefore require that you ask for your tithed soldiers to be returned for the duration of the crisis. Even with heavy reinforcements the sheer scale of the expected cult issue means that entire armies will be killed trying to deal with them.

Time: Unknown (until Cults are under control)
Chance of Success: 70% (rolled each turn, requires return tithe)

Cost: 98,000,000 Thrones, 4,900,000 Material, 196,000 Promethium.
Reward: +5% numbers found in Avernus' Spine and +2 to roll to locate cultists per point of success, quadruple casualties suffered, -50% all resource production, -2% population growth, can be taken multiple times.

Ration Pills- Recently General Richards spent a few years looking into the use of the Ration Pills provided by Callamus. She tells you that Ration Pills are highly useful for your light infantry, who can now easily carry weeks or even months of food without overly weighing them down. This reduces your light infantry's need for resupply and makes them more effective when you don't have enough control of the skies to airdrop in supplies.

Time: 3 years

Cost: 3,800,000 Thrones, 100 Food
Upkeep per year: 3,800,000 Thrones, 100 Food
Reward: Make use of Ration Pills for your Light Infantry, +3 to Light Infantry Rolls

Special Issue Impalers- Archmagos Tranth has recently finished designing Special Issue Impalers which can fire specialised ammunition. While not a new mainstay weapon, special issue impalers have their niche, particularly among militia units and light infantry, who benefit from their role as cheap special weapon and tactical flexibility respectively.

Time: 8 years

Cost: 490,000,000 Thrones, 49,000,000 Material, 4,900,000 Promethium.
Upkeep per year: 49,000,000 Thrones, 4,900,000 Material, 490,000 Promethium.
Reward: Special Issue Impalers put into use, +5 to militia rolls, +3 to Light Infantry rolls

Djinn Skein Gladiatoria: Militia- By supplying Djinn Skein Gladiatoria to your militia training programs you should be able to push your militia's training to another level of skill, making them an even more effective defence for your cities. This will most likely have a trickle up effect on the quality of your regular forces due to better trained recruits, and as such will provide a significant boost to your entire army's combat power. On the other hand it will be incredibly expensive, even by your standards.

Time: 30 years

Cost: 4,200,000,000,000 Thrones, 42,000,000,000 Material, 4,200,000,000 Metal, 420,000,000 Promethium, 810,000,000 Advanced Material, 9,200,000 Exotic Material.
Upkeep per year: 84,000,000,000 Thrones, 840,000,000 Material, 84,000,000 Metal, 8,400,000 Promethium, 16,000,000 Advanced Material, 180,000 Exotic Material.
Reward: Djinn Skein Gladiatoria training program for all militia, +24 to militia combat skill, +5 to regular combat skill

Anti-Psyker Training: Militia- You have recently finished preparing a training regime to better prepare your militia to go up against hostile Psykers. While the sheer scale of your massive number of militia will ensure that it will take decades to conduct the training and be reasonably pricey the long term benefits will be massive.

Time: 25 years

Cost: 64,000,000,000 Thrones, 3,200,000,000 Material, 320,000,000 Promethium .
Reward: +5 to your regular forces rolls against Psykers, +10 to your militia's rolls against psykers, +5 to psyker hunting

Concept Study: Idea-Before developing any new military technologies it would be best to have a study conducted to see if the technology would work in your current forces, and if not what changes would have to be made to make it work.

Time: 1 year (Must be taken with Feasibility Study: Idea)

Cost: Free
Reward: Learn if the suggested design is useful, and if it is not whether you can do something to make it useful.

Power Armoured PDF: Troopers- 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 Trooper Regiments.

Time: 6 years

Cost: 2,000,000,000 Thrones, 480,000,000 Material, 481,000,000 Promethium, 93,000,000 Advanced Material.
Upkeep per year: 17,000,000 Thrones, 1,000,000 Material, 300,000 Promethium, 820,000 Advanced Material.
Reward: Raise 30,000 PDF Trooper Regiments

Power Armoured PDF: Shocktroopers- 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 Shocktrooper Regiments.

Time: 6 years

Cost: 2,400,000,000 Thrones, 410,000,000 Material, 41,000,000 Promethium, 80,000,000 Advanced Material.
Upkeep per year: 19,000,000 Thrones, 1,200,000 Material, 350,000 Promethium, 950,000 Advanced Material.
Reward: Raise 15,000 PDF Shocktrooper Regiments

Power Armoured PDF: Scout- 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 Scout Regiments.

Time: 7 years

Cost: 780,000,000 Thrones, 160,000,000 Material, 16,000,000 Promethium, 30,000,000 Advanced Material.
Upkeep per year: 6,400,000 Thrones, 380,000 Material, 120,000 Promethium, 320,000 Advanced Material.
Reward: Raise 20,000 PDF Scout Regiments

Power Armoured PDF: Jetbike- 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 Jetbike Regiments.

Time: 7 years

Cost: 4,800,000,000 Thrones, 600,000,000 Material, 24,000,000 Promethium, 240,000,000 Advanced Material.
Upkeep per year: 38,000,000 Thrones, 1,500,000 Material, 180,000 Promethium, 2,400,000 Advanced Material.
Reward: Raise 20,000 PDF Jetbike Regiments

Power Armoured PDF: Armour- 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 Armoured Regiments.

Time: 6 years

Cost: 500,000,000 Thrones, 100,000,000 Material, 10,000,000 Promethium, 19,000,000 Advanced Material.
Upkeep per year: 4,200,000 Thrones, 240,000 Material, 75,000 Promethium, 200,000 Advanced Material.
Reward: equip your PDF armoured regiments with Pilot Power Armour

Power Armoured PDF: Siege- 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 Scout Regiments.

Time: 7 years

Cost: 3,200,000,000 Thrones, 640,000,000 Material, 64,000,000 Promethium, 120,000,000 Advanced Material.
Upkeep per year: 26,000,000 Thrones, 1,500,000 Material, 460,000 Promethium, 1,200,000 Advanced Material.
Reward: Equip your PDF siege regiments with Power Armour


Advanced Power Armour: Helguard Shocktrooper 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 subsidise the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour a bit at a time, and one option is to start with your Helguard Shocktrooper Regiments.

Time: 9 years

Cost: 2,400,000,000 Thrones, 7,00,000,000 Material, 700,000,000 Promethium, 130,000,000 Advanced Material, 13,000,000 Exotic Material.
Upkeep per year: -1,700,000 Thrones, 5,400 Material, -14,000 Promethium, -210,000 Advanced Material, -27,000 Exotic Material.
Reward: Upgrade your Helguard Shocktrooper Regiments to Helguard Destroyer Regiments

Advanced Power Armour: Helguard Trooper 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 subsidise the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour a bit at a time, and one option is to start with your Helguard Trooper Regiments.

Time: 15 years

Cost: 2,600,000,000 Thrones, 24,000,000 Promethium, 100,000,000 Advanced Material, 12,000,000 Exotic Material.
Upkeep per year: -1,800,000 Thrones, 5,800 Material, -15,000 Promethium, -220,000 Advanced Material, -29,000 Exotic Material.
Reward: Upgrade your Helguard Trooper Regiments to Helguard Elite Regiments

Advanced Power Armour: Helguard Paratrooper 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 subsidise the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour a bit at a time, and one option is to start with your Helguard Paratrooper Regiments.

Time: 9 years

Cost: 580,000,000 Thrones, 5,500,000 Promethium, 23,000,000 Advanced Material, 2,700,000 Exotic Material.
Upkeep per year: -410,000 Thrones, 1,300 Material, -3,500 Promethium, -50,000 Advanced Material, -6,600 Exotic Material.
Reward: Upgrade your Helguard Paratrooper Regiments to Helguard Raider Regiments

Advanced Power Armour: Helguard Scout 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 subsidise the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour a bit at a time, and one option is to start with your Helguard Scout Regiments.

Time: 9 years

Cost: 590,000,000 Thrones, 5,600,000 Promethium, 23,000,000 Advanced Material, 2,700,000 Exotic Material.
Upkeep per year: -420,000 Thrones, 1,300 Material, -3,400 Promethium, -51,000 Advanced Material, -6,700 Exotic Material.
Reward: Upgrade your Helguard Scout Regiments to Helguard Recon Regiments

Advanced Power Armour: Helguard Jetbike 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 subsidise the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour a bit at a time, and one option is to start with your Helguard Jetbike Regiments.

Time: 8 years

Cost: 150,000,000 Thrones, 1,400,000 Promethium, 5,700,000 Advanced Material, 690,000 Exotic Material.
Upkeep per year: -100,000 Thrones, 330 Material, -890 Promethium, -13,000 Advanced Material, -1,700 Exotic Material.
Reward: Upgrade your Helguard Jetbike Regiments to Helguard Elite Jetbike Regiments

Advanced Power Armour: Helguard Armour 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 subsidise the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour a bit at a time, and one option is to start with your Helguard Armour Regiments of all types.

