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
I find it odd that we would be getting a weaker population trait given that we were the main focus of this Incursion and had higher losses than previous, even if some of our cities were ignored. Then again, another extra point of piety or combat on a population scale is worth more than the first one.
 
I find it odd that we would be getting a weaker population trait given that we were the main focus of this Incursion and had higher losses than previous, even if some of our cities were ignored. Then again, another extra point of piety or combat on a population scale is worth more than the first one.
Because only about half of our population was hit I believe was the logic.
 
Weird, that part of the population got hit by some of the best that chaos 'god' could possible hit with, and the rest need to feel the presence of those two first circle angel plus lot of 'angels'.

Maybe we had hit a wall with daemons to this to happen?
 
Because only about half of our population was hit I believe was the logic.
its kinda weird...cas like a 3rd of our civ pop were untouched completely, another 3rd were bystanders as the enemy army marched PAST them and only the last 3rd had to help fight off the entire thing....

(obviously I'm rounding some numbers up/down quite a bit...but you get the idea)
 
The amount of discord stuff is very large, you realize, and not reduceable to 2 or 3 quotes.
I know, just remembered this one, which seemed like more of a long-term thing than information that simply applied to a fixed moment in time.

In other matters, the high corruption level is just the result of a focused incursion, not signs we're getting another incursion. So that's nice-ish, I guess. Even if we're going to be buried in cultists for the near future.
 
Turn One Hundred and Thirty-Five Results
Turn One Hundred and Thirty-Five Results
Three Hundred and Ninety-Four years since the Founding of Avernus

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

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

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

Complete

General Khol took the time to finish expanding the Avernite Helltroopers as the war with the cults began, though many of the new regiments are under-strength due to losses suffered during the incursion.

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

Three out of Eleven years completed

General Khol has hated all work on building Thunder Warrior Facilities due to the cult uprising.

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

One out of Seven years completed

You have hated all work on setting p a formation of Codiac Support Artillery due to the cult uprising.

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.

Complete
year one roll d100=74+27(Martial)=101: Critical Success +44%
year two roll d100=81+27(Martial)=108: Critical Success +51%

General Khol has been enforcing a state of martial law across Avernus since the Daemonic Incursion began. This has been a vital component of your struggle with the cults, and hundreds of millions of cultists that would otherwise have escaped justice were killed due to this.

Double Down: Personal Attention: Triple: 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.

Complete
year one roll d100=31+27(Khol)+20(triple)+50(Rotbart)+20(double down)=148: Greater Critical Success
year one re-roll d100=32+27(Khol)+20(triple)+50(Rotbart)+20(double down)+15(Paragon Diviner)=148: Greater Critical Success +738
year two roll d100=80+27(Khol)+20(triple)+50(Rotbart)+20(double down=197: Greater Critical Success +1,083

You and General Khol have spent a year waging a bloody battle in Dis against a series of massive cult uprisings. Given that the cults included a worrying proportion of the veterans of the Siege of Dis this has been a bloody and hard fought campaign, that has cost the lives of over a billion of your soldiers and a similar number of citizens. The death toll would have been far higher if it was not for the actions of the Astartes on Avernus, both the Cohort of Varangian Guard and the battered few squads of Crimson Crusaders, and lone Space Wolf, who found their way to Avernus after being lost in the Warp. After the main cults in Dis were wiped out in the first year you turned your attention towards the rest of Avernus' Spine.

Expedite: Expand Shipyards: Large:Twice- Now that you have a huge shipyard it is possible to build large shipyards whole. This would increase the rate at which you can build capital ships and maintain anything short of battleships more easily. Admiral Parnell advises you to focus on this until you have all four large shipyards that you plan on constructing.

Time: 5 years. (can be taken twice)

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

Complete
Locked- One out of Four years completed

Two years ago Admiral Sarnow finished building the next Large Shipyards in the orbitals of Deiphobe. This is another incremental improvement to your naval construction capacity and was followed up immediately by beginning work on another one.

