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 think all of this gathered evidence is proof we will never fall to chaos.

After all, if we are already it's devoted servants, there is no need for us to worry about being corrupted!
 
@Durin, here's some tech from newer Necromunda releases. Not sure if I can find a lexicanum page for this stuff so I'm working this out by looking at the picture and matching it up to the text descriptions.
All the people in that picture are wearing armoured bodygloves.
The one on the bottom left has a rad cannon.
The one on the bottom right has a Hrystrar pattern energy shield.
The model on the right in the second row from the bottom has a suppression laser.
The one in the middle on the bottom row has a shock stave and some kind of gun.

Here's a description of rad cannons:
Perhaps the most effective weapons in the Van Saar arsenal, however, are the rad gun and rad cannon. These weapons are deadly in their own right, but the rad-phage rule is of special note as it deals out Flesh Wounds to anything a weapon with the trait hits. This allows the Van Saar gang to cut their foes down to size, reducing their resistance until massed las fire can bring down even the sturdiest opponent.
And a description of suppression lasers:
Their las weapons are also a unique feature of the gang, with guns like the suppression laser combining the versatility of a shotgun with the reliability of a lasgun.
 
Remind me to petition the mods for a "funsightful" rating.

Whelp, consider yourself reminded :tongue: (Joke)

You harassment forces continued to disrupt the Orks advance until the Orks got within several kilometres of The Fens, upon which they broke away and retreated into the Hive, exhausted from almost a days combat. In total the harrsment force has killed over thirty-eight million Ork Boyz and almost a thousand Fighter-Bombers at the cost of one point seven Avernite troopers, and exchange rate of over twenty to one. Possibly ore importantly they have slowed the advance of the Ork Horde by almost six hours, giving your artillery more time to fire at the Gargants.

And now here's an actual error so I get an excuse to post. Results say that we lost 1.7 guys, I'm guessing there was a million left out of that, considering the kill ratio. Also, need to add an m to that ore.
 
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Ok so my plan is not going to win so I am staring to plan the next turn.

because of the way Enjou plan is done we won't have any admech projects, munitorum, void command.

for Administration I am thinking we start on the plant based defenses that Have been there for centuries. When Dis finish expanding we will not have to worry about population growth for a long while. So right now with the restive peace would be a good time to work on defenses.

Arbites will be the usual mix of Greater psyker hunting andcounter intelligence.

Diplomancy depends on what we find out but I would like to do a Sound out on giving the crimson crusaders the Star fort and keeping it around Avernus. Supposedly they attract enemies but really if they are stupid enough to attack Avernus (the local region guys should know better) than they deserve to die.

telepathcia will as always be a contentious fight. I want a double down on Ahra, Sanguinus because I still think his soul is trapped on that ship and that is what is leading to the problems he has. Freed divination I may leave to the eldar but we do have that list of things we alway wanted to divine. Like we still have not done the Tau. Would like to get some suggestions. Aria I was thinking of making her start a psyker order of construction with Administrative actions.

As for Rotbart we got one action available so I want him starting on another power armor action. If we make up with Tormod train him Administratum or Military strategy.
 
75 Devil Dog Regiments Regiments vs Ork Deads d100=84+210(skill)+20(momentum)+75(type)+171(martial)=560
659 Dread Warbands vs Armour Sally d100=63+45(skill)+25(Orks)+19(Martial)+85(numbers)=236
Imperial kills 7d6*30=34*30=659 Dread Warbands killed
Ork kills 9d6*0.64=32*0.64=20.5 Regiments destroyed
Ork Dreads wiped out, reduce kills by 36%

Top line should have Ork Dreads, not Ork Deads. Although it is funny.

As your much reduced sally returns to The Fens you watch the Orks gather for another attack, hundred of million of Boys supported by Stormboyz and the surviving vehicles while the Big Gunz continue to fire. You are confidant that the walls will hold, particularity with the PDF Siege Infantry you have had redeployed from the nearby cities but still consider other options.
Either one hundred million or hundreds of millions. Also, confident instead of confidant. One is feeling sure of yourself, the other is someone you tell things to.
 
Experimental Prods
Experimental Prods

Tormod mused that his luck must be worse than normal as a recently deceased corpse stood steadily to its feet and lunged at him, snarling with vicious intent as he and Rot...Grandfather smoothly turned and gutted it.

Their respective blades smoothly slid through the armour of what had recently been a servant of the palace. A blink spider that hadn't been noticed in time, a tragedy one that he could tell they and the Governor's Own were both kicking themselves over, but the sudden reanimation...that wasn't normal.

With a crackly Grandfather's vox activated as the very concerned voice of Ridcully burst over it. "Rotbart there's no real way of saying this, the dead are rising!"

"Behind."

Smoothly stepping forward the Lucksmith's blade impaled an ethereal creature that had drifted through the walls towards one of the Own as they ignited their weapons and assumed a chrysalis formation around the two of them, Odyesseus's strength flooding them as he too kept his eyes peeled.

With a slight nod of his head Grandfather started to lead their group towards the tactical command and control centre, as he tried to raise his friends starting with Valyria, but was greeted with only static. In the caverns probably, but he kept trying keeping the rest of his attention focused on scanning for enemies as more...ghosts, boiled from the walls only to be met by the runic blades of the own.

"Why? And where?"

In the back of his mind he could still hear Grandfather and Ridcully talking, even if it was taking a back seat to helping the Own keep him clear so Grandfather could keep focused.

"Seems to just be a probe, but its affecting seemingly everywhere and I'm not sure. Whoever's in charge is hiding well."

That...wasn't a good sign. Never was when the High Grandmaster couldn't see something, but in this…

They reached the operations centre and he felt rather than saw his Grandfather start, and turning around he saw the reason why.

The hololith that displayed all of colonised Avernus was seemingly taken up by a maelstrom of images, with more appearing every moment while every so often pillars of spirits would split off from the swirling masses around the cities and launch down to dive bomb them.

"Distractions." His grandfather murmured as he took in the hololith. "The majority of the dangerous attacks are coming from below the ground."