Time: 11 years

Cost: 1,400,000,000 Thrones, 14,000,000 Promethium, 56,000,000 Advanced Material, 6,700,000 Exotic Material.
Upkeep per year: -1,000,000 Thrones, 3,200 Material, -8,700 Promethium, -130,000 Advanced Material, -16,000 Exotic Material.
Reward: Upgrade your Helguard Armour Regiments of all types with Ace Advanced Power Armour

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

Time: 2 years

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

Readiness Training- General Richards suggests putting her troops through combat readiness training in order to ensure that they are fully prepared if another invasion occurs. While effective, this training will not have any long term effects and will need to be redone every decade. General Richards does not consider this to be urgent.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 12,200,000 Thrones, 1,220,000 Material, 122,000 Promethium, 167 Advanced Material
Reward: +5 to all combat rolls for regular forces the next decade, can be taken multiple times


Militia Readiness Training- General Richards suggests putting the militia though combat readiness training in order to ensure that they are fully prepared for the incoming invasion. This would potentially provide a massive boost to your total combat power but given that you want to avoid using the militia in combat as much as possible, how much effect this will actually have is unknown.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 880,000,000 Thrones, 88,000,000 Material, 8,800,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for militia the next decade, can be taken multiple times, -1% city productivity per attempt (for the turn)

Specialist Grenadiers (Write In): Planning- Now that you have the Elite Training Facilities General Richards would like to create elite, specialist units that take advantage of the unique skills that each region of Avernus instils in its soldiers. General Richards does not consider this to be urgent.

Time: 1 year.
Chance of Success: Variable

Cost: 7,200,000 Thrones, 14,400 Material, 1,440 Promethium, 860 Advanced Material.
Reward: Get Composition of Chosen Elite Unit. Put forward a write-in of a unit type and I will tell you if it it viable and how easy it will be (good omake will make it easier).

Helheim Void Command has been barely effected by the daemonic incursion, only losing a dozen Descent's that were providing close fire support to the defence of Dis. As such Admiral Sarnow and his people can focus on preparing themselves for the coming war with the Tyranids, where they may be one of Avernus' main contributions depending on how things go with cults over the next few years.
Two Locked Choose One
One Two years

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

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

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

Upgrade Shipyards- Archmagos Tranth has recently finished 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.

Time: 21 years

Cost: 15,000,000,000 Thrones, 2,200,000,000 Material, 850,000,000 Metal, 2,200,000,000 Promethium, 1,600,000 Advanced Material, 79,000 Exotic Material.
Reward: reduce ship build and repair times by 20%

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

Balance Void Defences- It has been discovered that your currently void defences need more basic defence platforms to properly cover the heavier defence stations. Admiral Sarnow tells you that it would take over two decades to build the thousands of defence platforms required to fix the ratio.

Time: 24 years

Cost: 36,000,000,000 Thrones, 8,900,000,000 Material, 4,400,000,000 Metal, 1,200,000,000 Promethium, 22,000,000 Advanced Material, 350,000 Exotic Material.
Upkeep per year: 890,000,000 Thrones, 220,000,000 Material, 110,000,000 Metal, 30,000,000 Promethium, 74,000 Advanced Material, 870 Exotic Material.

Expand Shipyards: Small- Now that you have a huge shipyard it is possible to build five small shipyards at a time. This would allow you to more quickly increase the total number of shipyards that you own though it would not help with building capital ships or maintaining anything above cruiser. Admiral Parnell would prefer to finish all of your planned large shipyards before building up your small shipyards.

Time: 5 years.

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: 5 new small shipyards


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.

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

Implement (Technology): Naval- You gained several new naval technologies from the Grand Conclave, and will need to determine how to best make use of them. Admiral Sarnow tells you that it will take him almost half a decade to make a proper investigation.

Time: 4 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: Plan on how to implement chosen technology

Ship Design Investigation (Ship)- While you gained many ancient ship designs from the Sword of Sutur datacores there are still many holes in the line of battle for the Imperial Trust. Admiral Sarnow could spend a year determining if a particular design would work. If it is determined that a design is possible it will then have to be passed on to the Adeptus Mechanicus to actually make the design.

Time: varies (1 yr for escorts, 2 years for cruisers, 3 years for battleships, 4 years for Command Battleships, 5 years for Dreadnoughts)
Chance of Success: 60% (uses learning)

Cost: 38,000,000 Thrones per year
Reward: information on whether design is possible and useful.

Upgrade Defences (Avernus or Deiphobe)- Orbital defences have proven to be one of the main advantages that your fleets have against invaders. Admrial Sarnow would like to further strengthen your orbital defences both at Deiphobe and Avernus to make attacks even more challenging.

Time: 9 years

Cost: 9,500,000,000 Thrones, 3,000,000,000 Material, 860,000,000 Metal, 200,000,000 Promethium, 1,500,000 Advanced Material, 35,000 Exotic Material .
Upkeep per year: 210,000,000 Thrones, 66,000,000 Material, 19,000,000 Metal, 4,500,000 Promethium, 14,000 Advanced Material, 150 Exotic Material.
Reward: Build 21 Advanced Defence Stations, 90 Advanced Heavy Orbital Weapons Platforms and 450 Advanced Orbital Weapons Platforms around selected planet

Further Thicken Minefield: Deiphobe- One option to expand the defences of Deiphobe is to quadruple the density of the minefield. This would quadruple the damage that the mines inflict, making the minefield likely to destroy most cruisers that try to advance though it and inflict major damage on even Battleships. This would be a time consuming and expensive option, but would make attacking though the minefield near impossible for most fleets.

Time: 11 years.

Cost: 350,00,000,000 Thrones, 72,000,000,000 Material, 3,500,000,000 Promethium, 52,000,000 Advanced Material
Upkeep per year: 8,800,000,000 Thrones, 2,200,000,000 Material, 110,000,000 Promethium, 680,000 Advanced Material
Reward: Thicken Minefield to very heavy

Readiness Training: Fleet- With the constant danger of the galaxy Admiral Sarnow would like to conduct some additional training and exercises with his fleet to better prepare them. This could provide a needed edge to your fleet which could have a major impact on the course of the campaign.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for fleet the next decade, can be taken multiple times


Readiness Training: Defences- With the constant danger of the galaxy Admiral Sarnow would like to conduct some additional training and exercises with his orbital defences in order to better prepare them. This could provide a key advantage to your orbital defences, which represent the majority of your firepower.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for defences the next decade, can be taken multiple times

While the losses suffered during this incursion were a significant percentage of the population of Avernus t incursion and its aftermath are expected to have a lot smaller effect on your economy then the previous incursions due to the greater proportion of your economy that is in the Moons of Cumea, which were unaffected.
Choose Three
Three Three years

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

Fifteen out of Eighteen years completed

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,

Two out of Seventeen years completed: Expedited

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

Rebuild: All – The recent Daemonic Incursion has caused a lot of structural damage to many of your cities, particularly to Dis and Avernus' Spine. You will need to repair this damage to fend off the wildlife when it recovers.

Time: 10 years

Cost: 2,872,000,000 Thrones, 206,000,000 Material, 482,800,00 Metal, 111,600,000 Promethium, 182,900 Advanced Material. 2,902 Exotic Material.
Reward: repair damage done to cities in the Third Daemonic Incursion.

Quarantine: All- One of the methods that you have discovered for keeping cults under control is the quarantine the cities that they are in to limit their growth. Given that you have cult issues everywhere at the moment quarantining all cities to prevent any non-governmental movement is an option to help deal with the cults.

Time: Unknown (until Cults are under control)

Cost: 98,000,000 Thrones, 980,000 Promethium.
Reward: Quarantine all cities, +10 to rolls to locate cultists, -10% all resource production, less likely for cults to spread between cities, -1 civilian morale

Ion Projectors: Defences: Total- There are two ways that you can make use of Ion Barrier Projectors to enhance your cities defences. The first option includes using them for pretty much every major killing field and chock point that the you have, which would have a massive impact n the progress of attackers but be rather pricy.

Time: 18 years.

Cost: 1,200,000,000 Thrones, 580,000,000 Material, 570,000,000 Advanced Material.
Upkeep per year: 120,000,000 Thrones, 58,000,000 Material, 28,000,000 Advanced Material.
Reward: add Ion projectors to the defences of all Avernite Cities and Hives.

Ion Projectors: Defences: Key- There are two ways that you can make use of Ion Barrier Projectors to enhance your cities defences. The second option includes using them for key killing field and chock point that the you have, which would make your most vital and vulnerable points harder to take and slow down an enemies advance, but still be reasonable expesnive.

Time: 18 years.

Cost: 240,000,000 Thrones, 120,000,000 Material, 110,000,000 Advanced Material.
Upkeep per year: 24,000,000 Thrones, 12,000,000 Material, 22,000,000 Advanced Material.
Reward: add Ion projectors to the defences of all Avernite Cities and Hives.