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- Six out of Fifteen years completed

Admiral Sarnow has continued his efforts to repair the damaged ships of the Avernite Navy, and is progressing as scheduled despite the chaos on Avernus, which is thankfully far removed from his major supply lines in the moons of Cumea.

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 kilometres. 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- Three out of Eight years completed

Admiral Sarnow has now finished supplying all of your void ships larger then a cruiser with the Gravatic Sensors that Archmagos Tranth designed, and has now started work on doing the same to your Defence Stations.

The population growth of Avernus has halved to an average of 0.38% over the last few years as losses to cults in Avernus' Spine are counteracted by growth everywhere else.

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

Complete

Issac recently finished overseeing the expansion of Salem into a Large Hive, the second on the surface of Avernus. As well as providing you with enough living space for the foreseeable future once the cults are dealt with this is another powerful stronghold added to the defences of Avernus.

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,

Zero out of Seventeen years completed: Expedited

The construction of the underground railway in Terascon was halted due to resources being diverted to deal with more immediate issues.

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

Zero out of Eight years completed

The expansion of Waset into a Small Hive was halted due to resources being diverted to deal with more immediate issues.

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

Locked- Two out of Nine years completed: Expedited

For the last three years Issac has been overseeing the first stages of repairs done to the damage inflicted by the recent daemonic incursion. While progress is going well across most of Avernus, in Dis the cult uprising is slowing things significantly.

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

Complete

Issac has imposed strict quarantine over large portions of Avernus due to the cultist threat. Fortunately standard regulations ensure that all districts of Avernus have enough supplies to last for a decade if cut off, reducing the impact that this has to minor.

The war in what was once Ironbusta's Domain continues, with Imperial fleets continuing to shatter some of the grasping tendrils of Hive Fleet Grábakr even as others strip Orkish worlds dry and grow as a result. The Orks have already lost all of their ability to project any force in this campaign, and are now only able to garrison their worlds.

Waaagh Bloodbusta's has only last half a dozen of its recently captured worlds to the Chaotic counter attack, a number partially counteracted by Urkozz Bloodbusta and his elites shattering the forces of Kal'palos the Inscrutable and pushing on to another world.

Operation Hecatoncheir has continued to proceed, with Vlad managing to direct his fleet in the right general direction and score a few clear victories against the Orks, which both attracts the attention of the forming Conflagration and securing his potions in his fleet, for the moment at least. Now Vlad will need to keep the war going for a few years before retreating towards the Black Imperium.
Operation Hecatoncheir roll d100=64+10(Ridculy)+10(Eldar assistance)+5(Omakes)+5(preparation)+10(Rotbart)=102: Success

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 Avernus for the coming cult issues.

Complete

At your request the vast majority of the Avernites currently serving in the Imperial Trust Guard were deployed to Avernus to help deal with the cult uprising and rebuild your battered forces. Their numbers proved to be invaluable in the uprising that followed.

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

Complete

Under Inquisitor Klovis-Ultan's control the forces of the Inquisition proved to be even more effective, catching millions of the more subtle cultists who may otherwise have been able to cause significant damage before being caught.

There has been a massive cult uprising in Dis over the last few years, major uprisings in the rest of Avernus' Spine and minor uprisings over much of the rest of Avernus. Thankfully you were able to annihilate the main uprising in Dis in short order, suffering incredible losses but preventing them from getting established. The second year was mostly devoted to wiping out the smaller uprisings throughout the rest of Avernus' Spine and the third year was spent clearing out the last of the cults.
Cult Activity 1st yearPeriphery Cultists FoundInner Circle Cultists FoundMilitary Casualties from CultsRemaining Cultists
Avernus Prime36,738,833752,293,9581,088,593,69115,000,000
Avernus' Spine2,383,49324,034,11243,690,4295,000,000
The Azure Islands766,5154,130,4667,572,811100,000
Lindon854,8644,606,5508,445,666100,000
Everglades905,8874,881,4928,949,745100,000
Elysium174,745421,113789,45810,000
Aridia1,110,4215,983,65410,970,453100,000
Duat193,332465,904873,42710,000
Mechanicus1,016,3957,737,90014,111,171200,000
Avernus Total43,128,089796,817,2491,169,885,68121,000,000