As more ghosts appeared Ridcully continued to talk rapidly. "As I said this seems to be a poke at the new kids, their ghosts aren't doing much more than strangling people and their resurrected corpses seem to be learning more than anything, but...well we've a lot of corpses. Between them Jane, Jacob, Xavier and Tamia are doing a good job dissuading them but...well."

Grandfather nodded placing his palms down on the main hololith, connecting him instantly to the Marshals of Avernus, a stream of tactical insights coming from his mouth.

"Sir!"

Despite his disagreements with his grandfather this wasn't affected deliberate respect. This wasn't a relative he was arguing with, this was the supreme commander of Avernus during a deliberate enemy action.

As his subordinate there were protocols that must be followed.

"Permission to join my militia platoon sir!"

He could see the desire to forbid it warring within his grandfather. The instincts that he had been raised with demanding that he remain safe...the genuine affection for him and the reminder that he was the last connection to both his mother and grandfather he had left…

They'd spent a long time talking about these things.

They still disagreed, but...the burning pain was gone. And they were starting to be able to use each other as shoulders to cry on again…

In a way this was a test, would his grandfather let him go and do his duty as an Avernite, despite all of this. It was cruel, and knowing the perspective of his Grandfather who had not been raised with the ideals he had it was probably even cruler. But, the duty must be done.

Grandfather nodded, and Tormod could tell he was trying his best to not let the emotions he felt come to the surface, and gave him a respectful salute in return, trying to convey in that motion what words would be insufficient to express.

"Don't worry...I'll come back. I promise."
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
HAPPY HALLOWEEN!

@Durin
 
Turn One Hundred and Forty Results
Turn One Hundred and Forty Results
Four Hundred and Twenty years since the Founding of Avernus

Recruit: Helguard – Your Helguard was nearly wiped out the recent daemonic incursion and in dealing with the following cult uprising, 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: 23 years

Cost: 4,500,000,000 Thrones, 320,000,000 Material, 71,000,000 Promethium, 150,000,000 Advanced Material, 3,200,000 Exotic material.
Reward: Bring Helguard back up to full strength (currently at 10%)

Complete

Three years ago General Khol finished replacing the last of the troopers who died defending Saint Lin in the Third Daemonic Incursion. She tells you that while she has been able to fill the Helguard with sufficiently skilled and experienced troops, they still lack the weight of experience of those who died facing the daemons, and that in doing so she has recruited many of the best Helltroopers.

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 pricy, 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

Locked- Fifteen out of Twenty-Five years completed

General Khol has continued to iron out the issues with her roll-out of the anti-psyker training to the militia of Avernus, which like most militia projects is delayed primarily by the sheer scale of your militia.

Recruit: Helltroopers- Three fifths of your Helltroopers was wiped out fighting the Tyranids of Hive Fleet Grábakr. General Khol strongly advises that you immediately begin to rebuild their numbers. While this will take over a decade the Helltroopers form the core of your armiers, and rebuilding them is a priority.

Time: 16 years

Cost: 2,500,000,000 Thrones, 200,000,000 Material, 3,000,000 Promethium, 61,000,000 Advanced Material, 60,000 Exotic Material.
Reward: Bring Helltroopers back up to full strength (currently at 40%)

Locked- Seven out of Sixteen years completed

General Khol tells you that the first wave of your new Avernite Helltroopers has just finished their training, bringing the Helltroopers up to forty-five percent strength. It will take most of a decade for the rest of the Helltroopers to finish their training, but at least most of them have started now.

Recruit: Helguard- Three fifths of your Helguard was wiped out fighting the Tyranids of Hive Fleet Grábakr. Given that the Helguard have not yet finished rebuilding from their last mauling General Khol informs you that she will need to wait a few years before she can begin to replace the current losses. This will take decades and will give you a force of Helguard who still do not match those that you had before the skies turned gold.

Time: 24 years (can not begin until tour 4)

Cost: 940,000,000 Thrones, 100,000,000 Material, 700,000 Promethium, 72,000,000 Advanced Material, 870,000 Exotic Material.
Reward: Bring Helguard back up to full strength (currently at 40%)

Locked- Three out of Twenty-Four years completed

As soon as General Khol finished replacing the Helguard that died facing the Third Daemonic Incursion she moved on to replacing those who fell fighting the Tyranids. This will be a decades long project that will strip the Helltroopers of the majority of its veterans, and still leave the Helguard rather green. For Helguard.

Personal Attention: Recruit: PDF- Two fifths of your PDF was wiped out fighting the Tyranids, mostly on Hvergelmir. General Khol strongly advises that you immediately begin to rebuild their numbers. This should take a decade and will provide a solid foundation for the rebuilding of your more elite formations.

Time: 10 years

Cost: 3,900,000,000 Thrones, 620,000,000 Material, 5,000,000 Promethium, 61,000,000 Advanced Material.
Reward: Bring PDF back up to full strength (currently at 60%)

Locked- Six out of Ten years completed

You have just overseen the graduation from boot camp of the second of the six waves of new PDF Troopers. The remaining four waves are in various stages of training, and will join your forces over the next four years.

Personal Attention: 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

Locked- Five out of Fifteen years completed

For the last five years you have been working up supplying your Helguard Trooper Regiments with Advanced Power Armour. This is a major endeavour, in large part due to having to retraining the entirety of your Helguard Trooper Regiments and recreate their Standard Operating Procedures to take into account the additional options that Advanced Power Armour offers, particulary when it comes to flight.

Upgrade Shipyards – Archmagos Tranth has recently finished designing a set of improvements to your naval construction technologies. His improvements will require a significant rework of 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%

Locked- Fifteen out of Twenty-One years completed

Admiral Sarnow's work on upgrading your shipyards to Archmagos Tranth's specifications has been going well, and now all but the largest of your shipyards have been fully remodelled. The last shipyards will take some time to upgrade however due to their sheer size.

Repair- Your fleet suffered a good deal of damage in the recent war and will need a good number of repairs to bring it back up to good condition. You also came back with a large number of ship hulks which you can use to begin to rebuild your fleet.