Educational Reforms Part Three- Before his death your personal assistant Antoni Kovac conducted a review of the Avernite educational system that proposed major changes. With his death the responsibility for carrying out his changes has fallen on the Administratum. The third and final set of changes that Antoni focused on better teaching teamwork.

Time: 5 years.
Chance of Success: 20% (uses learning)

Cost: 3,700,000,000 Thrones, 37,000,000 Material, 3,700,000 Metal, 370,000 Promethium, 7,400 Advanced Material, 840 Exotic Material.
Reward: finish reform of Avernite educational system, +0.1 to base education (currently 1.85), reduce difficulty of Educational Review by 30%

Expand Dis to Huge Hive- Now that Dis is filling it may be a good idea to expand it into a Huge Hive. This will make it an even more formidable fortress that is able to comfortably fit the entire current population of your system in emergencies. On the other hand it would take decades and be rather expensive.

Time: 26 years.

Cost: 220,000,000,000 Thrones, 210,000,000,000 Material, 100,000,000,000 Metal, 47,000,000,000 Promethium, 22,000,000 Advanced Material, 140,000 Exotic Material.
Upkeep per year: 2,200,000,000 Thrones, 2,100,000,000 Material, 1,000,000,000 Metal, 470,000,000 Promethium, 220,000 Advanced Material, 1,400 Exotic Material.
Reward: Expand Dis into a Huge Hive, +90 billion population capacity, +1.2 billion population base

Carniflower Investigation- Signe wishes to spend a few years looking into using Carniflowers as an additional defence for your cities. Current proposals include either parks of Carniflowers that can be woken on top of attackers, plantations outside of your cities that can ambush besieging armies or Carniflowers in the lobby of building to deal with people who breach the doors.

Time: 6 years
Chance of Success: 40%

Cost: 380,000,000 Thrones
Reward: Information on how to use Carniflowers to strengthen the defences of your cities.

Illusory Pines: Total- Signe has put forward two main ideas for using illusory pines to strengthen the defences of your cities. The first idea is to take it to its full extent, covering the entire city with layered illusions making gathering good information from it challenging at all levels. However this would take decades and be a rather expensive project.

Time: 35 years.

Cost: 260,000,000,000 Thrones, 26,000,000,000 Material, 260,000,000 Promethium, 5,300,000 Advanced Material.
Upkeep per year: 2,600,000,000 Thrones, 260,000,000 Material, 2,600,000 Promethium, 54,000 Advanced Material.
Reward: Fill all cities with illusory pines to full extent, defensive bonus to all stages of siege warfare

Illusory Pines: Inner- Signe has put forward two main ideas for using illusory pines to strengthen the defences of your cities. The second idea is to use illusory pines to make the cities internal defences more confusing and harder to navigate. This would be significantly cheaper and quicker then going for the entire city, but would still be a major project.

Time: 25 years.

Cost: 200,000,000,000 Thrones, 20,000,000,000 Material, 200,000,000 Promethium, 4,200,000 Advanced Material.
Upkeep per year: 2,000,000,000 Thrones, 200,000,000 Material, 2,000,000 Promethium, 42,000 Advanced Material.
Reward: Fill cities with illusory pines to strengthen internal defences, defensive bonus to internal defences

Build Hive (Region)- 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: 13 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

Administrative Shake up- In the centuries since the Avernite Administratum was founded much has changed, about both Avernus and the galaxy as a whole. Signe is sure that this had led to several administrative inefficiencies forming within it. She thinks that with a few years work she will be able to find these and patch them up.

Time: 2 years.
Chance of Success: 20%(goes down by 5% per success)

Cost: 370,000,000 Thrones
Reward: +0.5% administrative efficiency (currently 62.5%)

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


Expand (City) 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


Educational Review- Signe has suggested devoting some time to improving the Avernite education system, which while incredible by Imperial standards still has room to improve. It will be challenging to make even small improvements but given that each improvement will increase the productivity of your people for the foreseeable future it is a worthwhile endeavour.

Time: 1 year. (can be taken as many times as you want)
Chance of Success: 10% (uses average of administration and learning)

Cost: 44,000,000 Thrones.
Reward: increase education modifier by +1% (currently +300%)


Economic Focus (Thrones, Production, Metal, Promethium or Food) -Signe is capable of notably increasing the efficiency of a portion of your economy by focusing a large portion of her attention, and resources, on it. This will have little long term effects but is a good way of overcoming a resource shortage in the short term.

Time: 1 year.
Chance of Success: 50%

Cost: 44,000,000 Thrones.
Reward: total production of chosen resource this year by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.

Inquisitor Klovis-Ultan tells you that the Vargarian Guard has offered to deploy an entire cohort to Avernus to help deal with cults over the next few years, an offer that he has already accepted. Between this and a rising number of Aesir offering to swear service to House Rotbart you are getting as many offworld reinforcements as is practical, though requesting Avernite units in the Trust Guard to be deployed on Avernus is also advisable.
Choose One
One Three years

Return Tithed Troops- While your forces on Avernus has suffered major losses, especially the Helltroopers and Helguard there are currently more Avernite elites tithed to the Imperial Trust Guard then in your military. You could request that a major portion of these forces be deployed on Avernus for the next few years in order to deal with cults, and to provide a cadre to train your Helguard. Given the current circumstances it is certain that your request will be agreed on, but you will have to ask.

Time: 1 year
Cost: Free
Reward: Have tithed Avernite troops from the Imperial Trust Guard deployed on vernus for the coming cult issues.

Request Aid: Inquisition- You expect to have to deal with massive issues from cults in the coming years. Inquisitor Klovis-Ultan is willing to bring in some Inquisitorial assets to help with the hunt for Abomination Cults this year.

Time: Unknown (until Cults are under control)
Cost: Free (Can be taken multiple times)
Reward: +10 to roles to locate Cults, +5% number of cultists found

Lizardmen Diplomacy (Side)- Currently the two Lizardman Empires are locked in a million year old conflict but Saint Lin has arranged for a temporary ceasefire, and a more permanent position for humans as a neutral party allowed to trade with both Empires, within limits.

Time: 1 year
Cost: 490,000 Thrones
Reward: Begin trading with one of the Lizardman Empires

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

Time: 1 year
Chance of Success: Varies

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

Lobby (Write in target and argument)- The coming High Council Meeting will decide several important topics, and it may be a good idea to lobby to support your proposals before the meeting in order to get a better reception at the meeting itself.

Time: 1 year
Chance of Success: Varies from 0% to 30%, can not use Inquisitorial re-roll

Cost: 128,000 Thrones
Reward: On success target High Councillor changes view on topic

Make a Request- Areatha the Ancient Wanderer, one of the most powerful beings of Avernus barring the Great Ones has recently started living among the humans of Avenrus. While you can not command her you could request her assistance in a matter, or for her to share some of the knowledge that she has gained over the twenty thousand years she has spent on Avernus.

Time: 1 year
Chance of Success: Varies

Cost: Free
Reward: Assistance or knowledge from Areatha

Nynye Trade (Write in)- There are several bit of knowledge that the Nynye that have that could be of great use to the humans of Avernus. There are limits to how much of what they ask for in return that you would be willing to offer but what you can get will be another weapon in the hands of the heroes of Avernus.

Time: 1 year.

Cost: 490,000 Thrones.
Reward: buy Alkahestry from Lulana of the Nynye.

Investigate Relationship (Group One, Group Two)- Inquisitor Klovis-Ultan is willing to spend some time investigating the relationships of organisations, planets, or peoples within the Imperial Trust. This could provide important military, political, and economic information.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on relationship between two groups

Investigate (Aspect of selected planet, including Avernus)- Inquisitor Klovis-Ultan is willing to spend some time investigating aspects of the Imperial Trust that you are interested in. These aspects could be organisational, cultural, political or fall into several other areas.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on selected topic


Persons of Interest- Inquisitor Klovis-Ultan is willing to spend some time investigating some of the more interesting Avernites. Given the sheer number of Avernite heroes it would be a good idea to learn a bit about the more prominent ones.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on random interesting Avernite (OOC, please no more then two a turn)


Re-Investigate (Planet)- It has been many decades since the Imperial Trust was founded and Inquisitor Klovis-Ultan suggests investigating the other worlds to determine how they have changed in this time. Given how much Avernus has changed over the last century it is likely that several other worlds have also changed a lot.

Time: 2 years
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: Information on how selected world has changed since the Imperial Trust was founded.


Re-examine (Person)- It has been many decades since Inquisitor Klovis-Ultan has gathered information on the notables of the Imperial Trust and so the information that he gathered is now well out of date. Inquisitor Klovis-Ultan has suggested that he spend a few years conducting new investigations on people of interest in order to determine how they have changed.

Time: 1 year
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: Selected Character sheet is updated, (please do not do more then 2 or 3 of these actions per turn)


Sirens Trade (Write In)- 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


Diplomatic Relations (Planet)- A major reason why diplomatic offices exist is to keep relations strong between allies. Inquisitor Klovis-Ultan suggests spending some time and effort trying to improve Avernus' standing with the other leaders of the Nine Worlds.