Cult Activity 2nd yearPeriphery Cultists FoundInner Circle Cultists FoundMilitary Casualties from CultsRemaining Cultists
Avernus Prime1,737,7968,225,91212,095,556100,000
Avernus' Spine80,84592,652,853166,789,688500,000
The Azure Islands124,240267,793504,39010,000
Lindon137,128295,573556,71410,000
Everglades145,988314,670592,68410,000
Elysium35,22237,96074,66810,000
Aridia178,749385,285725,68810,000
Duat38,88341,90582,4291,000
Mechanicus89,060193,403364,15710,000
Avernus Total2,478,851102,221,952181,421,81721,000,000

No Psykers were found in the last three years, most likely as a result of them either dying or falling during the incursion.

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.

Complete

Jane has been enforcing a strict curfew all over Avernus since the daemonic incursion, with only people fulfilling the most vital of roles being able to move any real distance. This has had a major impact on the size of the cults on Avernus, and allowed you to catch countless cultists who attempt to breach it.

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)

Complete
year one roll d100=51+29(intrigue)=80: Success +165
year two roll d100=78+29(intrigue)=104: Critical Success +249

Jane spent a year leading the hunt for the cults in Dis, personally killing tens of thousands of cultists with surgical strikes and causing the death of tens of millions more. Once the main uprising in Dis had ended she turned her attention towards the rest of Avernus Spine, where her skills both with the blade and more subtle proved to be invaluable.

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- Seven out of Eleven years completed

Archmagos Tranth tells you that he has pretty much completed the design for the weapon of the Ordinatus Grábakr, nd only needs to do some fine tuning and finish designing its platform, which shouldn't take more then a few years.
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- Five out of Fifteen years completed

Archmagos Biologis Maximal is now deep into his next round of studies on the complex subject of Psyker genetics, and does not expect to come top any more conclusions for a decade or so at best.
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- Twelve out of Fifteen years completed

Fabricator-General Scott is in the final stages of construction for the new Cathedral of the Machine-God in Annwn. She tells you that all that is needed is for some final touches to the cathedral's interior and for its final consecration.

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,

Locked- Two out of Twenty-Five years completed

Recently Fabricator-General Scott has started work on a Grand Cathedral of the Machine-God in Mag Mell. This massive cathedral will be the size of a hive in its own right, and as such the Fabricator-General has spent the last few years clearing an area and working on its foundations.

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

Zero out of Twenty-Four years completed

Rosalinda was forced to stop her work expanding Annwn into a Huge Forge-Hive due to having to cover many of your normal responsibilities while you are dealing with the cult uprising in Dis.

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

Saint Lin has had to turn his attention away from the study of curses in order to deal with the cult uprising in Dis.

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, ??.

Zero out of Four years completed

Saint Lin has had to turn his attention away from the study of curses in order to deal with the cult uprising in Dis.

Targeted Preaching (Dis): Twice- 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.

Locked- Three out of ?? years completed
year one roll d100=96+59(stats)+55(traits)=210: Greater Critical Success +423%
year one roll d100=78+59(stats)+55(traits)=192: Greater Critical Success +360%
year two roll d100=5+59(stats)+55(traits)=112: Success
year two re-roll d100=61+59(stats)+55(traits)+15(Paragon Diviner)=190: Success +352%
year two roll d100=33+59(stats)+55(traits)=153: Critical Success +176%