Time: 18 years

Cost: 25,000,000,000 Thrones, 7,800,000,000 Material, 550,000,000 Promethium, 91,000,000 Advanced Material, 180,000 Exotic Material, 45 Relic Material.
Upkeep per year: 1,300,000,000 Thrones, 320,000,000 Material, 250,000,000 Promethium, 4,400,000 Advanced Material, 4,500 Exotic Material, 1.7 Relic Material.
Reward: Repair all ships, Rebuild 2 Grand Cruisers, 23 Heavy Cruisers, 3 Gjallarhorn Battlecruisers, 2 Cruisers, 4 Fast Cruisers, 5 Armoured Cruisers, 3 Light Cruisers, 150 Escort Cruisers, 80 Frigates, 8 Stealth Destroyers, 85 Destroyers and 5 Raiders, Replace all lost attack craft

Locked- Eleven out of Eighteen years completed

Admiral Sarnow has finished repairing those ships damaged in the war with Hive Fleet Grábakr and has now started work on rebuilding the recovered hulks of destroyed ships. He is currently focusing on the larger hulks so has yet to finish rebuilding any.

Combine Shipyards: Gargantuan – Now that you have four Huge Shipyards it will be possible to combine them to form a single Gargantuan Shipyard. This will be rather expensive but will provide a major boost to your orbital workforce and allow you to more easily build Battleships and repair Command Battleships.

Time: 12 years

Cost: 27,000,000,000 Thrones, 4,100,000,000 Material, 2,100,000,000 Metal, 4,100,000,000 Promethium, 640,000 Advanced Material, 30,000 Exotic Material.
Upkeep per year: 5,500,000,000 Thrones, 820,000,000 Material, 410,000,000 Metal, 410,000,000 Promethium, 32,000 Advanced Material, 610 Exotic Material.
Reward: combine four Huge Shipyards into a single Gargantuan Shipyard

Locked- Five out of Twelve years completed

For the last five years Admiral Sarnow has been working on building Avernus' first Gargantuan Shipyard out of half of your current shipyards. This is a massive project that will take over decade, and free Avernus' navy from relying on Vanaheim to keep its largest ships functional.

The population growth of Avernus has increased to an average of 0.84% over the last few years, as several the plagues are brought under control by your medical system.

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

Locked- Thirteen out of Twenty-Six years completed

Issac's expansion of Dis has continued for the last five years, and the massive superstructure of the expanded Hive has started to form around the current Hive. This massive work area has required the deployment of two full field armies of PDF to defend, a massive commitment for your currently stretched forces.

Expand (Gormec) to Small Hive – Now that your cities are filling it may be a good idea to expand a Major City into a Small Hive. This will eliminate a weak point in your defenses and allow you to get ahead of any population pressure problems that may be developing.

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

Complete

Three years ago Issac finished the expansion of Gormec into a Small Hive. Like the other cities of Avernus' Spine Gormec's defences are optimised to deal with attack daemons, the one force that has successfully taken Avernite cities, well the one force barring the wildlife.

Expedite: Expand (Mirkwood) to Small Hive – Now that your cities are filling it may be a good idea to expand a Major City into a Small Hive. This will eliminate a weak point in your defenses and allow you to get ahead of any population pressure problems that may be developing.

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- Five out of Seven years completed

For the last five years Issac has been working on expanding the city of Mirkwood in Lindon into a Small Hive. As well as providing a bit more living space in the region, which is currently at capacity, this removes one of the weaknesses in your defensive network.

Expedite: Expand (Asmat) to Small Hive – Now that your cities are filling it may be a good idea to expand a Major City into a Small Hive. This will eliminate a weak point in your defenses and allow you to get ahead of any population pressure problems that may be developing.

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- Three out of Seven years completed

Three years ago Issac started work on the expansion of Asmet into a Small Hive, continuing in his efforts to enlarge all of the cities of Avernus. Once Aspet is done there will be only seven cities on Avernus, well barring the Psyker Cities and Quartok.

Construction Expertise: Expand (Babylon) to Small Hive – Now that your cities are filling it may be a good idea to expand a Major City into a Small Hive. This will eliminate a weak point in your defenses and allow you to get ahead of any population pressure problems that may be developing.

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- Three out of Eight years completed

Rosalinda has recently turned her attention towards the expansion of Babylon into a Small Hive, as part of your effort to expand all of your major cities into Small Hives. She is making progress at a decent rate and expects to be finished in half a decade.

New Lord-Marshal of the Aesir- The Aesir have recently chosen their most recent Lord-Marshal, Sigrún Völsung, the young leader of the oldest and greatest of the Royal Houses of the Aesir. Inquisitor Klovis-Ultan will need to spend some time determining just what it is about this Valkyrie that saw her rise to such a rank at her age.

Time: 1 year
Cost: 3,800,000 Thrones
Reward: Character Sheet for Lord-Marshal Sigrún

Complete

Inquisitor Klovis-Ultan recently gave you a briefing on Lord-Marshal Sigrún of the Aesir. From your initial glance she is a warrior more then a leader, with her leadership skills being merely passable for her rank while her combat skills are exceptional, particularly when it comes to battle against daemons.

Ear to the ground: Twice – 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.

Complete
year three roll d100=95+13(stats)=118: Critical Success
year four roll d100=43+13(stats)=56: Success

Inquisitor Klovis-Ultan spent a few more years looking into the upcoming merger with Dragon's Nest and the various view on it. He found that the proposal to add Dragon's Nest into the Imperial Trust as a self governing unit is being supported by Vanaheim, Jotunheim and Alfheim, that the proposal to create an executive council is being backed by Midgard, Svartalfheim, Muspelheim and the Security Council while there is a third proposal to totally rework the Imperial Trust into a more feudalistic government that is being backed by Asgard, the Astartes and the Inquisition. So far it seems that the Mechanicus and Niflheim have not expressed any real opinion on this matter.

Sirens Trade (Runemaster Training and City Warding) – There are several bits of knowledge that the Sirens 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 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: Determine whether write-in is valuable enough to the Sirens to conduct trade negotiations

Complete

Last year Inquisitor Klovis-Ultan conducted negotiations with the Azure Bay Sirens about Runemaster training for your psykers and warding your cities. Both services that the Sirens are willing to provide, at a price.