Time: 1 year
Chance of Success: 30% (-2 for every point of opinion, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 6,100,000 Thrones.
Reward: +1 opinion with chosen planet.


Ear to the ground- Inquisitor Klovis-Ultan has offered to attempt to determine if any other High Councillors are planning to put forward any proposal at the next High Council Meeting. This would give you a greater amount of warning and allow you to sound out others about their proposals ahead of time.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: determine if one other High Councillor is planning to put forward a proposal per 10% you pass by.


Investigate Quartok (Area)- Now that the Quartok are formally a protectorate it would be a good idea to gain a better understanding of them. Inquisitor Klovis-Ultan wishes to begin conducting investigations of their military, system of government, ect. immediately.

Time: 1 year.

Cost: 5,500,000 Thrones.
Reward: Gain information on the selected area of the Quartok such as the military, government, technology or any other.


Trade Talks (Planet)- Now that you have the datacores you can begin to sell the large amounts of warships in the ship graveyard. Currently Vanaheim would be the best customer though Midgard and Asgard may also be interested.

Time: 1 year

Cost: 550,000 Thrones.
Reward: Trade with chosen planet.


Sound Out (Write In Proposal)- Inquisitor Klovis-Ultan has suggested that you sound out the other Governors about any proposal that you make before the next High Council meeting. While it is rather early to start now it would give you time to attempt to convince people to change their minds before the next High Council meeting.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: Gain level of support for proposal and reasons for this for one planet per 10% you succeed by.


Request Information (Write In)- 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.

Jane tells you that she is already seeing signs of major chaos cults forming throughout Avernus, though they are most numerous in Dis, and to a lesser extent the rest of Avernus' Spine. She will need to focus everything that she can on cutting down cult numbers over the next few years to prevent them getting a foothold.
Choose Two
Two Three years

Curfew: All- Given the expected number of cultists Jane would like to enforce a curfew on the population and greatly limit the freedom of people to move between districts. This would help in the identification of Cults and reduce their ability to recruit.

Time: Unknown (until Cults are under control)

Cost: 246,000,000 Thrones, 12,300,000 Material, 6,150,000 Promethium.
Reward: -5% cultist growth , +10% number of Cultists found , -50% all resource production for all cities, -1 Civilian morale.

Cultist Hunt: All- One of the ways to help deal with the current cults is to have Jane personally lead the hunt for cultists. She is incredibly skilled at this sort of work and would have a major impact on the number of cultists found, though possibly not enough.

Time: 1 year.
Chance of Success: 75%

Cost: 49,000 Thrones.
Reward: add the margin of success to all attempts to find cultists(can be taken multiple times)

Focused Cultist Hunt (Avernus' Spine)- One of the ways to help deal with the current cults is to have Jane personally lead the hunt for cultists in Avernus' Spine as a whole, the region most effected by cults. This would allow her to make an greater impact on the cults in that region.

Time: 1 year.
Chance of Success: 75%

Cost: 49,000 Thrones.
Reward: add double the margin of success to all attempts to find cultists in Dis(can be taken multiple times)

Targeted Cultist Hunt (Dis)- One of the ways to help deal with the current cults is to have Jane personally lead the hunt for cultists in Dis, where the largest cults are expected. This would allow her to greatly increase the effectively of the hunt in the Dis.

Time: 1 year.
Chance of Success: 75%

Cost: 49,000 Thrones.
Reward: add triple the margin of success to all attempts to find cultists in Dis(can be taken multiple times)


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.


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

Time: 1 year.
Chance of Success: 30%

Cost: 6,100,000 Thrones.
Reward: +8 to rolls to deal with Chaos Psykers of at least Delta-level for each success, can be taken multiple times


Greater Psyker Hunting- 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

The Adeptus Mechanicus avoided most of the incursion due to the fact that only a few percent of their population lives on Avernus rather then the Moons of Cumea. As such they can keep their attention on their current projects rather then needing to deal with cults or rebuilding.
Three Locked Choose One
One Three years
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

Gravatic Engines Part Four: Upgrade- Archmagos Tranth has recently determined that it is possible to improve the Gravatic Engines you got from The Well of Urd. This would be a challenging research project but any improvements to your Gravatic Engines would significantly boost the Imperial Trusts stealth fleets.

Time: 7 years
Chance of Success: -120% (9% after bonuses)

Cost: 3,200,000,000 Thrones, 12,000,000 Advanced Material, 180,000 Exotic Material
Reward: Learn how to upgrade the Gravatic Engines you got from The Well of Urd, increase their speed


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

Gravitic Array Program (System)- Now that Archmagos Tranth has figured out how to create programs to run the Gravitic Array all that remains is to actually create the programs. He will need to create a separate program for every system that the array is used in, at least for the moment.

Time: 2 years
Chance of Success: -75% (76% after bonuses)

Cost: 120,000,000 Thrones, 6,000,000 Material, 2,400,000 Promethium, 80,000 Advanced Material, 9,000 Exotic Material
Reward: create set of Gravitic Array Programs for selected system

Advanced Singularity Thrusters: Part One- Advanced Singularity Thrusters are a highly complex manoeuvring system that makes use of gravitational wells to pull of rapid turns. What the Imperial Trust currently has access to are work in progress prototypes only able to be fitted on Escorts. Given that the intended aim of the thrusters was to provide a rapid manoeuvre system for Super-Capitals and above it is clear that there is a lot of room to improve them.

Time: 12 years
Chance of Success: -120%(increased by 40 by Fundamentals: Gravatics) (-38%)
Cost: 240,000,000 Thrones, 12,000,000 Material, 4,800,000 Promethium, 160,000 Advanced Material, 18,000 Exotic Material
Reward: First step on the path towards allowing Advanced Singularity Thrusters to be used by larger ships

Naval Neutron Guns- Found in one of the Data-Jewels on Roskilde these weapons are complex with an enormous power draw. These designs were prototypes intended for use with an annihilation reactor. Currently they are works in progress, riddled with flaws making them not viable combat weapons but if they could be completed they would be a powerful and exceedingly long ranged weapon for those ships able to supply them with power. Archmagos Tranth believes that with a good decade's work he might be able to finish the designs, giving you a rather powerful new naval weapon.

Time: 10 years
Chance of Success: -110% (increased by 40 by Fundamentals: Neutron Las or by 20 by Fundamentals: Las) (-28%)

Cost: 240,000,000 Thrones, 12,000,000 Material, 4,800,000 Promethium, 160,000 Advanced Material, 18,000 Exotic Material
Reward: Allows production of Naval Neutron Guns

Ultimate Shield: Part One- Found in one of the Data-Jewels on Roskilde was a work in progress on creating a far more effective void shield, one that would require the power of a Deus' antimatter reactor to power and be able to shrug off pretty much any conventional weapon. Currently they are far from being completed, with design having stalled on encountering several major obstacles. Archmagos Tranth tells you that it will be a decades long project to complete this design but one that can be easily split into several small projects.

Time: 10 years
Chance of Success: -110%(increased by 50 by Fundamentals: Void Shields ) (-28%)

Cost: 240,000,000 Thrones, 12,000,000 Material, 4,800,000 Promethium, 160,000 Advanced Material, 18,000 Exotic Material
Reward: First step on the path to designing the Ultimate shield

Titan Design: Avernus-Warhound Titan- Now that he has made one Titan design Archmagos Tranth can start working on others. This will be significantly easier then the original design due to how many of the problems he has already solved. Designing a Warhound Titan will give you access to a fast, manoeuvrable superheavy with enough firepower to threat all but the toughest of foes. The time required for this project and its difficulty has been reduced after being given the schematics for traditional Warhound Titans.

Time: 10 years
Chance of Success: -80% (61% after bonuses)

Cost: 7,500,000,000 Thrones, 75,000,000 Material, 16,000,000 Promethium, 3,200,000 Advanced Material, 350,000 Exotic Material, 10 Relic Material.
Reward: Create schematic of Avernus-Pattern Warhound Titan.


Titan Design: Avernus Reaver Titan- Now that he has made one Titan design Archmagos Tranth can start working on others. This will be significantly easier then the original design due to how many of the problems he has already solved. Designing a Reaver Titan will give you access to a manoeuvrable superheavy with long range firepower able to support your battle lines from the back. The time required for this project and its difficulty has been reduced after being given the schematics for traditional Reaver Titans.

Time: 10 years
Chance of Success: -90% (41% after bonuses)

Cost: 11,000,000,000 Thrones, 110,000,000 Material, 24,000,000 Promethium, 4,800,000 Advanced Material, 530,000 Exotic Material, 15 Relic Material.
Reward: Create schematic of Avernus-Pattern Reaver Titan.

Technology Fundamentals: (Technology)- 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

Feasibility Study: Idea- Archmagos Tranth will need a year or so of study to determine whether he can create the design that you have suggested, and if not if he can change that.

