The Long Night Part Three: Bonfire at Dawn (45k)

Voting is open
yeah, super solider is broad enough that there are a lot of possile roles, and if you leave it up to Max he will decide which role to fill.
Now he is a pretty good commander so it will be a valid and useful role, but it might not be the best one
 
yeah, super solider is broad enough that there are a lot of possile roles, and if you leave it up to Max he will decide which role to fill.
Now he is a pretty good commander so it will be a valid and useful role, but it might not be the best one
*checks char sheet*
Martial: 16+11=27

this is downright *bad* by our standards, which tracks since Martial is *not* on Max's favored trait's list; ...

yet its still on-par for RL generals irrc how the char-sheet goes. lol

(30's is where you get into the range of historical legends, so 25-30 is 'top-end of "merely" competent experts')
 
Last edited:
*checks char sheet*
Martial: 16+11=27

this is downright *bad* by our standards, which tracks since Martial is *not* on Max's favored trait's list; ...

yet its still on-par for RL generals irrc how the char-sheet goes. lol

(30's is where you get into the range of historical legends, so 25-30 is 'top-end of "merely" competent experts')
smh Maximal couldn't even beat Alexa der the Great in a chess game

Clearly we need to reform the AdMech's student programs.
 
Turn Seven Results New
Turn Seven Results
Eight hundred and ninety-nine years since the Founding of Avernus
One thousand seven hundred and twenty-five years since the Death of the Emperor


Expand Helguard Macro Artillery — A Helguard Macro Artillery Division is a powerful formation that can potentially change the tide of a battle. Unfortunately, you only have three of them. Lord-General Rakes wishes to change this by increasing the number tenfold.

Time: 12 years

Cost: 2,800,000 Thrones, 91,000 Material, 15,000 Promethium, 31,000,000 Advanced Material, 29,000,000 Exotic Material, 810,000 Relic Material
Upkeep per year: 140,000 Thrones, 4,600 Material, 730 Promethium, 820,000 Advanced Material, 320,000 Exotic Material, 300 Relic Material -9,400,000 Credits tax
Reward: Build 26 Helguard Macro Artillery Divisions for the Avernite military and 78 for the Trust

Complete

Lord-General Rakes has found that the pair of Helguard Macro Artillery Divisions he had access to was the key siege weapon in Avenrus' arsenal, but were just not numerous enough to do everything he wanted them to do. As such, he put a major portion of his influence behind expanding their numbers tenfold over the last decade.

Readiness Training — General Khol suggests putting her troops through combat readiness training in order to ensure that they are fully prepared for the incoming invasion. While effective, this training will not have any long-term effects and will need to be redone every decade.

Time: 1 year
Difficulty: 30 (each success increases the Difficulty by 5, this recovers at a rate of 1 per two years)

Cost: 50 Thrones, 4 Material, 2 Promethium, 2 Advanced Material
Reward: +5 to all combat rolls for regular forces for the next decade, can be taken multiple times

Complete
d100=29+38(martial)=67: Fail
Re-roll d100=85+38(martial)+52(The Blind Seer)=175: Greater Critical Success
+2 permanent bonus, +3 temporary bonus

Lord-General Rakes has begun to adjust the standard training regimen of his forces, both temporarily and permanently, to enhance the overall capabilities of his troops and better prepare them for the threats they will encounter.

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

Time: 1 year.
Difficulty: 30 (each success increases the Difficulty by 5, this recovers at a rate of 1 per two years)

Cost: 4,000 Thrones, 400 Material, 40 Promethium, 35 Advanced Material
Reward: +5 to all combat rolls for militia for the next decade, can be taken multiple times, -1% city productivity per attempt (for the turn)

Complete
d100=81+38(martial)=119: Critical Success
Re-roll d100=9+38(martial)+52(The Blind Seer)=175: Critical Success
+1 permanent bonus, +4 temporary bonus

The Avernite militia is the foundation of the Avernite military, and nearly every soldier starts in the militia. As such, Lord-General Rakes views making adjustments to its training systems as equally important as improving the training of your regulars.

City-Fighting Artillary: Heavy- The Monsoon Siege Walker is designed to deliver the impact of dedicated artillery in urban combat conditions, featuring a pair of ordnance weapons mounted on a heavy walker's frame. This makes it a valuable asset for both your Urban Corps and your Boarding Corps, as it can easily fit into many starships.

Time: 6 years

Cost: 61,000 Thrones, 12,000,000 Advanced Material, 99,000,000 Exotic Material
Upkeep per year: 160,000 Advanced Material, 600,000 Exotic Material
Reward: Add 10,000 Monsoon Siege Walkers to every Urban and Boarding Corps.

Complete

The addition of the Monsoon Siege Walker to your boarding and urban combat capabilities has occurred over the last decade. Alongside the Jupiter Heavy Siege Walker, this development has granted them access to firepower of a calibre they have not previously possessed, which opens up many options for its utilisation.

City-Fighting Artillery: Superheavy- The Jupiter Heavy Siege Walker is designed to deliver the impact of massed artillery in urban combat conditions, featuring a pair of quartet weapons mounted on a superheavy walker frame. This makes it a valuable asset for your Urban Corps, though it is a bit too big for Boarding Corps.

Time: 5 years

Cost: 61,000 Thrones, 10,000,000 Advanced Material, 74,000,000 Exotic Material
Upkeep per year: 140,000 Advanced Material, 450,000 Exotic Material
Reward: Add 5,000 Jupiter Heavy Siege Walkers to every Urban Corps.

Complete

Like its smaller brother, the Jupiter Heavy Siege Walker has been added to the Order of Battle of your Urban Combat Regiments. As the only superheavy used by the Avernite military for urban combat outside of specialised formations like Knight Courts, it adds a level of integrated firepower and toughness previously lacking in those formations.

Expeditionary Force: Realm of Death (Rakes, Stumpf, Hajek, Ozolinsh, Ericsson)- With your other commitments being what they are, you can afford to deploy around three-quarters of your forces to figt the Realm of Death this decade. While not exactly the largest of forces, you are confident that your men will be able to have an outsized impact.

Time: 5 years

Cost: 40,000,000 Thrones, 6,800,000 Material, 4,000,000 Promethium, 6,800,000 Advanced Material, 3,400,000 Exotic Material.
Reward: Avernite forces deployed to aid the Unchained for the turn

Complete

You decided to withdraw General Herman from the front lines to give her some time to rest while deploying the rest of your High Command to inflict as much damage on the Realm of Death as possible during their period of vulnerability.

Over the last decade, the population growth in the Helheim system has averaged 0.61% p.a., with around two-thirds of that growth being on Avernus itself.

Troll Expedite: Rebuild (All)-It has been proven that upgrading your Hive will have a massive impact on their general productivity, and a smaller but still significant one on their population growth. It will take several decades to upgrade them all, most of the time being taken by Dis and Mag Mell.

Time: 38 years

Cost: 430,000,000 Thrones, 420,000,000 Material, 220,000,000 Metal, 80,000,000 Promethium, 9,300,000 Advanced Material, 50,000,000 Exotic Material
Upkeep per year: 3,900,000 Thrones, 3,800,000 Material, 2,000,000 Metal, 710,000 Promethium, 88,000 Advanced Material, 300,000 Exotic Material
Reward: Rebuild all Hives using a more advanced design, Reduce population pressure by 1/8th, increase base resource production by 1/4th (22m Thrones, 2.6m Material, negligible other)

Complete
Gargantuan Hives completed


Almost three decades after he began, Martinus has completed the rebuilding of Dis and Mag Mell, the last two Hives to be upgraded to modern standards. Given that approximately two-thirds of the Helhiem system's population is divided between these two Hives, it is unsurprising that they have a greater impact on your economy than all the others combined.

Expedite: Replicator Production: Large Scale- Your replicator industry is now developed enough for the next expansion. This expansion would involve building dozens of facries in each of your hives, enough to nearly double Avernus' total Materials production.

Time: 12 years

Cost: 1,400,000 Thrones, 140,000 Material, 14,000 Promethium, 3,900,000 Advanced Material, 4,800,000 Exotic Material,
Upkeep per year: 149,000 Thrones, 14,000 Material, 7,200 Promethium, 210,000 Advanced Material, 84,000 Exotic Material,
Reward: Expand replicator factories fivefold, +7mil production (independent of technology)

Complete

Martinus has significantly increased your replicator factories once again, making them nearly as common as your more traditional factories. While replicators account for just over a third of your total manufacturing capacity, they are approaching a point where replacing conventional manufacturing methods becomes feasible.

Magical Medicine- After almost a decade's worth of studies, it has been determined that while Avernus has an excellent conventional medical system and a genuinely magical emergency treatment system, it can be improved in several places. The most obvious one is bringing magic into the equation earlier, now that it is far more available, but there are also several other points where more minor adjustments can be made.

Time: 5 years

Cost: 9,000,000 Thrones, 4,500,000 Advanced Material, 1,100,000 Exotic Material, 12,000 Relic Material
Upkeep per year: 4,500,000 Thrones, 2,300,000 Advanced Material, 550,000 Exotic Material, 6,000 Relic Material
Reward: Add a large amount of magic to your standard healthcare at all stages, increase population growth by 5%(0.03%)

Complete

Martinus has recently implemented your proposals to rebuild the Avernite medical system to integrate magic into it on a far more fundamental level. This has turned your medical system from merely incredible into downright unbelievable and has already saved several billion lives.