Saint Lin's preaching in Dis was credited for preventing over a billion of your citizens from falling to Chaos in the first year alone, a number of cultists that you would have struggled to keep contained. In later years he turned his attention towards the rest of Avernus' Spine, where his presence and words was enough to save the souls of millions.
TrialsAlphaBetaGammaDeltaEpsilonZetaMinor
Passed06826112,9266,376761,170
Attempted1241911,0814,5019,4461,087,385
Percent passed0%25.00%43.00%56.50%65.00%67.50%70.00%
152Regular139Veteran7Elite Primaris4
PrimarisBetaGammaDeltaBetaGammaDeltaBetaGammaDelta
Biomancer0212000000
Diviner0216000000
Pyromancer0324000001
Telekinetic0324000001
Telapath0218000000
Daemonologist0218000000
Order of Omens001000000
Order of Warding001000000
Order of Restoration019002000
Psy-Hunters000002000
Order of Alkahestry001000000
Order of Technomancers000000000
2,935Normal3,564Veteran-664Elite9Master24
Battle PsykerBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZeta
Biomancer03271994340-1-5-37-810000-100012
Diviner03201332890-1-4-24-540000000011
Pyromancer04342655780-1-7-49-1080000-100013
Telekinetic03271994340-1-5-37-810000-100012
Telapath03201332890-1-4-24-540000000011
Daemonologist03201393030-1-4-26-570000000001
Psy-Hunters00000000000014900025

262,514TraineeNormalVeteranEliteMasterGrandmasterExemplarParagon
Minor Battle Psykers296,856294,501-31,4762833322510.00
Psy-Hunters000-1,4012292100.00
1,687Normal686Veteran808Elite180Master14Grandmaster0.28
SanctioniteBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZeta
Biomancer005449101425540015120000100000
Diviner003265401529640016140000100000
Pyromancer004296001532710017160001100000
Telekinetic00544910174910700211240001200000
Telapath004296001532710017160001100000
Daemonologist004357301539870019190001100000
Order of Omens0003600037000120000000000
Order of Warding0002300013000110000000000
Order of Restoration0000001425540015120000100000
Order of Alkahestry0002200136000010000000000
Order of Technomancers0002400013000000000000000

175,178TraineeNormalVeteranEliteMasterGrandmaster
Minor Sanctionites266,91796,10641,2689,71078217
Order of Omens1,0156241522010
Order of Warding15,2239,3131,999280441
Order of Restoration003,728886722
Order of Alkahestry15,2236,8762,795478220
Order of Technomancers6,0894,2311,0385410
420Normal163Veteran195Elite63Master10
Neo-AstropathsBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZeta
Neo-Astropaths0022654015296200192000013
Neo-Astropathic Receivers0022654015296200192000013

94,082TraineeNormalVeteranEliteMasterGrandmasterExemplar
Witch Finder144,62261,25529,5523,1957910.008

InquisitionBetaGammaDeltaEpsilonZetaMinor
132512226615,223

Free Greater Divination (Support Operation Hecatoncheir)- High Grandmaster Ridcully is more skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums or even the activity and compositions of pantheons of gods.

Time: 1 year. (can only be taken once per turn)
Chance of Success: 10%

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

Complete
roll d100=97+49(control)+110(Traits)=256: Greater Critical Success

High Grandmaster Ridcully has spent a decent amount of time over the last few years helping support Vlad Tepes in Operation Hecatoncheir. As well as helping Vlad identify the more dangerous plot against him, and the spies who are noticing that something is wrong, he has provided Vlad with battlefield intelligence so that he can better secure his position with victories.
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

Zero out of Six years completed

Ridcully turned his attention from discovering the destructive frequencies for the Plague God to dealing with the current cult issues.

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

Two out of Six years completed

Tamia turned her attention from discovering the destructive frequencies for the Blood God to dealing with the current cult issues.