Time: 1 year (Must be taken with Concept Study: Idea)

Cost: Free
Reward: Learn if the suggested design is possible, and if it is not whether you can do something to make it possible.

Gravitic Array: Programming- Now that he knows what the Gravatic Array can be used for it is time for Archmagos Tranth to figure out how to create programs that will allow him to use it. He tells you that this will be a complex task that will require much experimentation, and very deep surveys of the Helheim systems gravity.

Time: 5 years
Chance of Success: -150% (14% after bonuses)

Cost: 240,000,000 Thrones, 12,000,000 Material, 4,800,000 Promethium, 160,000 Advanced Material, 18,000 Exotic Material
Reward: lean how to create programs that allow you to use the gravatic array

Adapt Stealth Technology: Vehicles- Archmagos Tranth has recently gained a good level of understanding of the stealth technology used by Recon Armour. He believes that with a few years work he will be able to figure out how to adapt it for use by vehicles, opening up several new avenues of military combat.

Time: 3 years
Chance of Success: -75% (84% after bonuses)

Cost: 80,000,000 Thrones, 4,000,000 Material, 400,000 Promethium, 790,000 Advanced Material, 8,900 Exotic Material.
Reward: adapt Recon Armour Stealth Technology for use by vehicles, +0.5 Mechanicus Unrest

Very Advanced Reactors: Stable- Archmagos Veneratus Tranth believes that he could redesign the stable reactor designs found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output while maintaining the stability it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Britton is willing to allow it, carrying out this project will give ammunition to their opponents within the Mechanicus.

Time: 1 year.
Chance of Success: -20% (77% after bonuses)

Cost: 11,000,000 Thrones, 1,100,000 Material, 550,000 Promethium, 79,000 Advanced Material, 8,900 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Stable Plasma Reactor, which is an Stable Plasma Reactor with half against the output.


Very Advanced Reactors: Overcharged- Archmagos Veneratus Tranth believes that he could redesign the overcharged reactor designs found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output, a truly massive amount, it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Britton is willing to allow it, carrying out this project will give ammunition to their opponents within the Mechanicus.

Time: 1 year.
Chance of Success: -20% (77% after bonuses)

Cost: 11,000,000 Thrones, 1,100,000 Material, 550,000 Promethium, 79,000 Advanced Material, 8,900 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Overcharged Plasma Reactor, which is an Overcharged Plasma Reactor with half against the output.
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

Sky Dragon Nest- Recently Archmagos Biologis Maximal discovered that it may be possible to tame Sky Dragons, or Utter Bastard Dragons as they are more commonly known, is you hatch them. The first step in this is to find a Sky Dragon Nest, most likely by implanting a tracker on a rampaging mother Sky Dragons. Given that this can end up with Sky Dragon Riders, and showing your foes the terror of dealing with invisible flying dragons you are pretty much obliged to follow this up.

Time: 2 years
Chance of Success: 30% (uses intrigue, no other bonuses)

Cost: 18,000,000 Thrones, 1,000,000 Material, 840,000 Advanced Material, 2,000 Exotic Material
Reward: Gain 1 Nest worth of Sky Dragon eggs

Fixing the The Flaws of Thunder: Part One- Supposedly there are several major flaws in the Thunder Warriors process, the most obvious are the rapid ageing and the insufficient reaction times. Archmagos Biologis Maximal tells you that it would take over two decades for him to develop a better understanding of said flaws, and determine which are within his skills to repair.

Time: 22 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: Detailed information about flaws that Thunder Warriors can develop, determine which if any can be fixed

Regional Survey (Region) – Archmagos Biologis Maximal wishes to give each region a thorough survey to discover if there is any interesting flora or fauna that is so far undiscovered. He is willing to let you choose which region to begin with.

Time: 1 year.
Chance of Success: 60%

Cost: 40,500 Thrones, 2,025 Material, 405 Metal, 810 Promethium.
Reward: Find out more about wildlife in selected region, possibly discover new interesting species.

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

Time: 6 years.
Chance of Success: unknown.

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

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

Two out of Twenty-Four years completed

Grand Cathedral of the Machine-God: Mag Mell- : Mag Mell is now large enough to build a Grand Cathedral of the Machine-God. This would over double your production of Relic Material and almost double your production of Exotic Material each a major boost to your economy. On the downside it will take decades and be incredibly expensive to build

Time: 25 years

Cost: 790,000,000,000 Thrones, 200,000,000,000 Material, 79,000,000,000 Metal, 3,900,000,000 Promethium, 20,00,000 Advanced Material, 2,600,000 Exotic Material, 320 Relic Material.
Upkeep per year: 79,000,000,000 Thrones, 20,000,000,000 Material, 7,900,000,000 Metal, 390,000,000 Promethium, 2,000,000 Advanced Material, 260,000 Exotic Material, 32 Relic Material.
Reward:+10 to all Adeptus Mechanicus rolls and -1 Unrest (only applies to 1st Grand Cathedral), increase base EM production by 100% (currently +200%), increase AM production by 68,000 (7.2mil), increase EM production by 60,000 (570k), increase RM production by 60 (150), can have either Grand Cathedral of the Omnissiah or a Grand Cathedral of the Machine God,

Grand Cathedral of the Machine-God: Omnissiah- : Mag Mell is now large enough to build a Grand Cathedral of the Machine-God. This would double your already significant production of Advanced Material which would be a major boost to your economy. On the downside it will take decades and be incredibly expensive to build

Time: 25 years

Cost: 790,000,000,000 Thrones, 200,000,000,000 Material, 79,000,000,000 Metal, 3,900,000,000 Promethium, 20,00,000 Advanced Material, 2,600,000 Exotic Material, 320 Relic Material.
Upkeep per year: 79,000,000,000 Thrones, 20,000,000,000 Material, 7,900,000,000 Metal, 390,000,000 Promethium, 2,000,000 Advanced Material, 260,000 Exotic Material, 32 Relic Material.
Reward:+10 to all Adeptus Mechanicus rolls and -1 Unrest (only applies to 1st Grand Cathedral), increase base AM production by 200% (currently +700%), increase AM production by 1,000,000 (107mil), can have either Grand Cathedral of the Omnissiah or a Grand Cathedral of the Machine God,

Legio Cybernetica- With the Battle Autometa that Callamus provided you the schematics for Fabricator-General Scott is now able to found a branch of the Legio Cybernetica in the Imperial Trust. Setting up the organsation will take some time, and it will take over a decade before the Legio Cybernetica can deploy even a single brigade of Battle Autometa. However given enough time you will be able to deploy large formations of Legio Cybernetica forces into the heaviest combat.

Time: 12 years

Cost: 460,000,000 Thrones, 57,000,000 Material, 3,800,000 Promethium, 22,000,000 Advanced Material, 2,100,000 Exotic Material .
Upkeep per year: 460,000 Thrones, 57,000 Material, 3,800 Promethium, 5,700 Advanced Material, 238 Exotic Material.

Reward: Legio Cybernetica formed, 10 Legio Cybernetica Cohorts recruited

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

Time: 3 years (can be taken multiple times)

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

Expand Forge-Hive: Annwn or 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. This would leave then vulnerable for a period but would allow you to strengthen their defences and expand your advanced production even more. Unfortuntly the sheer price involves leaves this currently unaffordable.

Time: 36 years.

Cost: 5,200,000,000,000 Thrones, 730,000,000,000 Material, 350,000,000,000 Metal, 200,000,000,000 Promethium, 81,000,000 Advanced Material, 740,000 Exotic Material, 11.3 Relic Material.
Upkeep per year: 56,000,000,000 Thrones, 8,200,000,000 Material, 3,900,000,000 Metal, 2,100,000,000 Promethium, 920,000 Advanced Material, 18,000 Exotic Material, 1 Relic Material.
Reward: Selected Large Forge Hive upgraded into Huge Forge Hive

Expand and downgrade Forge-Hive: Erecura, Belisama, or Nechtan- 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

Small Titan Manufactorum- Now that you have the schematics for the Avernus-Pattern Warlord Titan you only need to build a Titan Manufactorum before you can begin producing them. This will take over a decade and be rather expensive, but will allow you to begin making the most powerful ground units known to humanity.

Time: 12 years

Cost: 2,300,000,000 Thrones, 230,000,000 Material, 38,000,000 Metal, 23,000,000 Promethium, 890,000 Advanced Material, 76,000 Exotic Material, 28 Relic Material.
Upkeep per year: 230,000,000 Thrones, 23,000,000 Material, 3,800,000 Metal, 2,300,000 Promethium, 45,000 Advanced Material, 1,500 Exotic Material, 0.28 Relic Material.
Reward: Build Small Titan Manufactorum with 1 production line

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,

Luna Forge-Hive (Moon)- Now that the last of the Lunar Forge-Hives has began to be expanded Fabricator-General Scott is willing to begin work on making more. She tells you that she could fit a dozen Forge-Hives on each of the moons with time, though every Forge-Hive constructed will take population away from the current Forge-hives and slow their growth into Huge Forge-Hives.