Over the last five years an average of thirty thousand cultists were found each year, a few less then normal.

Of the 23,453 major psykers found over the last five years, 1,501 of them were Chaotic, a normal proportion.

1,403 Chaotic Psykers consisting of 23 Beta-levels, 90 Gamma-levels, 256 Delta-levels, 503 Epsilon-levels and 531 Zeta-levels were killed without causing any significant levels of damage over the last five years.
2 Alpha-levels, 6 Beta-levels, 17 Gamma-levels, 31 Delta-levels, 35 Epsilon-levels and 7 Zeta-levels caused damage over the last five years.
LossesMiltia/ Hunter/ Psy-HunterPDF/ Veteran Hunter/Master Psy-HunterHelltrooper/Elite Hunter/Grandmaster Psy-Hunter/ Last HunterHelguard/Master Hunter/ Primaris Psy-HunterGrandmaster Hunter
Soldier138,126,793262,44129,1602,916
Psyker Hunters7,8271,305217141
Witch Hunters5,525921153101
minor Psy-hunters49413210
major Psy-Hunters25700
Last Hunters60
Voids921153264
Nulls36861102
Thunder Hunters737


The untainted major Psykers included 39 Beta-levels, 292 Gamma-levels, 1,589 Delta-levels, 6,498 Epsilon-levels and 13,534 Zeta-levels.

1,362,370 minor Psykers were located by the Witch Finders over the last five years, a fraction of a percent more than the previous five years as always. Jane has noted that the percentage of all psykers found that are major has continued to increase at a steady rate.

Integrate Lizardmen- Recently the Saurus Empire have agreed to assist you in the hunt for Rogue Psykers by deploying Lizardmen Hunting packs and the Oldblood Zuxoch-Qa. Given how deadly Saurus Warriors are, and how terrifying their Oldbloods can be this is a major boon to your psyker hunters. Jane will however need to spend some time working with Hunt Leader Zuxoch-Qa to set things up, particularly as the Hunt Leader views her as his equal and will work with her but not below her.

Time: 12 years

Cost: 4,000,000,000 Thrones
Reward: Lizardmen assist in Psyker Hunting, +5 to all rolls against rogue Psykers (Chameleon Hunting Packs), +10 to all rolls against Psykers of delta level and above (Saurus Veteran Hunting Packs), +15 to all rolls against Psykers of gamma level and above (Saurus Heroic Hunting Packs), +20 to all rolls against Psykers of Beta level and above (Zuxoch-Qa, Saurus Oldblood Hunt Leader)

Locked- Eleven out of Twelve years completed
Chameleon Hunting Packs deployed

After over a decades work Jane has mostly finished setting things up with Hunt Leader Zuxoch-Qa so that his forces will work well with hers. Currently only the Chameleon Hunting Packs have been deployed, as the Skinks find it easier to work with outsiders, but soon the Saurus will take to the field. Jane tells you that the combination of the physical and psychic stealth that the Chameleon Skinks deploy with the utterly deadly venom's that they make use of has already claimed the lives of dozens of rogue Psykers of varying levels.

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

Time: 1 year
Chance of Success: 30%

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

Complete
Year one d100=26+34(Intrigue)+5(traits)+20(double down)=85: Success

Jane spent a year attempting to locate spies within Avernus and the Helehim system as a whole. She tells you that while she did manage to locate a decent number of spies, most of them turned out to be Inquisitional assets and so were left alone.

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

Time: 1 year
Chance of Success: 10%

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

Complete
Year two d100=74+30(Intrigue)+20(combat)+35(traits)=159: Success
Year three d100=57+30(Intrigue)+20(combat)+35(traits)=142: Success
Year four d100=72+30(Intrigue)+20(combat)+35(traits)=157: Success
Year five d100=94+30(Intrigue)+20(combat)+35(traits)=179: Critical Success
+80

Jane has continued to lead your Psyker Hunting efforts over the last few years and has personally claimed the life of four Beta-level Psykers and one Alpha-level in this time. While not her best result given that this was often due to her forces being able to take down the Chaos Psykers before she got there she is proud of it.

Technology Fundamentals: (Psychic Cannon, Relic) – 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. Archmagos Tranth already understands the fundamental principles of haywire and stealth technology, among others.

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 after bonuses)

Cost: Free
Reward: Gain understanding of fundamentals of selected technology, allowing further improvements and uses

Complete
year four roll d100=77+46(stats)+60(traits)+30(Warp Theorems)=213: Success

After eight years of study Archmagos Tranth now knows as much about the Psychic Cannon as he is able to. He tells you that while he still has no clue about how the Psychic Cannon achives everything that it does that he has gained enough of an understanding of its shots to be able to use more conventional weaponry to create a void in front of a psychic cannons shot, allowing for it to be used in-atmosphere and as an orbital bombardment weapon. He tells you that the additional weapons that need to be added and the programming needed to make the timing work are even pretty simple, and compared to the cost of the Psychic Cannon itself cheap.

Titan Design: Avernus-Pattern Warhound Titan – Now that he has made one Titan design Archmagos Tranth can start working on others. This will be significantly easier than 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 for Avernus-Pattern Warhound Titan.

Locked- One out of Ten years completed

Archmagos Tranth has recently started work on designing the Avernus-Pattern Warhound Titan, the second Titan that will make up the Legio Avernus. He is still in the very first stages of the design, but tells you that like the Avernus-Pattern Warlord he will be using the technologies that he has access to to boost its speed and agility well above its peers, and to an even greater extent then the Warlord.
Fixing the The Flaws of Thunder: Part One – Evidently there are several major flaws in the Thunder Warriors process, the most obvious of which are the rapid aging 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

Locked- Six out of Twenty-Two years completed

Archmagos Biologis Maximal's work in locating the flaws within the Thunder Warriors process has continued for the last five years. He tells you that he believes that he has now located most of the flaws, and now needs to look into them in greater detail in order to determine if he can do anything about them.
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 more than 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

Complete

Four years ago Fabricator-General Scott opened the Imperial Trust's first Grand Cathedral of the Machine-God in Mag Mell. This colossal Cathedral-Forge is larger then some Hives and more expansive to run then many battle-fleets but produces a ludicrousness amount of the most advanced technologies that the Imperial Trust has access to and acts as a symbol of faith to the Adeptus Mechanicus within the Imperial Trust, and within the local region.