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

Time: 1 year (each success increases the Difficulty by 5, this recovers at a rate of 1 per two years)
Difficulty: 40 (uses the average of administration and learning)

Cost: 200 Thrones.
Reward: increase education modifier by +1% (currently +316%)

Complete
d100=83+30(stats)=113: Success
Re-roll d100=37+30(stats)+52(The Blind Seer)=119: Critical Success
+2% education modifier

It's been a long time since the Avernite educational system underwent a revamp, and Martinus found several issues when he reviewed it. He tells you that while not major, there are various areas where the educational system has failed to keep pace with the times, allowing him to implement notable improvements.

Automated Miners- With the current limited amount of metal being produced by the Imperial Trust as a whole a significant investment into automated asteriod miners would be a worthwhile investment, indeed its one that many worlds throughout the Trust are now making.

Time: 8 years (repeatable)

Cost: Negligible
Reward: Build 1,000 Asteroid Miners (+1.2m Metal)

In Progress- Five out of Eight years competed

Martinus has started work on building another set of Automated Asteroid Miners to meet the rising demand for raw materials from your manufacturing sector. Once completed, these miners should be sufficient to keep up with current demand, just barely.

Initial Research Collaboration (Quartus (Speed))- Archmagos Tranth is considering a series of major research projects designed to put together everything he knows and can find out in a field to create something amazing. These projects could be aided significantly by gaining assistance from various allied polities and organisations at different stages. The organisations involved in the initial research will greatly determine what shape the end project takes with their specialties.

Cost: Negligible (repeatable, must be taken in the same term that the project is started or before)
Reward: Selected ally will provide Tranth with assistance during the entirety of the chosen research project, may need to spend or offer favours, -5 project difficulty

Complete

The Techmarines of the Hawk Legion were more than willing to work alongside the legendary Archmagos Tranth on his upcoming project and to share every trick they had developed for eking out just a bit more speed from engines.

Guardian Apes: Request Deployment — The Guardian Apes are willing to fight beside you wherever you march to war. Requesting their aid just before a major deployment will give you an elite melee focused formation of unknown size, but will almost always be worthwhile.

Cost: Free
Reward: Guardian Apes send detachment to fight beside you in coming war, detachment size varies

Complete

Brawlmaster K Godfist
18 Students of the Godfist Style

While the main forces of the Guardian Apes are engaged elsewhere, one of the most legendary warriors, Brawlmaster K Godfist, and his personal students joined your efforts. The Brawlmaster is the master of an exotic form of Ape Martial Arts focused on breaking down its targets from the inside out and injecting the destructive aura of the Guardian Apes deep into the foes.

Request (Necrons, Request Cryptek tutor for Aria) — As a member of the Imperial Trust, you can always put a request to other members of the Trust, such as the various Ministries. It will be up to them if they follow your request, of course.

Cost: Free
Reward: Request is put in front of selected person or group, they decide what to do with it

Stunt: In the middle of negotiations, a human passionately argued to the Atum Dynasty, "We must all hang together, or, most assuredly, we shall all hang separately." The entire human diplomatic envoy was confused why the Atum Dynasty immediately turned it into a meme and started asking everyone to quote it.
...Well, it got us the Cryptek tutor. Being a live reality TV show - with favorite ancient requested quotes, apparently - could be worse.

Complete

While you were unable to convince the Necrons to assign a full Cryptek to tutor Aria in the basics of Ka use, you did persuade them that she should learn it. As a result, she has been assigned one of the few apprentice Crypteks, a former Lychguard, to teach her more about Ka.

Trade (Imperial Trust) — Avernus has trade relations with many other members of the Imperial Trust and several of the Peoples of Avernus. You could always make a deal with them based on your current contracts.

Reward: Trade

Complete

Kent Cline arranged for enough Promethium to be imported to fulfil all of your needs for the foreseeable future and to start rebuilding your almost entirely drained reserves.

Personal Attention: Request (Lizardmen, Letting Max study Lizardmen) — As a member of the Imperial Trust, you can always put a request to other members of the Trust, such as the various Ministries. It will be up to them if they follow your request, of course.

Cost: Free
Reward: Request is put in front of selected person or group, they decide what to do with it

Complete

Your request that Archmagos Maximal be allowed to study the Lizardmen to better understand one of the greatest creations of the Old Ones was refused, with no explanation given.

Understanding the Trust (Exterminatus Weaponry) — Developing a better understanding of the culture and systems of the Imperial Trust and its components will only help your work.

Time: Bonus, get 1 free per turn
Cost: Free
Reward: Gain information about selected topic within the imperial Trust (OOC, this is to let me show off my worldbuilding)

Complete

While the Imperial Trust maintains a stock of Exterminatus Weaponry, primarily Cyclonic Torpedoes, it is used only rarely. This is largely because, in the current era, most targets worthy of Exterminatus Weaponry are too well defended for it to be effective. Much of the blame for this actually falls on the Old Ones, who did something to make planets far harder to destroy during the War in Heaven, resulting in Exterminatus Weaponry needing to be extremely powerful and often twisting fate to give defenders a chance to prevent their world from being destroyed.

Power LevelTotalPureChaosDealt withCaused Damage% damage inflicted
a+403010643%
a9,4607,9891,4711,14732425%
b156,749142,73114,01811,5502,46848%
g783,743751,96631,77727,5824,19520%
d3,799,9683,766,21333,75530,7852,9704%
e8,312,4318,312,431
z10,687,41110,687,411
Minor974,550,777974,550,777
LossesMilitia/ Hunter/ Psy-HunterPDF/ Veteran Hunter/Master Psy-HunterHelltrooper/Elite Hunter/Grandmaster Psy-Hunter/ Last HunterHelguard/Master Hunter/ Primaris Psy-HunterGrandmaster HunterExemplar Hunter
Soldier11,429,720,81237,146,5934,127,399412,740
Psyker Hunters936,094156,01620,059911513
Witch Hunters1,851,615308,60239,6771,8021005
minor Psy-hunters34,0436,94533016
major Psy-Hunters1,70234781
Last Hunters1648
Voids62,50610,4181,736289
Nulls25,0034,167695116
Thunder Hunters30,0037,501

Warproot: Psyker Detection: Extreme- Small quantities of Warproot that have been refined correctly can be used to help identify latent psykers. Now that you have a supply, Jane has put forward a range of plans to use varying levels of Warproot to help find powerful psykers before they awaken their powers. Her fourth plan will use forty thousand doses a year, and be well into the realm of diminishing returns.

Time: 14 years

Cost: Negligible
Reward: Use 40,000 doses of Warproot a year to help identify psykers, reduce chance of each psyker going rogue by 30% of the current chance

Complete

You are now dosing millions of citizens with gene expressions that suggest they could be potential psykers with Warproot to safely awaken their powers each year. This has notably increased the percentage of psykers who awaken in safe circumstances, and it is now rare for a Delta-level psyker to awaken on their own. Even most of the Alha-Pluses are now being caught in time, a significant change from when they first started appearing a few centuries ago.

Honing an Edge: Three Times– You live in a galaxy of war and Jane is one of your greatest assets so it might be a good idea for the Jane to spend some time trying to push her skills even further

Time: 1 year (can only be taken with hero actions)
Dicciculty: 60 (uses Combat, each success reduces chance of success by 5%, this recovers at a rate of 1% per two years)
Reward: +5 to all battle rolls Jane, increase chance of combat trait gains
Stunt - When Nurma's unexpected suggestion to requisition Chapter Master Julius' aid came, to make use of his martial paragon to use him as some glorified boxing coach, Jane finally understood why Frederick chose Nurma as his successor, though untested in other areas, she'd more then inherited his penchant for weird ideas.

Complete
1st d100=5+55(combat)+5(stunt)=65: Success
1st re-roll d100=3+55(combat)+5(stunt)+52(The Blind Seer)=115: Success
2nd d100=35+55(combat)+10(stunt)-5(repeat)=95: Success
2nd re-roll d100=35+55(combat)+5(stunt)+52(The Blind Seer)-5(repeat)=142: Critical Success
3rd d100=99+55(combat)+5(stunt)-9(repeat)=155: Critical Success
+25 to all rolls

Jane spent three years putting herself through intensive training to prepare for a series of the most brutal fights in her life as she seeks to gain the final step in the Archetype of the Witch Hunter.

Walking the Path: Twice — Jane has claimed the Archetype of the Witch Hunter due to her deeds. She is currently on the penultimate step, and will need to risk herself greatly to take the final step.

Time: 1 year (limit 10 Jane actions a turn)
Difficulty: 465 (5%)
Cost: Free
Reward: Make another step on the Path of the Witch Hunter, risk of death, chance of Eldar minor favour
Stunt - When Nurma's unexpected suggestion to requisition Chapter Master Julius' aid came, to make use of his martial paragon to use him as some glorified boxing coach, Jane finally understood why Frederick chose Nurma as his successor, though untested in other areas, she'd more then inherited his penchant for weird ideas.