Time: 12 years.

Cost: 11,000,000,000 Thrones, 12,000,000,000 Material, 14,000,000,000 Metal, 3,400,000,000 Promethium, 6,700,000 Advanced Material, 55,000 Exotic Material.
Upkeep per year: 350,000,000 Thrones, 100,000,000 Material, 100,000,000 Metal, 26,000,000 Promethium, 59,000 Advanced Material, 520 Exotic Material.
Reward: Selected Small Forge Hive upgraded into Large Forge Hive

Oversee the Forge (Advanced Material, Exotic Material or Relic Material) -Fabricator-General Scott is capable of notably increasing the efficiency of Avernus' Forges by personally overseeing them. This would provide a notable increase in production while she is overseeing them but have little long term effect.

Time: 1 year.
Chance of Success: 50%

Cost: 61,000,000 Thrones.
Reward: Total production of chosen resource for the year increased by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.
Black Ship Design: Grand Cruiser-Now that you have determined how to ward Black Ships it is time to create your first design. Black Ships will allow you to start training Psykers from worlds that do not have a major Adeptus Astra Telepathica presence, greatly increasing the number of Psykers that you can train. If you make a Grand Cruiser scale Black Ship it will be significantly cheaper and faster to build then a Grand Cruiser, but be less able to protect its precious cargo from attack.

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

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

Hyper Heavy Cruiser Design: Graviton- Archmagos Tranth has recently worked out how to fit Hyper-Plasma reactors into smaller warships. This will allow the creation of Heavy Cruisers armed with more powerful weapons, such as Graviton Weapons. A Heavy Cruiser equipped with a Hyper-Plasma reactor and Graviton Weapons would be capable of massive amounts of damage to targets within short range, though the Hyper-Plasma Reactor would make it more vulnerable than you would like on a brawler.

Time: 3 years.
Chance of Success: 00% (99% after bonuses)

Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for Hyper Heavy Cruisers with Graviton Weapons


Advanced Ramilies Design: Type- Archmagos Tranth has recently finished reverse engineering the Ramilies Starfort and has sketched out a few different ways that it could be improved with current technology. Both Fabricator-General Scott and he are able to turn these simple ideas into complete plans, though given the size of a Ramilies it will take some time. The current suggestions for a design are pure fortress, orbital defence station, forward operating base variant, and orbital artillery, though there maybe other possible purposes.

Time: 5 years.
Chance of Success: 10% (99% after bonuses)

Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for selected type of Advanced Ramilies Starfort

While Saint Lin is currently involved in several major research projects it may be a good idea for him to turn his attention towards preaching against the Abomination, as a major cultist surge is expected to being immediately. If Saint Lin's words are able to have a big enough impact early on you may be able to prevent the aftermath of this incursion being as bad as the last.

Saint Lin upgrades trait I have walked in the Halls of the Abomination and remain pure (+3P, immune to all forms of Corruption, -5% Chaos Cult growth, +20 to all rolls against Abomination Cultists, +50 to all rolls against Angyls) into The Abomination's Bane (+3P, immune to all forms of Corruption, -10% Chaos Cult growth, +40 to all rolls against Abomination Cultists, +100 to all rolls against Angyls)- Saint Lin's mere existence has become a threat to the Abomination, one that an Archangyl of the First Circle has found True Death attempting to end. His will stands in opposition to everything that the Abomination is, and from his example others find the strength to resist.
Choose Two
Two Three years

The Nature of (Curses)- 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, ??.

One out of Four years completed

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

Preach: All- Saint Lin is willing to spend the next few years preaching about the horrors of the Abomination and how to best resist his pull. This should provide a major boost to your efforts to bring the cults back under control, particularly if he focuses entirely on it.

Time: Unknown (until Cults are under control, can be taken multiple times)
Chance of Success: 60%

Cost: 720,000 Thrones,
Reward: -10% cultist growth, +10% number of Cultists found, +2% to rolls to locate cultists per three points of success

Focused Preaching (Avernus' Spine)- You expect that Avernus's Spine, where the incursion was most heavy. As such it would be a good idea for Saint Lin to focus a lot of his preaching on the region in order to prevent the cults from growing to much. This should have a significant boost to your efforts to prevent the cults from growing to large.

Time: Unknown (until Cults are under control, can be taken multiple times)
Chance of Success: 60%

Cost: 720,000 Thrones,
Reward: -15% cultist growth, +15% number of Cultists found, +3% to rolls to locate cultists per three points of success.

Targeted Preaching (Dis)- You expect that the largest cults will be by far those in Dis. As such it would be a good idea for Saint Lin to focus a lot of his preaching on the hive in order to prevent the cult from growing to much. This would have a massive impact and is the only way in which dealing with the major cults without orbital bombardment is practical.

Time: Unknown (until Cults are under control, can be taken multiple times)
Chance of Success: 60%

Cost: 720,000 Thrones,
Reward: -20% cultist growth, +20% number of Cultists found, +4% to rolls to locate cultists per three points of success.

Final Act: Heal the Emperor's Son- Saint Lin is coming to the end of his life and soon it will be time for him to begin his final act. He has decided on an attempt to heal Roboute Guilliman, the mortally wounded Primarch of the Ultramarines who is held in stasis on Macragge. This ritual will require a purpose built artefact made by Vulkan, which Lin will acquire in the years before the ritual. There is a decent chance that this ritual will end up killing Saint Lin.

Time: 4 years
Chance of Success: Unknown
Cost: Free
Reward: Heal Roboute Guilliman, the Primarch of the Ultramarines, multiple Honourbound Favours from Imperium Secondus.

Making it Stick- While the Peace Treaty between the two Lizardman Empires is strong it is by no means unbreakable. Saint Lin believes that if he spent some more time working with the Lizardmen he should be able to strengthen it, and increse the chance that it will stand the test of time.

Time: 1 year
Chance of Success: 30% (uses diplomacy, 94% after bonuses)

Cost: 4,900,000 Thrones
Reward: Increase strength of Peace Treaty between the Lizardman Empires

The Primordial Sea- Saint Lin has recently discovered the existence of the Primordial Sea, from which the universe was created and chaos draws both its power and nature. He tells you that deeper study would be highly dangerous even for him, but that it could lead to key discoveries about the nature of chaos.

Time: 6 years
Chance of Success: -75% (uses average of learning and piety, can not re-roll, failure is dangerous)

Cost: 40,000,000 Thrones
Reward: Information on the Primordial Sea

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

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

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

Oversee Missionaries- Saint Lin has recently received permission to send missionaries into Dragon's Nest, though the missionaries will be closely watched. While it may not be a good idea for Saint Lin to personally lead them his oversight would increase the chance that they are successful in their efforts.

Time: 1 year
Chance of Success: 40%

Cost: 4,000,000 Thrones
Reward: +4% chance of success for conversion, can be taken multiple times

Keeping the Faith- Saint Lin has offered to spend some time on the other worlds in the Imperial Trust in order to help raise morale and strengthen their faith. He would prefer to focus on those worlds having troubles such as Vanaheim first and would like to begin sooner rather than later.

Time: 1 year.
Chance of Success: 10%

Cost: 61,000 Thrones.
Reward: +2 morale and -20% cultist numbers for selected world, will not raise morale above 10


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

The Battle Psykers of the Adeptus Astra Telepathica were on the front lines for this war, and lost almost half of their numbers to the Angyls. This is a loss that will take far longer to recover from then the similar losses suffered by your Helltroopers, or even the far greater losses that the Helguard sustained. Despite that the Battle Psykers remain ready to do their duty, and will soon be deployed against the numerous cults that have appeared int he wake of the incursion. By the time that the cults have been dealt with you expect to have a far smaller, but vastly more experienced force of Battle Psykers.

Choose Four
Four Three years
Greater Divination (Focus)- High Grandmaster Ridcully is more skilled at seeing the present than 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 three times per turn, including free action)
Chance of Success: 10%

Cost: 4,000,000 Thrones
Reward: Information on focus. The narrower the target the more information.

Divination: Attacks- Headmaster Ridcully could spend some time attempting to predict any incoming attacks on the Imperial Trust. While he tells you that it will be easy for him to spot that an attack is coming, finding more information such as the size, composition, location, and exact timing will take more time and effort.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: Information on incoming attacks for the next five years, each success provides more information.


Divination (Target)- Headmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the neighbouring sectors without putting any scouts at risk.

Time: 2 years.
Chance of Success: 30%

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

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

Time: 2 years.
Chance of Success: 30%

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

One out of Six years completed

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

Four out of Six years completed

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

One out of Six years completed

Anti-Dark Prince Powers: Banishing- 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 banish Daemons of the Dark Prince. Given the complexity of the Dark Prince compared to Orks she will need to combine both Moderation and Restraint to best counter the Dark Prince's powers, though in this case Restraint would be the focus. 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 for banish Daemons of the Dark Prince

Disrupting Pulse- The Disrupter Dolphins are able to let lose a pulse of psychic energy that disrupts nearby hive minds operating on the same frequency. If you figure out Hive Fleet Grábakr's psychic frequency and this power you would have a pwoerful weapon against them.