Administration Assistance: Expand and downgrade Forge-Hive: Annwn – Currently Annwn and 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 downgraded to lv 6

Complete

While not as dramatic as the opening of the Grand Cathedral of the Machine-God in Mag Mell the expansion of Annwn into a Huge-Forge Hive was still the cause of a great deal of celebrations, particularly given that it is rumoured that work will soon begin on a Grand Cathedral of the Omnissiah within the Forge-Hive.

Another – One of the most useful tools for exploration that you have access to is the Helheim-pattern Large Mobile Research Facility. While useful the fact that you only have one means that exploring a region with it alone would be too time consuming. Fabricator-General Britton has offered to over the the construction of some more, which would greatly increase their use in exploration.

Time: 1 year.

Cost: 38,500,000 Thrones, 539,000 Material, 192,500 Metal, 84,700 Promethium, 1,720 Advanced Material, 96 Exotic Material.
Upkeep per year: 3,850,000 Thrones, 53,900 Material, 19,250 Metal, 17,400 Promethium, 172 Advanced Material, 4.8 Exotic Material.
Reward: 1 Large Mobile Research Facility: Helheim patten, can be taken multiple times

Complete

Fabricator-General Scott has recently built Avernus' eighth Large Mobile Research Facility, a process that she has gotten rather familiar with. In fact she believes that she could probably design a Manufactorum able to produce them at a continues rate allowing her to focus on other matters.

Grand Cathedral of the Omnissiah: Annwn- Annwn is now large enough to build a Grand Cathedral of the Omnissiah. 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,

Locked- Three out of Twenty-Five years completed

For the last three years Fabricator-General Scott has been working on building the Imperial Trust's first Grand Cathedral of the Omnissiah. This massive project is still in its initial stages, with Fabricator-General Scott still working on its foundations.

Large Titan Manufactorum- Now that you have a Small Titan Manufactorum it is time to expand it. With a bit under two decades work Fabricator-General Scott believes that she will be able to build another four Titan production lines, allowing you to build a Warlord Titan every decade. This will be enough to build several Titan Battlegroups for the Imperial Trust given some time, though you will most likely need to expand the Titan Manufactorum another time if you want a full Titan Legion.

Time: 18 years

Cost: 12,000,000,000 Thrones, 1,200,000,000 Material, 190,000,000 Metal, 120,000,000 Promethium, 4,500,000 Advanced Material, 380,000 Exotic Material, 140 Relic Material.
Upkeep per year: 1,20,000,000 Thrones, 120,000,000 Material, 19,000,000 Metal, 12,000,000 Promethium, 230,000 Advanced Material, 7,500 Exotic Material, 1.4 Relic Material.
Reward: Expand Small Titan Manufactorum into Large Titan Manufactorum with 5 production lines

Locked- Four out of Eighteen years completed

Four years ago Fabricator-General Scott started work on expanding the Small Titan Manufactorum in Mag Mell into a Large Titan Manufactorum. This expansion is still in its early stages, and is going slowly due to the level of perfection needed for Titans but is still expected to finish within the next couple of decades.

TrialsAlphaBetaGammaDeltaEpsilonZetaMinor
Passed081409874,2729,549812,607
Attempted1212421,3815,69612,3211,015,759
Percent passed0%40.00%58.00%71.50%75.00%77.50%80.00%

291Regular255Veteran32Elite Primaris4
PrimarisAlphaBetaGammaDeltaAlphaBetaGammaDeltaAlphaBetaGammaDelta
Biomancer0032000020000
Diviner0042700030000
Pyromancer0164111140001
Telekinetic0164100140001
Telapath0143100030000
Daemonologist0043100130000
Order of Omens000300000000
Order of Warding000200000000
Order of Restoration0032000030000
Psy-Hunters000000140000
Order of Alkahestry000200000000
Order of Technomancers000100000000
Order of Resonance000000000000

4,539Normal3,903Veteran537Elite81Master15
Battle PsykerBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZeta
Biomancer053320648201532630003600012
Diviner042513832100321420002400011
Pyromancer064127564301642840014800013
Telekinetic053320648201532630003600012
Telapath042513832100321420002400011
Daemonologist042514433700322440001200011
Psy-Hunters00000000000021124000-1-2
132,078TraineeNormalVeteranEliteMasterGrandmasterExemplar
Minor Battle Psykers316,91783,20343,6012,974534391
Psy-Hunters0001,567147120

4,177Normal2,841Veteran1,080Elite238Master18
SanctioniteBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZeta
Biomancer0427166382015337100171600011
Diviner031897224016398500191900011
Pyromancer03201092510174494002102100012
Telekinetic0427166382011066143002143200012
Telapath03201082510174494002102100012
Daemonologist032013230601753115002112500012
Order of Omens0021125001490001200000
Order of Warding002921000250001200000
Order of Restoration00000015337100171600011
Order of Alkahestry002920001370001100000
Order of Technomancers00049000240000000000
Order of Resonance00125001370001100000
125,509TraineeNormalVeteranEliteMasterGrandmasterExemplar
Minor Sanctionites276,82878,41830,9402,9007300.0
Order of Omens1,08315520127200.0
Order of Warding16,2522,2942,7493474620.0
Order of Restoration00-1,3129358520.0
Order of Alkahestry16,2527502,9305783100.0
Order of Technomancers6,5011,2381,429122200.0
Order of Resonance10,158-24475103900.0

635Normal419Veteran147Elite69Master12
Neo-AstropathsBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZetaBetaGammaDeltaEpsilonZeta
Neo-Astropaths0211551420142345002102200024
Neo-Astropathic Receivers0211551420142345002102200024
28,586TraineeNormalVeteranEliteMasterGrandmaster
Witch Finder154,395-5,69729,1184,9771872
InquisitionBetaGammaDeltaEpsilonZetaMinor
164117839816,252


Triple Down: Free: Greater Divination (Chaos Ritual Details) – 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.