Complete
9th step DC 465/380 375
1st d100=88+106(combat)+202(traits)+20(Blade of the Tempest)+5(The Right Moment)+20(The Blind Seer)+5(stunt)+5(Honing an Edge)+12(Chapter Master Julius)=463: Fail
2nd d100=97+106(combat)+202(traits)+20(Blade of the Tempest)+5(The Right Moment)+20(The Blind Seer)+5(stunt)+5(Honing an Edge)+12(Chapter Master Julius)=472: Success

Jane expected to be sent after some of the most terrifying sorcerers in the world to gain the final step in her archetype, and the Ynnari were able to find her targets. For the first, she went after the Crownmaker, the Exalted Lord of Change behind the Principalities of Change, who was currently off his daemonworld demonstrating its continuing power to a group of upstarts. While not an exceptional sorcerer by the standards of an Exalted Lord of Change, his skill with his staff was equally formidable, and when combined, they gave Jane one of the most brutal fights of her life. Eventually, she was able to catch him off guard by taking a glancing blow, setting herself up for a fatal counterattack. While her wounds prevented her from sealing the deal and slaying his soul as well, it would be a hundred and one years before the Crownmaker once more strides the Materium.
After being healed by Isha, Jane was sent after her next target, a seemingly insignificant teacher at one of the Shadowlord's premier sorcerous academies by the name of John Smith. He had recently been discovered to be the Apprentice of the First Sorcerer and, as such, was probably one of the most dangerous sorcerers in the galaxy. This expectation of danger was more than met, as Jane found herself facing someone who could summon and bind demons as easily as walking and had access to a wide range of psychic abilities that he could tailor to circumvent her skillset. As the heavily fortified sorcery academy and the world it was built upon started to shatter under the impact of missed shots, both of them came to recognise each other as mirrored counterparts, equally skilled in opposing fields. Thus, there was a silent yet steadfast agreement that only one person would walk away from the fight. It ended up being Jane Oakheart, the Witch Hunter, rather than John Smith, the Sorcerer.

Hunting (Unchained Choice): Five Times— Jane is now counted among the greatest killers in the galaxy now, and thanks to the Primal Warp and the Webway is in position to make use of it. She can use these skills to slay those whose deaths can change the results of sector spanning wars, or even the fate of the galaxy itself if her targets are chosen wisely.

Time: 1 year (limit 10 Jane actions a turn)
Difficulty: 250 (uses Combat)

Cost: Free
Reward: Kill selected target/s, gain 1 Unchained minor favour per 5 Unchained Choice actions

Complete
1st d100=10+108(combat)+232(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(Honing an Edge)=380: Greater Critical Success
2nd d100=75+108(combat)+232(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(Honing an Edge)=445: Greater Critical Success
3rd d100=67+108(combat)+232(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(Honing an Edge)=437: Greater Critical Success
4th d100=76+108(combat)+232(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(Honing an Edge)=446: Greater Critical Success
5th d100=93+108(combat)+232(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(Honing an Edge)=463: Perfect Critical Success

After following the path of the Witch Hunter to its conclusion, Jane returned to pursuing particularly dangerous sorcerers of the Theocracy. Recently, she has been deployed more as a tactical than a strategic assassin, as security has tightened to the point where she can't reach any of her targets without an unfeasible number of guards outside the battlefield.

Hybrid Technology: Tranth Pattern Defensive System -Archmagos Tranth has a plan to design the best possible Defensive System that he can. He is looking into the relative benefits of holofields, various defensive energy fields and base armour and how they can be merged.
Advised support: Exotic Fundamentals (Hybrid), Explore Termite Archives (Defensive Systems), Exotic Fundamentals (Defensive Systems), Frigid Sea Sirens Aid (Hybrid), Telepathica Aid (Hybrid), Ynnari Aid (Holofields), Necrons Aid(Armour)
Other Support: Silver Skulls Aid (Battlefield Data), Secondus-Tau Aid (Anti-Dragon)
Time: 25 years
Difficulty: 300 (18%)

Cost: 5,000,000 Thrones, 5,000,000 Advanced Material, 10,000,000 Exotic Material, 10,000 Relic Material
Reward: Tranth designs a defensive system costed for Helguard use
Stunt: Tranth thoughtfully studied the Defensive Onion. "'Don't be there' is a bit beyond the scope of my current work. That would be Weapons or Propulsion Technologies," he mused. "By contrast, 'don't be detected' and 'don't be acquired/identified' imply holofields and stealth. 'Don't be hit' implies better evasion systems, which need to be integrated with the holofields for best effects, after all. 'Don't be penetrated' involves armor and forcefields. 'Don't be killed' might need some work with life-support systems. And, finally, 'don't stay dead' goes further into recoverability design." He smiled and cracked his knuckles. "Ah, the chance to really optimize a design."

Complete
d100=87+48(stats)+80(traits)+80(buildings)+25(other)+5(stunt)+40(prepreation)=365: Success
Re-roll d100=26+48(stats)+80(traits)+80(buildings)+25(other)+5(stunt)+40(prepreation)+52(The Blind Seer)=356: Success

Archmagos Tranth has completed the design of the Tranth Pattern Shield Generator, a scalable, mass-producible system that surpasses all but the most exotic shields available to mankind. The Tranth Pattern Shield Generator is a compact, self-contained unit that can be scaled down for a light vehicle or scaled up for a superheavy tank. It offers layered defence, first attempting to deflect incoming high-energy shots both away from the vehicle itself and, if that is not feasible, away from specific parts of the vehicle. While this deflection is primarily managed by the shield generator's Machine-Spirit, there are controls to allow a sufficiently trained user to oversee the process manually. Shots that strike the shielded vehicle will have most of their mass and energy diverted into the Warp through a Void Shield, with the specific cutoff point again being managed by either the Machine-Spirit or the operator. It is designed so that any energy that penetrates will do no more than scuff the vehicle's armour. While it is straightforward to configure the Shield Generator to block all incoming fire, doing so significantly decreases the time it takes for the shield generator to become overloaded.

Termite Archives: Explore (Weapons) — The Termite Archives are possibly the largest archive of technology in the galaxy. While its archiving system is insufficient, there is still a reasonable chance that you will find some useful technology if you spend a few years digging into it. Maybe even similar to what you are looking for.

Time: 2 years
Difficulty: 290

Cost: Negligible
Reward: Find either new technology or path to new technology, the higher the roll the closer to what you asked
Stunt: Tranth slowly paged through the Termite Archives.
Entries 1-1000.
All either weapons or weaponizable.
Entries 1001-2000.
...Same.
Entries 2001-3000.
"...Actually," he mused, "have we ever seen a Termite design that wasn't at least loosely weaponizable?"

Complete
d100=49+48(stats)+65(traits)+80(buildings)+25(other)+5(stunt)+5(repeat)=277: Fail
Re-roll d100=31+48(stats)+65(traits)+80(buildings)+25(other)+5(stunt)+52(The Blind Seer)+5(repeat)=311: Success

After two more years of searching through the Termite Archives, Archmagos Tranth was able to find enough truly useful weapons to gain some valuable inspiration. Funnily enough, most of these were produced by low-status Termites for personal use rather than being issued or supplied by those higher up in their peculiar hierarchies.

Technology Fundamentals: (Weapons) — 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: 3 years for basic, 6 years for advanced, 9 years for exotic, 12 years for relic
Difficulty: 120 (+20 per level above basic, does not get any non-character bonuses)

Reward: Gain an understanding of the fundamentals of selected technology, allowing further improvements and uses
Stunt: Neutron Guns. Battle Rifles. So many more. Weapons that were in many ways the expression of the economic and technological limitations of the societies that produced them. Avernus, the Trust had different limitations. Different materials, magic, technology. Different assumptions.. and different weapons.

Complete
d100=63+48(stats)+50(traits)+5(stunt)=166: Success

Archmagos Tranth has managed to gain a solid understanding of the weapons technologies currently used in the galaxy, though he does not understand the mechanics behind many of those used by the elder races.

Termite Archives: Explore (Power Armour) — The Termite Archives are possibly the largest archive of technology in the galaxy. While its archiving system is insufficient, there is still a reasonable chance that you will find some useful technology if you spend a few years digging into it. Maybe even similar to what you are looking for.

Time: 2 years
Difficulty: 290

Cost: Negligible
Reward: Find either new technology or path to new technology, the higher the roll the closer to what you asked
Stunt: The Termites had plenty of suits of Power Armor. The problem was, of course, that many of them were originally designed as "my glorious walking throne (with active and passive defenses)," "captive control and enforcement device," and "fully developed version of the genius idea I had in the third grade - I'LL SHOW THEM ALL MWHAHAHAHAHA!!!!" This made an already-absurd search exponentially harder.

Complete
d100=15+48(stats)+65(traits)+80(buildings)+25(other)+5(stunt)=238: Fail
Re-roll d100=86+48(stats)+65(traits)+80(buildings)+25(other)+5(stunt)+52(The Blind Seer)=361: Success

Similar to weapons, the issue with navigating the Termite Archives for power armour was the sheer number of designs and how ridiculous many of them were. However, his experience searching for weapons proved useful, and Archmagos Tnrath was able to find several thousand intriguing designs to examine.

Tortilian Technology: Examination- High Grandmaster Ridcully was able to gain a solid overview of Tortilian Technology a decade ago. Archmagos Tranth is confident that with some time, he will be able to turn that overview into full designs. First, he will need to go over it and determine what technologies he could develop from it.