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

Zero out of Six years completed

Xavier turned his attention from discovering the destructive frequencies for the Plague God to dealing with the current cult issues.
Quadruple: 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

Locked- Three out of ?? years completed
Ridcully year one roll d100=100+59(stats)+75(traits)=234: Utterly Perfect Critical Success +896
Xavier year one roll d100=35+33(stats)+47(traits)=115: Critical Success +192
Tamia year one roll d100=37+33(stats)+45(traits)=115: Critical Success +192
Aria year one roll d100=88+40(stats)+25(traits)=153: Greater Critical Success +304

Ridcully year two roll d100=94+59(stats)+75(traits)=228: Perfect Critical Success +472
Xavier year two roll d100=17+33(stats)+47(traits)=97: Critical Success +132
Tamia year two roll d100=84+33(stats)+45(traits)=162: Greater Critical Success +340
Aria year two roll d100=38+40(stats)+25(traits)=103: Critical Success +144

Your Battle Psykers were one of your greatest weapons in the cult uprisings, with their combat abilities being some of the few able to deal with the entrenched Avernites you were faced with even as their ability to detect the taint of Chaos proved vital for catching the more subtle cults, and finding traitors before they strike. High Grandmaster Ridcully in particular was able to singlehandedly change the course of the uprising by providing you with advance warning to countless plots and traitors.

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.

One out of Seven years completed

You halted your work on forming a corps of Codiac Support Artillery in order to focus on cults.

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

Zero out of Twenty-Four years completed

Rosalinda turned her attention away from the expansion of Annwn in order to run Avernus while you were focused on the cult uprising in Dis.

Double: Personal Attention: Extreme Measures: Dis– 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.

Complete

For the last three years you have been leading your armies in combat against the cult uprising in Dis in a campaign that has seen entire divisions of your soldiers defect at a time. Being forced to turn your tactics on your own soldiers and kill them is an utter perversion of your duty as a leader, and yet one more reason to hate Chaos.

Speech: Every Man's Duty: Twice- 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

Complete
year one roll d100=39+26(stats)+5(Palace)=70: Success
year two roll d100=82+26(stats)+5(Palace)=113: Success

Your speeches to your people over the last few years have played a small but measurable part in dealing with the cult uprisings, especially in the regions outside of Avernus' Spine where less attention was focused.

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

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

Complete
Complete

You continued to provide Vlad with assistance for the military aspects of Operation Hecatoncheir, focusing mostly preparing plans for his forces to use against the Orks. It seems that he has gained a reputation as a skilled and meticulous planner and not so good when in the heat of battle as a result, which you suppose is not that strange for a Champion of the Blood God.

Year IncomeThronesMaterialMetalPromethiumAdvanced MaterialExotic MaterialFoodRelic MaterialPopulation
Starting764,461,602,4601,742,619,591,1273,304,471,074,475695,992,378,3772,140,080,74525,389,125414,66755781,558,739,800
Net Income-644,991,959,138-179,580,651,778-178,044,458,2408,953,057,368-18,808,033220,20941,750-292313,367,520
Percent of Income used502.76%245.89%-81.94%33.91%109.92%92.33%0.00%1158.80%
Remaining119,469,643,3221,563,038,939,3493,126,426,616,235704,945,435,7452,121,272,71225,609,334456,41726581,872,107,320
Percent Growth-84.37%-10.31%-5.39%1.29%-0.88%0.87%10.07%-52.49%0.38%
 
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as things were you lost most of a billion citizens and closer to one and a half billion soldiers
before adding on anything you were looking at losing Dis and Avernus Spine by the end of the second year
 
year one roll d100=31+27(Khol)+20(triple)+50(Rotbart)+20(double down)=148: Greater Critical Success
year one re-roll d100=32+27(Khol)+20(triple)+50(Rotbart)+20(double down)+15(Paragon Diviner)=148: Greater Critical Success +738
year two roll d100=80+27(Khol)+20(triple)+50(Rotbart)+20(double down=197: Greater Critical Success +1,083

Why did you reroll a greater critical success?

Also the reroll should be 164, not 148.
 
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so if I'm reading this right, we rolled amazingly against the cults, and barely squeaked by keeping it from ballooning. So we actually did not put quite enough against the cults, we just rolled well enough to make it anyways.
 
so if I'm reading this right, we rolled amazingly against the cults, and barely squeaked by keeping it from ballooning. So we actually did not put quite enough against the cults, we just rolled well enough to make it anyways.
you did more then squeak by, you dealt with the cults in 2 years when I expected you to need 3-5,
 
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