Complete
year three d100=60+50(stats)+115(traits)-130(Chaos)+40(triple down)=135: Success

High Grandmaster Ridcully focused a great deal of his time an energies gathering more infomation about the Grand Ritual that Chaos is in the middle of. He first found that the ritual will be conducted in the five Warpstorms that will be sacrificed for the ritual. Those being the Vortex of Despair in Segmentum Solar, The Storm of Magnus in Segmentum Ultima, the Storms of Judgement in Segmentum Tempestus, the Gate of Fire in Segmentum Pacificus and the Siren's Storm in Segmentum Obscurus. Each of these Warp Storms was created by one of the five Great Gods of Chaos, and it is that gods forces that will be conducting a the ritual within it. The ritual itself will consist first of the mass sacrifice of countless trillions over an extended period to strengthen the Warp Storms, then the sacrifice of the captured gods to grant them significance, and then the Warp Storms themselves and a fragment of the Five Great Gods of Chaos (most likely an Exalted Greater Daemon) to bind the Immaterium to the galaxy. The sacrifices of the mortals has already begun, and the sacrifice of the Gods will begin within the next couple of decades, and last for nine years. The final sacrifice will take a single year, after which the ritual will be completed.

Double Down: Greater Divination (AdMech Civil War) – 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.

Complete
year four d100=98+78(stats)+115(traits)+20(double down)=311: Perfect Critical Success

High Grandmaster Ridcully was able to provide a massive amount of information to Fabricator-General Scott about possible paths that an Adeptus Mechanicus Civil War within the Imperial Trust will go down. In particular he was able to provide both a list of ways in which it may begin, first strikes that the Conservatives will use and even details on who will and will not take up arms for the conservatives. This information should allow Fabricator-General Scott a great deal more control over the beginning of the coming Civil War, and possibly even allow her to counter most of the sabotage that the Conservatives will use.
Research: Destructive Resonances (Changer of Ways) – Now that your psykers have discovered several of the exact frequencies that the Chaos Gods seem to rely on, it is possible to determine which frequencies resonate destructively with them. This is the next step on the path to creating specific anti-Chaos powers, which should prove very useful against the coming threats. 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

Complete
year two roll d100=17+15(stats)+55(traits)+15(Roke Island)+20(double down)=122: Success

After half a dozen years of study High Grandmaster Ridcully was able to find Destructive Resonances for the Changer of Ways. He found that the most important Resonances were Contentment, and to a lesser extent Stability. Other resonances have more minor impact such as Simplicity and Despair.

Research: Black Crystal Items (Bracers) – Headmaster Ridcully has 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 almost certainly 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

Locked- One out of Two years completed

High Grandmaster Ridcully has spent the last couple of years looking at the Black Crystal Bracers that you picked up from the body of Parathunisxaris during the Third Daemonic Incursion. So far he is running on the theory that they provide some of of strength boost, though he is not sure of it.

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 than even Master-level Alkahestry and 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

Locked- Eleven out of Twenty years completed

Xavier research into Royal Alkahestry has continued, with Lulana teaching him more of the deep underpinnings of how Alkahestry functions. He tells you that in many ways Alkahestry is the art of learning the narrative that goes with its ingredients, and then combining them into a complete story and that as such it relies on the narrative underpinnings of the Warp, a level that humanity is only starting to reach in its psychic research.

Implement (Rune of Protection) – 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 utilize 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

Complete

Tamia spent a few years determining how to best make use of the Rune of Protection that you gained from the Sirens. She tells you that the ability of a focus with the Rune of Protection's ability to allow its wilder to better counter psychic powers should be highly valuable for your Psykers, particularly for your Choirs whoa re often tasked with countering enemy choirs and for your Psy-Hunters, who are expected to hunt down and slay Psykers. It can also be combined with Runes of Warding and Bridge Runes in order to provide a building with a great deal of protection from psychic powers then your current wards without cutting off the Warp like total Runes of Warding.

Double Down: Anti-Blood God 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 Blood God. Given the complexity of the Blood God compared to Orks she will need to combine both Freedom and Independence to best counter the Abomination's powers, though leaning 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

Locked- One out of Six years completed

For the last year Tamia has been looking into a power optimised to counter those of the Blood God. She tells you that the power is most likely going to be built around Serenity, though it will also have multiple resonances with Peace.
Create Psyker Order (Order of Resonance, Purpose is to research Psychic Frequencies, Warp Resonances and to implement results thereof) – 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.

Complete

Three years ago Tamia finished creating the Order of Resonance, a Psychic Order within the Research Division devoted to reaching Psychic Frequencies in all of its forms. Eventually this order will take over all research into this field, determining Warp Resonances and Psychic Frequencies and even creating powers to make use of their discoveries. Such a time is still long off however, and for the moment they will mostly act as aids for current research programs conducted by High Grandmaster Ridcully and Grandmaster Tamia.

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

Complete

Four years ago Aria finished the expansion of the Unseen University into Avernus' first Large Psyker City. This city is now capable of housing ten million citizens at a time, two million of which are Psykers held behind layers of wards that only the most secure of Inquisitional Fortresses could boast in the days of the Old Imperium. This represents a near doubling of your ability to house trainee Psykers, which should be enough for a century or so.

Bloom Bees- When directed by Psykers Blood Bees will be able to half the time it takes for you set up flora based defences and increase food production by a fifth. The best way to put them into use is to setup an Order within the Regional Department for them.

Time: 6 years

Cost: 200,000,000 Thrones, 2,000,000 Material, 4,150 Advanced Material, 415 Exotic Material.
Reward: Creates Order within the Regional Department dedicated to handling Bloom Bees, halves set up times for flora based defences, increases food production by up to a fifth

Locked- Four out of Six years completed

For the last four years Aria has been overseeing the creation of a Psychic Order devoted to making use out of Bloom bees. Unlike many orders this order will be mostly recruiting from the less capable Psykers, though only from those with a gift for telepathy.

Personal Attention: Recruit (PDF) – You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.
Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum, Diplomacy or Adeptus Arbites action with your characteristic bonus.

Locked- Six out of Ten years completed

Your work on rebuilding your PDF is continuing, with the first of the new recruits having joined their formations.