Time: 2 years

Cost: Negligible
Reward: Learn what new technologies you can steal from the Tortilians

Complete

There were three main technologies that Archmagos Tranth believes he will be able to steal from the Tortilians with some more aid from High Grandmaster Ridcully. First is their energy shields, which seem to be a highly advanced combination of the Ion Shield and Structural Integrity Field.
Next is their orbital solar farms, which seem to be far cheaper and more reliable than those that Tranth currently knows about and power much of their civilisation.
Finally, there are their organic recycling technologies, which seem to be able to turn organic waste into food without any issues.

Knowledge Implantation Chairs Issues- Archmagos Tranth tells you that he does not know enough about what causes the issues with Knowledge Implantation Chairs to make a proper judgment of whether he can upgrade them. That is, of course, subject to change once he puts more time into studying the issue.

Time: 2 years

Cost: Negligible
Reward: Learn what the issues with Knowledge Implantation Chairs is so you can determine if you can fix them

Complete

Archmagos Tranth tells you that the issues with the Knowledge Implantation Chairs seem to result from the methods used to strip knowledge from personality when programming them. He is confident that he can remove it, but is unsure what impact doing so will have on the minds of users.
Actually, on further thought, he knows exactly what impact it will have. So, that's Niflheim's other secret. He wonders if the effect is the same for non-Ka users.
Inbuilt Powers: The First Step- Archmagos Biologis Maximal believes that it should be possible to make humans able to use innate powers in a similar manner that many Avernite Poeples and Wildlife can. The first step will be understanding the magical and genetic underpinnings that Avernus uses to give these species these powers.

Time: 10 years.
Difficulty: 400(95%)

Cost: 2,000 Relic Material
Reward: Work out how Avernus gives species innate psychic powers.
Stunt: Extraordinarily common among Avernites. An elegant way to have mass produced psychic civilizations and wildlife. That basically all past attempts have ended in warp rifts. The secret was clearly not just some matter of genetics, which Maximal knew by now to be in some ways simply an expression of the warp, the soul.

Complete
d100=30+295(stats and traits)+80(buildings)+25(other)+5(stunt)=435: Success
Re-roll d100=73+295(stats and traits)+80(buildings)+25(other)+5(stunt)+52(The Blind Seer)=520: Critical Success

After decades of work, Archmagos Maximal was able to determine that Avernus provides inbuilt powers through a combination of factors. To begin with, genetics offer the creature the ability to channel the Warp and to take the form of the spellforms of the innate power in question. After that is some complex design work to ensure that "the ability to use this power" is part of the defining traits of the creature's soul, ensuring that when new animal creatures are made, their souls form with the required abilities. Finally, there is the narrative connections of "the parents can do it so so can the children" and "all of these can do this".

While the first part is complex, it's still manageable, and the third will require some time and rituals to establish, but it should still be feasible. It's the second aspect that presents a challenge without linking the power to specific bloodlines. Perhaps it can be circumvented by ensuring the subject possesses a certain baseline level of psychic power? Or through the right Machine-Spirit in the augmentations?

Inbuilt Powers: (Ziggingzoons) - Archmagos Biologis Maximal believes that it should be possible to enable humans to utilise innate powers similarly to how many Avernite peoples and wildlife can. The next step will be to study the genetic and biological makeup of the species whose power you want to replicate in great detail in order to determine if it is even possible to copy that species' power.

Time: 3 year.
Difficulty: 100,500(99%, 5%)

Cost: 2,000 Relic Material
Reward: Determine if its possible to copy a selected innate power, do it anyway.

Complete
d100=75+295(stats and traits)+80(buildings)+25(other)+5(stunt)=480: Success
Re-roll d100=73+295(stats and traits)+80(buildings)+25(other)+5(stunt)+52(The Blind Seer)=520: Critical Success

Archmagos Maximal tells you that it should be possible to copy the Ziggingzoon's inbuilt divination power to prejudice optimal doging paths. The telepathic and illusory abilities that go with it should also be able to be copied, but are innately tied to the fur being seen, which makes them a poor fit for people who will be wearing enclosed power armour.

New Navigators Part Two - While Navigators are a work of art, given the knowledge level of those who created them, Archmagos Biologis Maximal tells you that at their core, they are a crude creation limited by the precepts of their makers. He could do far better and is eager to prove it. Once he has figured out how Avernus makes species with innate powers, he will be able to start work on designing an improved Third Eye. There is a type of eel found in the caverns that seems perfect if he can just obtain enough samples, and an eagle from Elysuim that is worth investigating, and…

Time: 6 years
Difficulty: 450(55%)

Cost: 2,000 Relic Material
Reward: Design an improved Third Eye for the next iteration of Navigator .

Complete

Archmagos Biologis Maximal spent the last three years studying various Avernite species with acute sensory abilities to determine which would be the best fit for a new species of Navigators. He eventually settled on the Homefacing Eel found in the caverns, whose particular innate sensory power seems perfect for the task. Now he just needs to work on using them as the basis for the new Third Eye.

TrialsAlpha PlusAlphaBetaGammaDeltaEpsilonZetaMinor
Passed194,10977,666428,2982,231,3015,121,3096,769,171460,631,614
Attempted244,98191,371489,4832,479,2235,536,5517,125,443504,448,132
Percent passed79%82%85%88%90%92%95%91%
PrimarisAlpha PlusAlphaBetaGammaDeltaTotal ChangeTotal Number
Regular152,66833,31791,659476,011603,6693,178,201
Veteran13884,96913,72671,75890,842605,634
Elite0233169004,8336,07239,685
Master019281551931,119
Grandmaster00014526
Total Change163,07938,612106,314552,761700,782
Total Number6115,851206,030575,1343,027,5903,824,588
Battle PsykerBetaGammaDeltaEpsilonZetaMinorTotal ChangeTotal Number
Regular5,57780,909681,7862,290,1923,027,09835,664,45341,750,016414,362,051
Veteran2,28317,523129,480432,057542,61136,845,39637,969,350230,057,069
Elite3783,04521,93076,77797,3787,785,0297,984,53735,520,169
Master363582,2177,84710,133469,556490,1472,420,771
Grandmaster1106021027210,45211,00555,404
Exemplar001235661563
Paragon000000.2604
Total Change8,274101,846835,4732,807,0853,677,49580,774,94388,205,116
Total Number40,063362,9302,318,7857,808,51110,017,426661,868,316682,416,030
SanctionitesBetaGammaDeltaEpsilonZetaMinorTotal ChangeTotal Number
Regular9,586105,305547,3261,778,5152,350,75692,777,97497,569,463761,444,034
Veteran2,34626,013135,944441,805584,19337,156,15038,346,452213,886,360
Elite1772,01410,63334,35245,2762,786,1472,878,59915,332,928
Master4502688701,15766,21668,564399,048
Grandmaster0027105135343,914
Exemplar000001.4115
Total Change12,114133,382694,1732,255,5502,981,393132,787,002138,863,614
Total Number61,550687,2823,601,95311,688,66515,447,052977,661,370991,066,299
Neo-AstropathsBetaGammaDeltaEpsilonZetaTotal ChangeTotal Number
Neo-Astropaths-168-1,863-9,737-33,577-44,402-89,747150,836
Veteran Neo-Astropaths-5-67-384-931-1,188-2,574362,915
Elite Neo-Astropaths232581,3494,6706,18412,484112,999
Master Neo-Astropaths3301625236851,4039,526
Grandmaster Neo-Astropaths014131735254
Exemplar Neo-Astropaths0000003
Total Change-147-1,640-8,606-29,302-38,704-78,399
Total Number1,19113,40770,536237,716313,684636,533

Witch FindersTotal ChangeTotal Number
Regular6,947,144270,430,741
Veteran18,600,278102,026,934
Elite1,807,3369,225,870
Master55,260292,757
Grandmaster5253,298
Exemplar213
Total27,410,545381,979,614

InquisitionAlpha PlusAlphaBetaGammaDeltaEpsilonZetaMinor
9,825,88115146,48017,84692,971213,388282,0499,212,632

Greater Divination (Dragon Front): Four Times— 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)
Difficulty: 80

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: Several Dragon-front veterans had stopped by for a chat with Ridcully, giving the Seer a chance to grill them on their various areas of expertise - what tweaks to force composition imply a change in Dragon strategy, what subtle differences to behavior precede a change in tactics, how to tell innocuous construction from trap preparation. He already knew what to look for - but it was always nice to have other people teach you a few new tricks.

Complete
1st d100=24+56(stats)+120(traits)+10(Seer Council)-125(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=150: Success
1st re-roll d100=42+56(stats)+120(traits)+10(Seer Council)-125(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=180: Critical Success
2nd d100=12+56(stats)+120(traits)+10(Seer Council)-125(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=138: Success
2nd re-roll d100=98+56(stats)+120(traits)+10(Seer Council)-125(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=236: Greater Critical Success
3rd d100=85+56(stats)+120(traits)+10(Seer Council)-125(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=211: Greater Critical Success
4th d100=98+56(stats)+120(traits)+10(Seer Council)-125(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=224: Greater Critical Success

High Grandmaster Ridcully has continued to dedicate a considerable amount of his time to supporting the forces on the Dragonfront. Over the last decade this has mostly been trying to analyse the Dragon's industrial base in order to help target the series of counter attacks currently being planned.