Time: 2 years
Chance of Success: 20% (uses control)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: learn how to use Disrupting Pulse

Anti-Abomination 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 Abomination. Given the complexity of the Abomination compared to Orks she will need to combine both Freedom and Independence to best counter the Abominations powers, though leading more towards Independence. 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 Abomination

Anti-Abomination Powers: Banishing- 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 banish Angyls. Given the complexity of the Abomination compared to Orks she will need to combine both Freedom and Independence to best counter the Abominations powers, though in this case Freedom would be the focus. 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 for banish Angyls

Research: (Chaos Gods) 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

Royal Alkahestry- The Nynye are now willing to share the secrets of Alkahestry with the Adeptus Astra Telepathica. While Alkahestry is a highly complex art that takes decades to learn, your psykers now have a good grasp of even its advanced principles. This allows them to begin work on the highest level of Alkahestry, Royal Alkahestry. Royal Alkahestry is far more complex then even Master-level Alkahestry and will it will likely take decades for your Psykers to get a grip on it.

Time: 20 years
Chance of Success: 10% (uses learning)

Cost: Free
Reward: Adeptus Astra Telepathica learns Royal level skills of Alkahestry, unlocks Alkahestrial enhancements and Titants

Alkahestry Creation Investigation (Purpose)- Now that the Order of Alkahestry has Master-level Alkahesters they can begin to create their own recipes. The first step to making a recipe will be to determine what you want, and if it is even possible.

Time: 1 year
Cost: 4,800,000 Thrones, 380,000 Material, 8,400 Advanced Material, 940 Exotic Material.
Reward: Determine if selected recipe is possible

Anti-Ork Powers: Grand Techbane- Now that he has created an anti Ork Power Xavier thinks that it is possible to upscale it so that it can be used by entire Choirs of Psykers. While it would take a good bit of research to create this power would allow your Demonology Choirs to cause malfunctions to entire Orkish armies, or even disable Gargents.

Time: 7 years
Chance of Success: -50% (uses learning)

Cost: 180,000,000 Thrones, 1,800,000 Material, 4,200 Advanced Material, 480 Exotic Material.
Reward: Create choir scale power able to cause Ork technology to malfunction

Research: Tyranid Frequencies- With the coming waking of Hive Fleet Grábakr it would be a good idea to lean more about the Tyranid powers and how to counter them. The first step in this road would be to determine this psychic frequencies that make up the Shadow in the Warp, after which you can try to create counter frequencies. Tamia estimates that it will take around six years for her or Ridcully to determine the main frequencies of Shadow in the Warp, and that this will have to be done near the front lines where they can better examine the Shadow in the Warp.

Time: 6 years (must be taken by Ridcully or Tamia)
Chance of Success: 5% (uses learning, no Roke Island bonus)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the Psychic Frequencies that the Shadow in the Warp operates on

Law of Attraction-High Grandmaster Ridcully recently discovered was seems to be three Laws that underpin the Warp. The first of these Laws is the Law of Attraction, which can be summed up as like calls to like. This is what causes primal gods to arise and is the basis for some forms of divination, and for curses such as the one afflicting the Blood Angels. With more study High Grandmaster Ridcully may be able to determine more about this Law, possibly including how to take advantage of it.

Time: 6 years (must be taken by Ridcully)
Chance of Success: -10% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on Law of Attraction, new options


Law of Cost- High Grandmaster Ridcully recently discovered was seems to be three Laws that underpin the Warp. The second of these Laws is the Law of Cost, which can be summed up as nothing involving the Warp is free, and if you think it is there is a price you can not see. He tells you that this applies to everyone, from the weakest of Psykers to the Great Gods. The price can range from the energy it takes to wield the Warp to your soul itself. With more study High Grandmaster Ridcully may be able to determine more about this Law, possibly including how to take advantage of it.

Time: 6 years (must be taken by Ridcully)
Chance of Success: -10% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on Law of Cost, new options


Law of of Narrative-High Grandmaster Ridcully recently discovered was seems to be three Laws that underpin the Warp. The second of these Laws is the Law of Narrative which has several effects, all of which result in making things more likely to happen as they would in a story. These effects leak into the Materium as well and are so pervasive that they are hard to see. This seems to bend the fate of great heroes, allowing them victory after victory until they fall in a heroic last stand or meet someone with a greater story behind them, as well as many other effects that are so commonplace that they are just how the world works. With more study High Grandmaster Ridcully may be able to determine more about this Law, possibly including how to take advantage of it.

Time: 6 years (must be taken by Ridcully)
Chance of Success: -10% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on Law of Narrative, new options


Primal Warp- Recently Saint Lin discovered the existence of the Primal Warp, a layer of the Warp created by the souls of plants and animals. This layer is utterly incompatible with Chaos and is possible to draw on for Psykers. As such it is a subject of great interest for the Telepathica, who are fascinated by its potential as a comparatively safe source for their powers to draw on. The first step in accessing the Primal Warp wold be finding it, a task that only High Grandmaster Ridcully has a real chance of.

Time: 5 years (must be taken by Ridcully)
Chance of Success: -100% (uses control, gets divination bonuses)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Find Primal Warp

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

Time: 5 years

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

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

Time: 2 years

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

Warp Echo: (material or item)- Some materials or items have a strong echo in the Warp, providing them with proprieties that they otherwise would not have. With a bit of work Ridcully will be able to determine if any given material or item has an echo, and what it is tied to.

Time: 1 year (must be taken by Ridcully)
Chance of Success: 30% (uses learning)

Cost: 3,800,000 Thrones, 38,000 Material, 85 Advanced Material, 9 Exotic Material.
Reward: Information on selected items Warp echo

Warp Echo: (Search)- Some materials or items have a strong echo in the Warp, providing them with proprieties that they otherwise would not have. With a bit of work Ridcully will be able to find items or materials that have Warp Echoes.

Time: 3 years (must be taken by Ridcully)
Chance of Success: -10% (uses learning)

Cost: 18,000,000 Thrones, 180,000 Material, 420 Advanced Material, 48 Exotic Material.
Reward: find one Warp Echo

Research: Conceptional Bonding: First Stage- Recently it has been found that Truesteel works by somehow permanently bonding the concept of steel to metal. Given that conceptional bonding is considered to be highly unstable and requires constant attention from a skilled Psyker to maintain, the fact that a stable form of it exists is highly interesting, among other reasons because it was believed to be impossible. Tamia thinks that if she spends a decade or so studying Truesteel she will learn more about how it works; not nearly enough to replicate the feat but still enough to be of great use. She mentions that among other uses any more information on this subject may be useful in working out how to copy the power that Island Turtles use, which would be invaluable.

Time: 12 years
Chance of Success: 25% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on Conceptional Bonding

Examine: (Siren Rune)- The Sirens have recently traded knowledge of how to make several forms of Runes in exchange for the souls of chaos cultists. Tamia would like to spend a few years examining each in order to both determine what it does and to ensure that it is safe. This will also determine exactly how you can use the rune, including whether you can form wards of it or inscribe it on weapons.

Time: 3 years (must be taken by Tamia)
Chance of Success: 80% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the effects of the selected Rune and if it is safe

Psychic Materials: Wildlife- There are some materials that channel psychic energies better than others, or in certain ways. Given the sheer variety of psychic wildlife of differing sorts on Avernus, Grandmaster Jameson believes that at least some of them will be useful in this manner. She will only be able to examine a single type of creature at a time, so it will take quite some time to examine everything that Avernus has to offer.

Time: 1 year

Cost: 4,000,000 Thrones, 400,000 Material, 4,250 Advanced Materials.
Reward: Determine if any part of selected species is useful as a psychic conductor.

Research: Black Crystal Items (Item)- Last year Headmaster Ridcully determined that each of the items of Black Crystal has its own unique property, though he was not able to determine what they are. He tells you it would most likely take a couple of years of study to determine exactly what the unique properties are but it would most likely be worth the time expended.

Time: 2 year
Chance of Success: Unknown (uses learning)

Cost: 355,000 thrones, 17,750 Material, 43 Advanced Material.
Reward: More information on Black Crystal Item selected


Research (Species that has completed Biologis research) – 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.
You Cannot Hide: All- High Grandmaster Ridcully and his Psykers have proven to be of great value to the efforts to hunt down Chaos cults in the aftermath of the Daemonic Inclusion. While it will take time away from research dealing with the cults before they get a chance to get established is probably more important.

Time: Unknown (until Cults are under control)
Chance of Success:90%

Cost: 720,000 Thrones,
Reward: +10% number of Cultists found, +2% to rolls to locate cultists per three points of success, lose some Battle Psykers.