Personal Attention: Advanced Power Armour: Helguard Trooper Regiments – You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.
Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum, Diplomacy or Adeptus Arbites action with your characteristic bonus.

Locked- Five out of Fifteen years completed

You have started to work on providing your Helguard Trooper Regiments with Advanced Power Armour, a project that will take another decade.

Construction Expertise (Expand and downgrade Forge-Hive: Annwn) – Your Vizier Rosalinda Orlov is a highly skilled architect and can oversee any major construction projects that the Administratum handles. This should be a good way to keep the expansions of your cities progressing.

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

Complete

Three years ago Rosalinda finished the expansion of Annwn into a Huge-Forge Hive, the second within the Imperial Trust.

Construction Expertise (Expand (Babylon) to Small Hive) – Your Vizier Rosalinda Orlov is a highly skilled architect and can oversee any major construction projects that the Administratum handles. This should be a good way to keep the expansions of your cities progressing.

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

Locked- Three out of Eight years completed

Rosalinda has joined Issac with his efforts to expand all of your remaining cities, and is now working on expanding Babylon.

Gubernatorial Succession: Sound Out (Asgard, Byzantium, Muspelheim, Midgard)- In your argument with Tormod he made the point that currently the only governmental post on Avernus that is hereditary is the Governorship. This is both a potential fracture point and a potential source of disaster if one of your descendants ends up incompetent. Maye it might be a good idea to talk to some people about other forms of succesion, and choose one for Avernus.

Time: 1 year
Cost: Free
Reward: Sound out selected group about possible forms of succession for Avernus.

Complete

You spent a few years talking with your contacts on Asgard, Byzantium, Muspelheim and Midgard about their methods of choosing their leaders, trying to get both the pros and the cons. Of those you talked to Asgard was the only group that has a way for its leader to gracefully lose his position, with any Marshal being able to challenge the current Lord-Marshal for the position. The contest that follows is intended to test all of the qualities that the Aesir look for in their leadership, and the Aesir claim that it ensures that only the best can rise to lead them. When it comes to the challenges for Lord-Marshal this is almost always the case. The challenges for the position of Marshal are far more biased, with them being designed to give the incumbent a significant advantage and to make use of skills that only those near the top of the noble hierarchy or with the backing of a powerful house have a chance to develop. While it is claimed that this helps provide stability, it also has the effect of ensuring that only people with significant political capital have a real chance of gaining the position. Well that and those good enough to win despite the odds. This is an interesting way of ensureing that the leader has the right skills, but does nothing to ensure continuation of policy or beleifs.

The Governor-General of Midgard is picked from among the highest rank of generals within the forces of Midgard (currently Generals). As such the leadership is chosen by a mix of the personal preference of the current General and the normal military promotion systems. While a great deal of effort is made to ensure that the military promotion board of Midgard is as fair and unbiased as possible it is well known that it can be influenced to a level by the current generals, and to a far greater level by the current tactical orthodoxy. This allows for a level of nepotism, both for good and for ill, and makes it very hard for anyone unorthodox to climb to the upper ranks. As such it can be assumed that a new addition to the ranks of the Generals of Midgard has the support, or at least not active opposition of their new peers, and has a similar view towards how to wage war. So effectively you would chose General Khol or one of your Marshals.

The Chapter Master of the Varangian Guard will pass on to the praetor of the 1st​ Cohort upon his death, who is considered to be the seniormost of the command line officers of the Varangian Guard. Given how much effort that the Varangian Guard, like most Astartes, go to ensure that their officers are the best possible war leaders the Praetor of the 1st​ Cohort will have earned his rank. This ensures that the best available military leader will lead the Varangian Guard, at the cost of disregarding most non-military skills. Fitting for an Astartes Chapter you suppose but not necessarily right for Avernus.

The selection of the Champion of Muspelheim is intentionally shrouded in mystery though you are able to find out a bit about it. First the Champion is always selected from among the Thanes of Muspelheim, who are raised to be either the leaders of Muspelheim or the keepers of its history and technology. Those who excel in multiple fields are then put though intensive training by the current Champion and are then given positions among his Huscals, who are used as his personal assistant and agents as well as his guard. The Champion teaches the Huscals about leadership even as he makes use of them, and will choose his successor from among their ranks. An intersting idea that would take some time to setup for Avernus.

Mending the Relationship (Write in)- You have recently had a series of arguments with your grandson Tormod that have left your relationship very strained. Enuough time has passed since both your initial argument and your, failed, first attempt to mend the breach for you to be able to make another attempt.

Time: 1 year
Chance of Success: Varies

Cost: Free
Reward: Mend relationship with Tormod, your only grandson

Complete
year five d100=70+18(stats)+6(write in)+10(actions)=103: Success, relationship still a bit cool but mending

Write in- Apologize to Tormod for the things you said that you shouldn't have. Talk to him about his grandmother, about how badly it affected both you and Syr, how helpless it made you feel. You loved her too much to even consider remarrying. Part of you wants to respect her wishes with regards to succession, and another part of you is terrified of losing your connections to her. Syr's death brought a lot of that to the forefront of your mind, and you handled it badly. You're scared of losing Tormod too. You want him to be happy, to have a chance at a spouse and children of his own, but you're not going to force anything and will respect his decisions.

Between your actions to look into other possible forms of succession for Avernus and your apology Tormod is willing to hear you out. To your relief he accepts your apology, though you get the impression that he worries that you are saying what he wants to hear rather then what you truly feel. Tormod ends up apologising for some of what he said, saying that he went far to far but claims that you needed to hear his thoughts on the succession and give them due thought, which you had not in the past.

Tormod is now talking to you again, though the relationship is cooler then it once was and you think that to some extent that he will never look up to you in the way that he once did, which in some ways is a good thing. You need someone willing to talk to you who is more connected to current Avernite culture then your advisers, all of whom are centuries old.