Greater Divination (Unchained)- 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)
Difficulty: 80

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: Ridcully grimly made his limited Unchained time count, steadily saving Unchained leaders, picking of Assassins, and dispatching counter-assassins where possible.

Complete
d100=23+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-45(wards)+5(stunt)=204: Critical Success

Recently, Ridcully has focused on identifying the intelligence leak within the Unchained. While he has discovered several leaks of varying degrees of danger, there remains a significant one that he has yet to locate.

Greater Divination (Abbadons Plans)— 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)
Difficulty: 80

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: This wasn't Ridcully's first time scrying Abaddon directly, and he had the feeling it probably wouldn't be the last. That said, when Abaddon's wards were as strong as they were, nothing said Ridcully couldn't sometimes take a step back and glance not at Abaddon, but at the context of Abaddon's plans. After all, it was always hilarious unravelling a villain's plans by (say) analyzing their garbage.

Complete
d100=22+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-200(wards)+5(stunt)=48: Fail
Re-roll d100=61+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-200(wards)+5(stunt)+12(The Blind Seer)=99: Success

High Grandmaster Ridcully was able to determine that Abbadon is not planning on going after any of the Sane once he finishes consolidating.

Divination (Eldar Choice): Twice— 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 neighbouring sectors without putting any scouts at risk.

Time: 1 year
Chance of Success: 20%

Cost: 20 Thrones
Reward: Information on selected polity, location, etc.; the narrower the target, the more information
Stunt: Ridcully looked over the Eldar's latest requests: More Dragon info - expected. Suggestions for how to poke Tyrant agents so that they'd start wildly activating different anti-scry defenses - amusing, but reasonable. ...Investigate a highly-placed Eldar for Treason and Plotting To Become Tzeentch!?! WHAT!?!?!?!

Complete
1st d100=30+56(stats)+120(traits)+10(Seer Council)-250(Tzeentch)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)=6: Fail
1st re-roll d100=33+56(stats)+120(traits)+10(Seer Council)-250(Tzeentch)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)+12(Paragon Seer)=21: Fail
2nd d100=4+56(stats)+120(traits)+10(Seer Council)-250(Tzeentch)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)=-20: Critical Fail
1st re-roll d100=29+56(stats)+120(traits)+10(Seer Council)-250(Tzeentch)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)+12(Paragon Seer)=17: Fail

High Grandmaster Ridcully spent several years attempting to aid in the investigation of Grand Autarch Talbryn Ironbreaker after his plans to become the Changer of Ways, and failed to find anything of any use.

Divination (Realm of Death): Twice— 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 neighbouring sectors without putting any scouts at risk.

Time: 1 year (can only be taken three times per turn, including free action)
Difficulty: 80

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: There were many ways to defend against Divination. Many of the simplest used by the Realm of Death relied on having a Daemon Primarch. This was not just in the realm of wards, but in the ways of planning, of mitigating the information a diviner could gain. Those ways were very recently crippled.

Complete
1st d100=40+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-10(wards)+5(stunt)=265: Greater Critical Success
2nd d100=9+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-10(wards)+5(stunt)=225: Greater Critical Success

High Grandmaster Ridcully was able to locate the Battle-Captain of the Death Guard and divine a great deal about the defences of the Fortress World that he is currently lying in wait on. In one of the most obvious traps Ridcully has seen in centuries. Really, they are not even trying to hide it.

Divination (Jane's Walking the Path actions)— 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 neighbouring sectors without putting any scouts at risk.

Time: 1 year
Difficulty: 80

Cost: 20 Thrones
Reward: Information on selected polity, location, etc.; the narrower the target, the more information

Complete
d100=39+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-100(wards)=160: Critical Success

High Grandmaster was able to locate Jane's targets for her during times of relative vulnerability, as sorcerers of their calibre are never truly vulnerable.

Divination (Aria's Dragon Front actions)— 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 neighbouring sectors without putting any scouts at risk.

Time: 1 year
Difficulty: 80

Cost: 20 Thrones
Reward: Information on selected polity, location, etc.; the narrower the target, the more information

Complete
d100=2+56(stats)+120(traits)+10(Seer Council)+50(Orb of Lileath)+10(Star Chamber)-125(Dragonmen)=123: Success

Ridcully found it an interesting exception looking at the Dragon Front and how to deploy a single low level asset rather then looking at the war as a whole or focusing on the deployment of an Exalted+ asset. He mentions that it was a nice change a he wrote off a list of directions for Aria, some of which they both know she will ignore.
The Prey's Fear- The Prey's Fear is a Cataclysm Spell that fills the caster's foes with the paralysing fear of a prey animal facing a predator. It affects all foes who can see, hear, or otherwise perceive the caster, regardless of the distance between them. Exactly how long the paralysis and fear last depends on both the courage and magic resistance of the caster, with the greatest and bravest being thrown off only for an instant, followed by seconds of disquiet, while the most cowardly are paralysed for minutes and panicked for days.

Time: 1 year

Reward: Psykers learn The Prey's Fear Cataclysm Spell

Complete

The Prey's Fear is one of the simpler Cataclysm Spells. As such elite Primaris Psykers and Grandmaster Battle Psykers who wield the Wind of Beasts can use it, currently numbering around eleven thousand in total.

Magic: Warp Breakdown: Even Further — While the Warp Breakdown power is now usable by most of your psykers, with Skink help it should be possible to refine it even further. Such refinement will require multiple Grandmasters working together for what may be extended periods to get right but would allow all of your daemonologists to use the power.

Time: 3 years
Difficulty: 240 (uses average of Control and Learning, if two grandmasters do it uses highest of each)

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Improve Warp Breakdown power further
Stunt: Tamia cut away the Warp Breakdown spell. What was desired was the simplest possible spell, with the least amount of steps and the least amount of deviation.

Complete
d100=98+149(stats and traits)+35(Roke Island)+15(Lizardmen)+5(Khoswe Archives)+5(stunt)=307: Success
Re-roll d100=7+149(stats and traits)+35(Roke Island)+15(Lizardmen)+5(Khoswe Archives)+5(stunt)+52(The Blind Seer)=263: Success

Where the last project to improve Warp breakdown took six years and was led by all of Avernus' greatest psykers, this project took only two years for Tamia alone to conduct. She has now refined the Warp Breakdown Power so that not only can any of your psykers use it in calm conditions, but anyone with at least veteran skill can use it in combat, and Masters can do it subconsciously. Tamia is confident that there is at least one more level of refinement possible, one that should allow even more psykers to subconsciously break down the Warp.

Culture Spirits: Teaching Continued- Tamia has developed a ritual that allows a cultural spirit linked to learning to help transfer knowledge among various members of that culture. If this could be simplified further, or even better turned into a spell, it could be used to enhance teaching beyond the Telepathica. If.

Time: 7 years
Difficulty: 350(uses learning)

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Tamia improves the method of using culture spirits to boost learning, hopefully to a level usable outside of the Telepathica .
Stunt: The Identity of a Culture Spirit - and the Identities of those undergoing the ritual - might be the key, Tamia thought. Perhaps it was a mistake to seize on a Third-Force adjacent concept, but it wasn't like Identity wasn't vital to the Warp as well.

Complete
d100=30+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)=252: Fail
Re-roll d100=2+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)+52(The Blind Seer)=276: Fail

Tamia has spent six more years trying to simplify her ritual to enable Culture Spirits to assist with learning but has not made any real progress. While she is sure it is possible, she just does not see how. Maybe it's time for her to focus on something else for a while.

Upgrade Psyker City Wards- Tamia believes that it would be possible to double the capacity of your psyker hives by raising the quality of their wards by an entire grade, which would increase the cost tenfold. However, this could be affordable. It will take the better part of a decade to redesign the wards with the new quality in mind.

Time: 9 years
Difficulty: 250(uses learning)

Cost: 20,000 Exotic Material, 5,000 Relic Material
Reward: Tamia designs an improved, more expensive set of wards for your psyker cities that can allow a higher density of psykers to live within.
Stunt: To get some good context, Tamia started with simple mockups of the obvious approaches - what if we applied more power, what if we refined the narrative, what if we tried to make the city resonate with beneficial things. Then she started to get more esoteric in her brainstorming - is there any way to use Culture Spirits or The Primal? Perhaps we could dump miscasts into a Ka battery? Most of her ideas didn't pan out, but the ones that did…

In Progress- Three out of Seven years completed

Tamia has spent the last three years working on ways to improve your psyker cities' Wards with the resources that you now have access to in mind. While she is confident that she can at least double the possible density of psykers, she hopes that it may be possible to push it further, maybe even to triple.

Use of Cataclysm Magic (Azyr) — Cataclysm Magic is the peak of Winds use, and makes use of a combination of self-propagating spell forms and calling on an echo of the spell that has been carved into the Warp itself to allow spells of incredible power to be cast by psykers that could never successfully channel them. While you are far from being able to make Cataclysm Spells of your own, the Lizardmen are willing to teach you some of theirs. The next step is to teach you the various ways of using Cataclysm Magic with a particular Wind, and giving you an overview of the Cataclysm Spells for that Wind that they are willing to share.