Focused: You Cannot Hide: Avernus' Spine- High Grandmaster Ridcully and his Psykers have proven to be of great value to the efforts to hunt down Chaos cults in the aftermath of the Daemonic Inclusion. While it will take time away from research dealing with the cults before they get a chance to get established is probably more important. By focusing their efforts on Avernus' Spine the Psykers should have a greater impact on what are expected to be the largest cults.

Time: Unknown (until Cults are under control)
Chance of Success:90%

Cost: 720,000 Thrones,
Reward: +15% number of Cultists found in Avernus' Spine, +3% to rolls to locate cultists in Avernus' Spine per three points of success, lose some Battle Psykers.

Targeted: You Cannot Hide (Dis)- High Grandmaster Ridcully and his Psykers have proven to be of great value to the efforts to hunt down Chaos cults in the aftermath of the Daemonic Inclusion. While it will take time away from research dealing with the cults before they get a chance to get established is probably more important. By focusing their efforts on Dis the Psykers should have a massive impact on what are expected to be the largest cults.

Time: Unknown (until Cults are under control)
Chance of Success:90%

Cost: 720,000 Thrones,
Reward: +20% number of Cultists found in Dis, +4% to rolls to locate cultists in Dis per three points of success, lose some Battle Psykers, can be taken multiple times

Expand Unseen University- Now that Xavier has finished the designs for a Large Psyker City it is time to expand the Unseen University into one. This will take an incredible amount of resources and two decades but will be able to safely house millions of psykers, ending for the near future your growing issues with training and overpopulation.

Time: 20 years

Cost: 76,000,000,000 Thrones, 7,600,000,000 Material, 3,800,000,000 Metal, 760,000,000 Promethium, 24,00,000 Advanced Material, 11,000,000 Exotic Material, 190 Relic Material.
Upkeep per year: 760,000,000 Thrones, 76,000,000 Material, 38,000,000 Metal, 7,600,000 Promethium, 240,000 Advanced Material, 110,000 Exotic Material, 2 Relic Material.
Reward: Expands Unseen University into Large Psyker City, allowing it to house 10 million people including 2 million Psykers

Heal the Emperor's Son- Saint Lin is coming to the end of his life and soon it will be time for him to begin his final act. He has decided on an attempt to heal Roboute Guilliman, the mortally wounded Primarch of the Ultramarines who is held in stasis on Macragge. Ridcully will be assiting inthis ritual using a True Rune of Purification that he has access to, in the hope that his nature as a human counts for more then the greater skill of Eldar healers.

Time: 2 years (must finish at the same time as Saint Lin's action)
Chance of Success: Unknown
Cost: Free
Reward: Heal Roboute Guilliman, the Primarch of the Ultramarines, multiple Honourbound Favours from Imperium Secondus.

Expand Psyker Quarters: All- Currently your Psyker Quarters are at around ninety-percent capacity, and will soon be filled. Xavier suggests that you double their size before overcrowding becomes an issue. Xavier estimates that you have around thirty years to begin work if you want to preempt any problems.

Time: 15 years.

Cost: 23,000,000,000 Thrones, 2,300,000,000 Material, 590,000,000 Metal, 240,000,000 Promethium, 1,400,000 Advanced Material, 31,000 Exotic Material.
Upkeep per year: 230,000,000 Thrones, 23,000,000 Material, 5,900,000 Metal, 2,400,000 Promethium, 28,000 Advanced Material, 3,100 Exotic Material
Reward: Psyker Quarters in each city able to hold 0.02% of the cities maximum population (currently 16 million)

Psychic Cleansing- Saint Lin has volunteered to undertake the cleansing of the recently captured worlds in Valinor. While your normal psykers could not pull this feat off by themselves, both pyromancers and daemonologists would be able to assist him in his efforts, reducing the amount of time he must spend on this project.

Time: 1 year (must start at same time as Cleanse World, can't be taken by Ridcully)
Chance of Success: 20% (uses average of power and control with Pyromancy and Demonology Bonus)

Cost: 4,000,000 Thrones, 400,000 Material, 4,250 Advanced Materials
Reward: +10 to success chance of Cleanse World

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

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

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


Create Psyker Order (Purpose or Speciality, Department if Any)- It is possible for you to create an Order of Psykers within the Adeptus Astra Telepathica. This Order will either have a purpose and develop as needed to fulfil this purpose or it will have a speciality and develop that speciality. For example an Order of Healers would have the speciality of Healing and focus on devolving your knowledge of Physic Healing and teaching your Healers while an Order of Daemon Hunters would have the purpose of combating Daemons and would recruit those with the will and talent to combat Daemons.

Time: 6 years

Cost: 200,000,000 Thrones, 2,000,000 Material, 4,150 Advanced Material, 415 Exotic Material.
Reward: Allows the formation of an Order of Psykers with selected purpose or speciality within the selected department, more options.

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

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

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


Honing an Edge- You live in an galaxy of war so it might be a good idea for the heroic Psykers of Avernus to focus on preparing themselves. While normally the time just before a war is not a good time for a military force's leadership to spend a year meditating and training themselves, when the leader is as powerful a weapon as a heroic psyker it becomes a good option.

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

Cost: Free
Reward: +10 to all battle rolls by Heroic Psyker who takes the action for the next decade

Mentoring: Beta- Given the high rate of failure for the more powerful psykers Headmaster Ridcully would like to have one of his best psykers mentor the next Beta-level in the year leading up to his trials. This will hopefully be enough to increase his chance of passing by a significant degree.

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

Cost: Free
Reward: each point of success inc chance of the Beta-level psyker passing the trails by

While most of your family survive the incursion your son-in-law, Sigmund, was not among the survivors. Syr seems to be coping well with his death, her life having prepared her for losing loved ones, but Tormod is not doing quite so well. While it is not yet effecting his performance overly Tormod's grief may develop into an issue. Unfortunately an issue that you do not have time to focus on right now, giving the surge of Abomination Cults that Avernus has started to see.

Tormod Rotbart upgrades trait Skilled Swordsman (+2 Combat, +20 to melee combat rolls) into Expert Swordsman (+1M, +3 Combat, +30 to melee combat rolls) – Between his training by Avernus' best swordswoman and his experience in trying to survive everything Avernus throws at him Tormod has become a formidable swordsman.
Choose Four
Four Three years

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.

Three out of Seven years completed

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

Two out of Twenty-Four years completed

Speech: Every Man's Duty- You advisers suggest that you give a speech to the people of Avernus warning them of the horrors of the Dark Prince and calling one them to aid your forces in the hunt for Chaos Cults.

Time: 1 Year.
Chance of Success: 60%

Cost: 3,600 Thrones
Reward: +10 to rolls to detect Cultists, can be taken multiple times

Personal Attention: Any – 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.


Knowing Avernus (Write in or QM's Choice)-In the years since founding Avernus has developed in many ways, some of which you have not been able to pay attention to. It may be a good idea to spend some time learning about the smaller organisations that make Avernus so unique and about Avernite culture.

Time: 1 year. (no more then twice per turn please, also try and explain what you want, one word topics can be unclear)
Reward: Get information about selected aspect of Avernite culture or organisation


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

Time: 1 year.
Chance of Success: Unknown

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


Whispers of Change (Suggestion)- Fabricator-General Britton has mentioned that he is trying to slowly change the Mechanicus to remove its more problematic laws and traditions. He is willing to listen to any proposals that you make on what should change and how to change it and promises not to get offended.

Time: 1 year
Reward: Fabricator-General Britton listen to your suggestion and may follow though.


Speak to the People – Much to the surprise of both you and your advisors, you are a highly popular figure on Avernus. You can use this popularity to run a series of Tel-casts to raise the morale of both the civilians and the military.

Time: 1 Year.
Chance of Success: 50%

Cost: 3,600 Thrones

ThronesMaterialMetalPromethiumAdvanced MaterialExotic MaterialFoodRelic Material
Gross Income120,107,481,07492,321,926,744-73,394,143,68010,160,225,097142,142,2962,153,84631,31221
Current Reserves764,461,602,4601,742,619,591,1273,304,471,074,475695,992,378,3772,140,080,74525,389,125414,667557
 
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Comfort*

Avernus, the

+1000 to all roles against Angyls, plus like infinite Piety GG

Well now I'm wondering what 100 Piety would look like.

I mean, I suspect Sisters of Battle had some kind of Piety->Miracles Organization Trait like the Companions' Paragon, so they'd probably have something like that.

Like, that kind of Piety would probably be like some kind of selective Blank.
 
Well now I'm wondering what 100 Piety would look like.

I mean, I suspect Sisters of Battle had some kind of Piety->Miracles Organization Trait like the Companions' Paragon, so they'd probably have something like that.

Like, that kind of Piety would probably be like some kind of selective Blank.

50 Piety is already demigod, 60 is divine/transcendent. 100 likely does not exist in that or any other stat.
 
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