Year IncomeThronesMaterialMetalPromethiumAdvanced MaterialExotic MaterialFoodRelic MaterialPopulation
Starting1,060,853,210,7411,662,401,903,9183,109,258,873,459855,598,172,2632,363,453,49426,737,532455,83328597,169,961,525
Net Income-691,549,188,326-130,841,029,583-61,195,762,01582,953,572,695119,035,611-12,592,04919,722-3763,904,264,392
Percent of Income used520.35%166.60%291.99%26.13%64.00%434.30%0.00%499.90%
Remaining369,304,022,4151,531,560,874,3353,048,063,111,444938,551,744,9582,482,489,10514,145,483475,555-91101,074,225,917
Percent Growth-65.19%-7.87%-1.97%9.70%5.04%-47.10%4.33%-131.92%0.80%
 
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This was a good turn.

Returns to screaming about the ritual...

A good turn though, lots of important things got done a lot of useful information was learned.
 
Are we able to take a year off and just immerse ourself in avernus culture? Like just really get involved in day to day, do some street fighting, hunt the questing beast, just really embrace avernus for a bit
 
year four d100=98+78(stats)+115(traits)+20(double down)=311: Perfect Critical Success

High Grandmaster Ridcully was able to provide a massive amount of information to Fabricator-General Scott about possible paths that an Adeptus Mechanicus Civil War within the Imperial Trust will go down. In particular he was able to provide both a list of ways in which it may begin, first strikes that the Conservatives will use and even details on who will and will not take up arms for the conservatives. This information should allow Fabricator-General Scott a great deal more control over the beginning of the coming Civil War, and possibly even allow her to counter most of the sabotage that the Conservatives will use.

Conservative mechanicus gon git reckt.
 
I know it's been so long since he divined something without a mauls to it, I almost forgot how ridiculous powerful he is.
Its almost like he only gets debuffs against some of the most powerful entities in the galaxy :D

But, yeah while I am a bit dissapointed these guys hadn't tried to create Rid counter measures its entirely possibly they have and Rids just blitzed through them.
 
given that it is now 3 months work of production and you are paying for decades long projects it will not hurt you. This time

I had actually done the math for RM and what the Cathedral Forge of the Machine God should have added starting after the year it came into, and we should have still have been in the black had that been added - for future planning purposes, do you not adjust the sheets to accomadate for things that get built during the middle of a turn?


After eight years of study Archmagos Tranth now knows as much about the Psychic Cannon as he is able to. He tells you that while he still has no clue about how the Psychic Cannon achives everything that it does that he has gained enough of an understanding of its shots to be able to use more conventional weaponry to create a void in front of a psychic cannons shot, allowing for it to be used in-atmosphere and as an orbital bombardment weapon. He tells you that the additional weapons that need to be added and the programming needed to make the timing work are even pretty simple, and compared to the cost of the Psychic Cannon itself cheap.

Oh my, now THAT is a good result. Not only could we build Psychic Cannons into our ground defenses (probably needs to be limited to a few cities, rather than all of them) AND we might be able to do orbital bombardment on Daemon Worlds effectively, if not in huge numbers.

High Grandmaster Ridcully focused a great deal of his time an energies gathering more infomation about the Grand Ritual that Chaos is in the middle of. He first found that the ritual will be conducted in the five Warpstorms that will be sacrificed for the ritual. Those being the Vortex of Despair in Segmentum Solar, The Storm of Magnus in Segmentum Ultima, the Storms of Judgement in Segmentum Tempestus, the Gate of Fire in Segmentum Pacificus and the Siren's Storm in Segmentum Obscurus. Each of these Warp Storms was created by one of the five Great Gods of Chaos, and it is that gods forces that will be conducting a the ritual within it. The ritual itself will consist first of the mass sacrifice of countless trillions over an extended period to strengthen the Warp Storms, then the sacrifice of the captured gods to grant them significance, and then the Warp Storms themselves and a fragment of the Five Great Gods of Chaos (most likely an Exalted Greater Daemon) to bind the Immaterium to the galaxy. The sacrifices of the mortals has already begun, and the sacrifice of the Gods will begin within the next couple of decades, and last for nine years. The final sacrifice will take a single year, after which the ritual will be completed.

Yeah, given where the rituals are taking place I don't think even the Eldar could disrupt this. Maybe the Necrons could, but they've got other problems on their plate with the Tyranids. Probably the reason why the timing for this is right now. The Nids are distracting everyone.

Complete
year four d100=98+78(stats)+115(traits)+20(double down)=311: Perfect Critical Success

High Grandmaster Ridcully was able to provide a massive amount of information to Fabricator-General Scott about possible paths that an Adeptus Mechanicus Civil War within the Imperial Trust will go down. In particular he was able to provide both a list of ways in which it may begin, first strikes that the Conservatives will use and even details on who will and will not take up arms for the conservatives. This information should allow Fabricator-General Scott a great deal more control over the beginning of the coming Civil War, and possibly even allow her to counter most of the sabotage that the Conservatives will use.

Ha! The Conservatives won't know what hit them. Really, trying to plan any kind of rebellion in a polity that has one of the greatest seers in the galaxy is folly.


Its almost like he only gets debuffs against some of the most powerful entities in the galaxy :D

But, yeah while I am a bit dissapointed these guys hadn't tried to create Rid counter measures its entirely possibly they have and Rids just blitzed through them.

It'd be hard for them. They need wards, and all the warding organizations are controlled by the Astra Telepathica, all branches of which were founded by Avernus and are run by Avernites.
 
Yeah, given where the rituals are taking place I don't think even the Eldar could disrupt this. Maybe the Necrons could, but they've got other problems on their plate with the Tyranids. Probably the reason why the timing for this is right now. The Nids are distracting everyone.
mmm, the Crons should be back at least in time for the ritual's climax.

But, yeah there's a reason the Eldar estimated that they'd need Isha's stealth force to go for the ritual.

It'd be hard for them. They need wards, and all the warding organizations are controlled by the Astra Telepathica, all branches of which were founded by Avernus and are run by Avernites.
There's non ward based ways of doing it a la Turoq, which were a right pain and they've got the Vanir branches of the order too.

Probably not as good, but better than nothing and a complete ward could do something.
 
@Durin how much of an effect did Rids divination have on the admech civil war ?
- like win the war before its even begun ?
- reduce the scale of the war to the point it will do little to no damage ?
- prevent it from even happening in the first place ?
 
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