Time: 3 years
Cost: Negligible

Reward: Learn how to use Cataclysm Magic for particular Wind, get Cataclysm Spell list for selected Wind

Complete

Azyr, the Wind of Heavens, has a variety of different spells, as reflected by the fact that each of the three Cataclysm Spells you are being taught has a rather different use.

The first and most straightforward is The Astromancer's Foresight, which gives the caster's allies some hint of his foresight.
Next is The Thunderstorm, which fills the skies with a Thunderstorm, striking down the caster's foes with bolts of lightning and rendering the entire area rather dangerous to fly through.
Finally, there is the Heavenly Comet, which summons a devastating magical comet into the upper atmosphere, which eventually crushes the target area with a mix of brute force and magical energy.
Ka-Sa Gellar field- The Void beacon uses Sa-tainted Ka to create a Gellar field as it travels. Aria is confident that she can copy this and that doing so will help expand her knowledge of combining Ka and Sa.

Time: 4 years
Difficulty: 80(uses the average of Learning, Sa Control and Ka Control, uses no external bonsues)

Cost: Negligible
Reward: Aria learns how to make Ka-Sa Gellar field, gets better at combining the two powers
Stunt: Ka and Sa still repelled each other regardless of realm, yet by infusing Ka with Sa, or Sa with Ka, this repulsion was eliminated. Yet there was a point where though tainted Ka was not repelled, it still repelled Sa.

Complete
d100=75+35(stats)+20(traits)+5(stunt)=135: Success

It took a few years, but Aria was finally able to determine the correct set of ratios and patterns to create a stable, effective Gellar Field. While somewhat helpful on its own, the primary benefit of this time was how much it enhanced Aria's understanding of adjusting the ratio of Ka and Sa and channelling it through established patterns to achieve the desired effect.

Ka-Sa Patterns: Develop Techniques- Now that Aria has discovered the foundational building blocks of Ka-Sa techniques, it's time to get to work on creating some. In addition to providing her with a range of useful techniques, this should further enhance her understanding of the combined energy.

Time: 4 years
Difficulty: 90(uses the average of Learning, Sa Control and Ka Control, uses no external bonuses)

Cost: Negligible
Reward: Aria invents several new Ka-Sa techniques
Stunt: Ka-Sa Techniques had fascinating possibilities. Teleporting through wards. Breaking curses. Half-sidestepping the Law of Cost. ...Possibly permanent empowerment techniques?

Complete
d100=93+35(stats)+20(traits)+5(stunt)=153: Success

After four years of inventing Aria was able to come up with three new techniques.
The first is a short-ranged, line-of-sight-limited teleportation/fast movement technique that bypasses all known forms of warding except for a solid barrier, which halts it completely. Hopefully, she can fix that bit.
The next is a body enhancement technique that combines and enhances the strengths of both Sa and Ka enhancement, while sidestepping many weaknesses.
Finally, she devised a way to break hostile fateweaving, curses and other more intangible spells.

Pushing the Limits: Dragon Front — Aria is reaching the point in her studies in Ka that the best way for her to improve is to test herself and push her limits in a combat situation. One way in which she can do this is to arrange to be deployed into the safer parts of the Dragon Front, allowing her to gain first-hand experience fighting against and beside some of the greatest ka users in history. This will push her development far faster than any other option, other than perhaps the direct tuition of a cryptek, but will be very dangerous.

Time: 1 year.
Difficulty: 200 (uses mix of all combat-related stats and traits)

Cost: Free
Reward: Massively increased trait gain
Stunt: When you want to study theory, that's one thing. But when you want to consolidate practical gains - go test yourself doing the real thing for a bit. And fighting the Dragon Front was as real as it got (barring breaking into Nurgle's Garden or something, thanks for the impossible standards to live up to Ridcully, heh...).

Complete
d100=77+40(combat)+75(Ka-Sa)+30(traits)+10(Shield of the Infinite Abyss)+10(The Blind Seer)+5(stunt)=247: Success

Aria spent a year on the Dragonfront, pushing her limits fighting in the greatest war since the Aftermath and consolidating her ability to use her newly developed powers.
Expand Warproot Farms- Now that you have the basics of farming Warproot down, it's time to expand production. It's estimated that you should be able to expand your farm's production fivefold before running into any issues.

Time: 12 years

Cost: Negligible
Upkeep: Negligible
Reward: Build Large Warproot farms, +255k doses of Warproot a year

In Progress- Ten out of Twelve years completed

Work on expanding your Warproot farms fivefold is now well under way, with production expected to come online over the next couple of years. This will allow you to massively ramp up your use of Warproot, which is currently limited by the low supply.

Tailored Biocybernetics(Elite Primaris and Grandmasters)- Archmagos Biologis Maximal designed a set of biocybernetics that should be compatible with the magic used by your psykers. It should be easy enough to provide these biocybernetics to your Master Primaris Psykers and Grandmaster Psykers, who number under a hundred thousand in total.

Time: 4 years

Cost: 72,000 Advanced Material, 8,600,000 Exotic Material, 50,000 Relic Material
Upkeep per year: 13,000 Advanced Material, 1,500,000 Exotic Material, 8,900 Relic Material
Reward: Tailored Biocybernetics for all Elite Primaris and Grandmasters, +15 to all combat rolls, -10% to deaths

Complete

Archmagos Maximal's tailored Biocybernetics are now utilised by all of Avernus' greatest psykers, offering them a range of advantages that align well with their specific use of powers. This has already made a significant impact on both the combat effectiveness of your top psykers and on their survivability. The latter is, of course, more crucial- survivability is key for psykers.

Orichalcum Advanced Power Armour (Master Primaris and Exemplars)- Orichalcum Power Armour is the best and most expensive armour known to mankind. Providing it to your best battle psykers would be a notable boost to their combat power and a significant enhancement to their life expectancy. Restricting it to just your few thousand Master Primaris and Exemplars would be easily affordable.

Time: 3 years

Cost: 1,400,000 Exotic Material, 8,300 Relic Material
Upkeep per year: 270,000 Exotic Material, 1,500 Relic Material
Reward: Provide Master Primaris and Exemplar Battle psykers with Orichalcum APA, +10 to combat rolls, -20% to deaths

Complete

Armouring the very best of your psykers in incredibly durable and expensive suits of Orichalcum Power Armour has significantly reduced the number of deaths among their ranks. While even a century ago the cost of doing so would have been prohibitive, now it is easily affordable.

TrueMaterial Casting Foci: (Elite Primaris and Grandmasters)- Casting Foci built around a TrueGem or TrueCrystal are significantly more effective than any other foci you can produce in large quantities. Providing the best psykers with these foci should have a major impact on their effectiveness while remaining relatively affordable.

Time: 3 years

Cost: 29,000 Advanced Material, 4,300,000 Exotic Material, 20,000 Relic Material
Upkeep per year: 5,200 Advanced Material, 7,50,000 Exotic Material, 3,400 Relic Material
Reward: TrueMaterial Casting Foci for all Elite Primaris and Grandmasters, +10 to all combat rolls, +10% production, -4% to deaths

Complete

Providing the best of your psykers with casting foci built around a TrueCrystal or TrueGem has had a small but noticeable impact on both their effectiveness and general survivability. When combined with all the other advanced technologies you have put into use, the life expectancy of your best psykers has skyrocketed, which is starting to translate into an increased number of high-end psykers

Adeptus Astra Telepathica: Prepare Expeditionary Force: Realm of Death- With your other commitments being what they are, you can afford to deploy around three-quarters of your Battle psykers to aid combat the Realm of Death for the coming decade. This should have a massive impact on a handful of battlefronts.

Time: 5 years (if hero action is used hero will be deployed)

Cost: Negligible.
Reward: Three quarters of your Battle psykers deployed to fight the Realm of Death for the turn

Complete

Your Battle Psykers were deployed to the front without any of the higher leadership of the Telepathica this decade. Instead, Widald Mata, Master of Choirs was given command over the Battle Psykers on deployment.

Personal Attention: Warproot Dosing: All Zeta- Now that you know how to use Warproot and can grow your own, it's time to reap the benefits. Zeta Psykers are weak enough to receive a notable benefit from Warproot without needing decades of doses, so it would be reasonable to dose them as well. This would add another three thousand doses to your Exemplar Psykers and nine hundred thousand to your Grandmaster Psykers.

Time: 3 years

Cost: Negligible
Reward: Start boosting all of your minor and zeta psykers with Warproot

Complete

It took you three years to expand the Warproot dosing system to include Zeta-level Psykers, who require significantly longer periods to gain the full benefits from Warproot, with the strongest among them needing five years of fortnightly doses. Currently, all of your Exemplars have received doses, but you are still a few million doses short of finishing your Gradmasters.

Personal Attention: Troll Expedite: Expand Psyker Districts- Your psyker population is growing to the point where they will run out of space to live within the next few decades. As such it may be time to expand your Psyker Disticts to cover a full five percent of your Hives.

Time: 24 years

Cost: 300,000,000 Thrones, 30,000,000 Material, 740,000 Metal, 3,000,000 Prometuim, 30,000,000 Advanced Material, 1,100,000,000 Exotic Material, 97,000 Relic Material
Upkeep per year: 3,000,000 Thrones, 300,000 Material, 7,400 Metal, 30,000 Prometuim, 600,000 Advanced Material, 11,000,000 Exotic Material, 970 Relic Material
Reward: Expand your psyker districts fivefold to cover 5% of your Hives, increase maximum psyker housing to 17 billion

In Progress- Ten out of Seventeen years completed

Despite needing a last-minute order of building materials from Midgard, due to forgetting to check your stockpiles, work on expanding your psyker districts has been mainly going according to schedule. Thankfully your stockpiles were nearly sufficient, and you had more then enough time for the new materials to arrive before you needed them.

Feasibility Study (Building Stellar Stations to harvest energy from the star) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

Currently Avernus does not need enough energy to justify the use of a Stellar Station.

Feasibility Study (Feasibility clean sheet designs super soldier project to fill the niche of the Thunder Warriors) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

Archmagos Maximal is confident that he could create a new supersolider that fills the role of Thunder Warriors as a melee focused set of augmentations. However he is less confident of making a quick production supersolider to fill their other niche, and will need to spend some more time looking into giving people innate powers to say if its possible.

Feasibility Study (Improving the wards provided to the Helguard+) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

Improving the wards provided to your elites should be entirely viable, and would probably be worthwhile.

Feasibility Study (See if we have buildings and infrastructure we just plain no longer require due to tech/magic/social advancements?) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

Your recent administrative shake ups would have noticed any needless buildings or inferstcuture.

Feasibility Study (Minor Battle Psykers on atmospheric fighter craft for air superiority) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

Minor battle psyker pilots for atmospheric fighter craft would be an effective use of their skills, though even Avernus does not produce enough to pilot all of your fightercraft with diviners.

Feasibility Study (A variety of super soldier pilots for all our vehicles, ships, titans and battlesuits) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

While a supersolider design focused on making pilots would be a viable idea, one that tries to fufil the different requirements for every vehicles, ships, titans and battlesuits at once would be basically impossible.

Personal Attention: Three Times- Given that you are better at delegation than Fredrick, it's still strange to think of him like that, was you will be able to spend some time personally overseeing projects.

Time: 1st Free (1 action otherwise)

Cost: Free
Reward: Allows Nurma to take 5 years of Personal Attention actions in anything but Mechanicus or Telepathica, a diplomacy action counts as two years for this

Complete

Over the last decade, you spent much of your time handling various diplomatic matters and helping organise several projects within Telepathica. Which is still probably illegal.

Socilise (Immediate Family and Grandchildren): Twice- Now that you're not working nearly every waking hour, you can actually take some time off and socialise. It would be lovely to spend hours with your friends and family rather than just a few stolen moments between urgent appointments or as you collapse into bed at the end of the day.

Time: 1 action

Cost: Free
Reward: Solace with selected person/group reduce stress

Complete

You have continued to spend what free time you have with your spouses and grandchildren. As well as just scheduling some time at the end of most days to relax with your spouses, you are trying to have a visit with both Fred, who has just enlisted in boot, and Florance at least once a month. While its been nice reconnecting with your family, its probably time to start getting a bit more social again.

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

Time: Bonus, get 1 free per turn, can take extra

Reward: Get information about selected aspect of Avernite culture or organisation

Complete

While most of the richest Avernites are Industrialists who run large portions of the Avernite economy, there are s handful among the richest that actually surprised you.
First is the second richest man on Avernus, Archmagos Veneratus Extremis Explorator Tranth. It seems that the sheer amount of technology that he has produced and the Trust's royalties system designed to encourage invention has resulted in him building up a massive amount of resources which has only increased by solid investiment. Which is rather out of character for Tranth? You wonder who he has managing his money.
The next unusual entry on the richlist is Jane Oakheart, who earned a massive amount during thanks to an old law putting a bounty on rogue psykers, and then had it invested by what turned out to be an entire series of investment managers.
Finally there is the richest man on Avernus, who doesn't deserve to be on the list but someone someone once valued the Orb of Lileath so his place there is very secure. High Grandmaster Ridcully, the man who had Telepathica bylaws changed to stop paying him a salary after the accounting department threated to quit on him after seeing the receipts.

Year IncomeThronesMaterialMetalPromethiumAdvanced MaterialExotic MaterialFoodRelic MaterialPopulationTax Debt
Starting235,514,37723,822,61156,792,4912,053,3062,255,052,7012,239,883,954118,552,883999,3421,451,273,171,857
Net Income5,050,525-12,831,88878,459,0391,956,395527,300,217-456,810,47819,273,295-760,02788,021,865,209-604,865,900
Percent of Income used98.60%355.94%0.93%51.08%16.25%152.29%0.00%408.61%
Remaining240,564,90210,990,723135,251,5304,009,7012,782,352,9181,783,073,476137,826,178239,3151,539,295,037,066
Percent Growth2.14%-53.86%138.15%95.28%23.38%-20.39%16.26%-76.05%0.61%
 
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Critical Success

Recently, Ridcully has focused on identifying the intelligence leak within the Unchained. While he has discovered several leaks of varying degrees of danger, there remains a significant one that he has yet to locate.
A critical success, yet the source remains unknown? Once again, an ultranarrow circle of suspects...
 
As the heavily fortified sorcery academy and the world it was built upon started to shatter under the impact of missed shots, both of them came to recognise each other as mirrored counterparts, equally skilled in opposing fields. Thus, there was a silent yet steadfast agreement that only one person would walk away from the fight. It ended up being Jane Oakheart, the Witch Hunter, rather than John Smith, the Sorcerer.

Amazing. Jane, at last, is now a Goddess. And a Tier 3 Archetype like the Witch Hunter is up there with the Blind Seer, giving her the raw power "somewhere in the range of an honoured or weak exalted." This is gonna be gross.

After following the path of the Witch Hunter to its conclusion, Jane returned to pursuing particularly dangerous sorcerers of the Theocracy. Recently, she has been deployed more as a tactical than a strategic assassin, as security has tightened to the point where she can't reach any of her targets without an unfeasible number of guards outside the battlefield.

Ha ha, yeah, everybody is locking in and locking down. She's not even an Assassin lmao, so she's got little chance of sneaking in for assassinations.

Archmagos Tranth tells you that the issues with the Knowledge Implantation Chairs seem to result from the methods used to strip knowledge from personality when programming them. He is confident that he can remove it, but is unsure what impact doing so will have on the minds of users.
Actually, on further thought, he knows exactly what impact it will have. So, that's Niflheim's other secret. He wonders if the effect is the same for non-Ka users.

What?! Remind again, what's up with Niflheim?

High Grandmaster Ridcully was able to determine that Abbadon is not planning on going after any of the Sane once he finishes consolidating.

I can't believe it. Abbadon's spirit has been broken lmao.

Or his wards are so good even the Blind Seer couldn't divine his true target: the Silver Skulls 3 4, Electric Boogaloo.

The next unusual entry on the richlist is Jane Oakheart, who earned a massive amount during thanks to an old law putting a bounty on rogue psykers, and then had it invested by what turned out to be an entire series of investment managers.

Avernite Bureaucrat: So the price for an Alpha Plus is apparently "A World." Literally, a planet. And she's killed double-digit numbers of those already.
Frederick: Just... just give her 1% of our annual GDP. No, wait, the psyker rates are picking up, make that 0.1%.
 
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While you were unable to convince the Necrons to assign a full Cryptek to tutor Aria in the basics of Ka use, you did persuade them that she should learn it. As a result, she has been assigned one of the few apprentice Crypteks, a former Lychguard, to teach her more about Ka.
Why are there only a few apprentice Crypteks?

While the Imperial Trust maintains a stock of Exterminatus Weaponry, primarily Cyclonic Torpedoes, it is used only rarely. This is largely because, in the current era, most targets worthy of Exterminatus Weaponry are too well defended for it to be effective. Much of the blame for this actually falls on the Old Ones, who did something to make planets far harder to destroy during the War in Heaven, resulting in Exterminatus Weaponry needing to be extremely powerful and often twisting fate to give defenders a chance to prevent their world from being destroyed.
This is odd to me because if anything blowing up worlds seems way too easy. The Imperium could blow up planets.

Jane expected to be sent after some of the most terrifying sorcerers in the world to gain the final step in her archetype, and the Ynnari were able to find her targets. For the first, she went after the Crownmaker, the Exalted Lord of Change behind the Principalities of Change, who was currently off his daemonworld demonstrating its continuing power to a group of upstarts. While not an exceptional sorcerer by the standards of an Exalted Lord of Change, his skill with his staff was equally formidable, and when combined, they gave Jane one of the most brutal fights of her life. Eventually, she was able to catch him off guard by taking a glancing blow, setting herself up for a fatal counterattack. While her wounds prevented her from sealing the deal and slaying his soul as well, it would be a hundred and one years before the Crownmaker once more strides the Materium.
After being healed by Isha, Jane was sent after her next target, a seemingly insignificant teacher at one of the Shadowlord's premier sorcerous academies by the name of John Smith. He had recently been discovered to be the Apprentice of the First Sorcerer and, as such, was probably one of the most dangerous sorcerers in the galaxy. This expectation of danger was more than met, as Jane found herself facing someone who could summon and bind demons as easily as walking and had access to a wide range of psychic abilities that he could tailor to circumvent her skillset. As the heavily fortified sorcery academy and the world it was built upon started to shatter under the impact of missed shots, both of them came to recognise each other as mirrored counterparts, equally skilled in opposing fields. Thus, there was a silent yet steadfast agreement that only one person would walk away from the fight. It ended up being Jane Oakheart, the Witch Hunter, rather than John Smith, the Sorcerer.
Durin trolled us in discord that Jane avoided true death, implying she had died. Her taking out an Exalted and the Sorcerer Archetype holder is impressive though.

d100=87+48(stats)+80(traits)+80(buildings)+25(other)+5(stunt)+40(prepreation)=365: Success
Re-roll d100=26+48(stats)+80(traits)+80(buildings)+25(other)+5(stunt)+40(prepreation)+52(The Blind Seer)=356: Success

Archmagos Tranth has completed the design of the Tranth Pattern Shield Generator, a scalable, mass-producible system that surpasses all but the most exotic shields available to mankind. The Tranth Pattern Shield Generator is a compact, self-contained unit that can be scaled down for a light vehicle or scaled up for a superheavy tank. It offers layered defence, first attempting to deflect incoming high-energy shots both away from the vehicle itself and, if that is not feasible, away from specific parts of the vehicle. While this deflection is primarily managed by the shield generator's Machine-Spirit, there are controls to allow a sufficiently trained user to oversee the process manually. Shots that strike the shielded vehicle will have most of their mass and energy diverted into the Warp through a Void Shield, with the specific cutoff point again being managed by either the Machine-Spirit or the operator. It is designed so that any energy that penetrates will do no more than scuff the vehicle's armour. While it is straightforward to configure the Shield Generator to block all incoming fire, doing so significantly decreases the time it takes for the shield generator to become overloaded.
Rather unfortunate that we didn't crit on this given the massive investment. It being only light vehicle to superheavy is a pretty limiting size range. That covers most ground vehicles sure, but won't stretch to planes or troops. And for these projects stuff we can pack into power armor is really the best.

There were three main technologies that Archmagos Tranth believes he will be able to steal from the Tortilians with some more aid from High Grandmaster Ridcully. First is their energy shields, which seem to be a highly advanced combination of the Ion Shield and Structural Integrity Field.
Next is their orbital solar farms, which seem to be far cheaper and more reliable than those that Tranth currently knows about and power much of their civilisation.
Finally, there are their organic recycling technologies, which seem to be able to turn organic waste into food without any issues.
This is a pretty decent haul. The energy shields might have been useful for defensive systems. The last seems a good boost to Food production, which we can turn directly into additional combat power via warbeasts.

Archmagos Tranth tells you that the issues with the Knowledge Implantation Chairs seem to result from the methods used to strip knowledge from personality when programming them. He is confident that he can remove it, but is unsure what impact doing so will have on the minds of users.
Actually, on further thought, he knows exactly what impact it will have. So, that's Niflheim's other secret. He wonders if the effect is the same for non-Ka users.
Well finding out about Niflheim's secret here of all places is a bit odd.

After decades of work, Archmagos Tranth was able to determine that Avernus provides inbuilt powers through a combination of factors. To begin with, genetics offer the creature the ability to channel the Warp and to take the form of the spellforms of the innate power in question. After that is some complex design work to ensure that "the ability to use this power" is part of the defining traits of the creature's soul, ensuring that when new animal creatures are made, their souls form with the required abilities. Finally, there is the narrative connections of "the parents can do it so so can the children" and "all of these can do this".

While the first part is complex, it's still manageable, and the third will require some time and rituals to establish, but it should still be feasible. It's the second aspect that presents a challenge without linking the power to specific bloodlines. Perhaps it can be circumvented by ensuring the subject possesses a certain baseline level of psychic power? Or through the right Machine-Spirit in the augmentations?
I'm a little unsure if this is meant to be applied to fetuses or adults. I didn't think we could make fetuses that would for sure possess psychic power though.

Archmagos Maximal tells you that it should be possible to copy the Ziggingzoon's inbuilt divination power to prejudice optimal doging paths. The telepathic and illusory abilities that go with it should also be able to be copied, but are innately tied to the fur being seen, which makes them a poor fit for people who will be wearing enclosed power armour.
The optimal dodging paths is the part I wanted most on this, so it's still a win.

TrialsAlpha PlusAlphaBetaGammaDeltaEpsilonZetaMinor
Passed194,10977,666428,2982,231,3015,121,3096,769,171460,631,614
Attempted244,98191,371489,4832,479,2235,536,5517,125,443504,448,132
Percent passed79%82%85%88%90%92%95%91%
Durin said that our Minor psykers wouldn't benefit from the extra pass rate we picked up from culture spirit teaching, but it's ticked up from 89% to 91%. Maybe I phrased my question too narrowly and they instead benefited from shortened teaching time.

High Grandmaster Ridcully was able to determine that Abbadon is not planning on going after any of the Sane once he finishes consolidating.
This is good to hear. I think his best move given that is to just keep building up, but the Sane generally build up faster than him.

High Grandmaster Ridcully was able to locate the Battle-Captain of the Death Guard and divine a great deal about the defences of the Fortress World that he is currently lying in wait on. In one of the most obvious traps Ridcully has seen in centuries. Really, they are not even trying to hide it.
And yet I guarantee we're going to charge into it anyway.

Where the last project to improve Warp breakdown took six years and was led by all of Avernus' greatest psykers, this project took only two years for Tamia alone to conduct. She has now refined the Warp Breakdown Power so that not only can any of your psykers use it in calm conditions, but anyone with at least veteran skill can use it in combat, and Masters can do it subconsciously. Tamia is confident that there is at least one more level of refinement possible, one that should allow even more psykers to subconsciously break down the Warp.
At some point it starts feeling a bit excessive.

Complete
d100=30+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)=252: Fail
Re-roll d100=2+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)+52(The Blind Seer)=276: Fail

Tamia has spent six more years trying to simplify her ritual to enable Culture Spirits to assist with learning but has not made any real progress. While she is sure it is possible, she just does not see how. Maybe it's time for her to focus on something else for a while.
This just has such a low chance of success it doesn't feel worth the years.

While a supersolider design focused on making pilots would be a viable idea, one that tries to fufil the different requirements for every vehicles, ships, titans and battlesuits at once would be basically impossible.
I'm disappointed on this because I just wanted a pilot for planes (both atmospheric and void), but the rest got tacked on and likely made it fail. I will hope that instead we'll get actions for specific subtypes.

Finally there is the richest man on Avernus, who doesn't deserve to be on the list but someone someone once valued the Orb of Lileath so his place there is very secure. High Grandmaster Ridcully, the man who had Telepathica bylaws changed to stop paying him a salary after the accounting department threated to quit on him after seeing the receipts.
Why did the accounting department threat to quit after seeing the receipts? He's securely the richest because of a literally astronomical valuation on an artifact. I doubt his salary would have driven them to quit.
 
I can't believe it. Abbadon's spirit has been broken lmao.

Or his wards are so good even the Blind Seer couldn't divine his true target: the Silver Skulls 3 4, Electric Boogaloo.
At this point I figure he's decided going after them is clearly Cursed. (And given TLN metaphysics it probably literally is at this point)
 
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Why are there only a few apprentice Crypteks?
Because they've either become full Crypteks, went to a different role, or died. What limited "population growth" Necrons have seems to be among their footsoldiers.

That covers most ground vehicles sure, but won't stretch to planes or troops.
The lightest "plane" that is a combat vehicle is still within the size range for this, though. It does suck for infantry, but it is because of the Void Shields. Void Harnesses are still massive pieces of kit that require Relic Material.

I'm disappointed on this because I just wanted a pilot for planes (both atmospheric and void), but the rest got tacked on and likely made it fail. I will hope that instead we'll get actions for specific subtypes.
Except it did succeed? The idea of a singular type of supersoldier filling all the roles "failed', but only a moron would think that such a thing would be possible. Aside from something like the Kroot that shape themselves to fill a specific role.
 
Yay Jane!

Given the shift from strategic assassination to tactical there I'm curious how much of an impact further deployments will have. It absolutely means that they're dedicating an absurd amount of resources to guarding their strategically-relevant psykers and needing to be quite careful and frugal with their deployment—an excellent ongoing effect for us—but tactical assassination is rarely as impactful long term.

The amount our psykers improved this turn is crazy. Numbers continue to go up, and their lethality and survivability at the high end just skyrocketed. While the mechanical impact of the warp breakdown improvements weren't really mentioned it is a pretty fundamental skill for all of our wind casting and thus seems likely to offer significant improvements across the board.

The Azyr battle magic looks excellent, with the foresight sharing being a great way to effectively buff our armored units and the thunderstorm being an excellent tool against Angyls especially (even if we aren't really facing them right now). Giant meteor is nothing to scoff at either—there are some targets that can't dodge and would thus get SEVERELY fucked.

Improving Navigators substantially will be a huge boost to the human (and Tau) fraction of the Sane as well once that gets running. The Deva worlds, limited Webway access, and the Primal unlocked the greater galaxy, but each of them have severe limitations. More and cheaper trade, faster conventional reinforcements, faster retreats/evacuations, faster invasion fleets… they'll all be useful both on the home front and in keeping a lid on the galaxy while the Elder races try to deal with the Dragon.

On super soldiers, I'd lean towards two pilot-type augment packages—one for the dodge/evasion type vehicles (air units, void units, and harassment units) using an evasion power like the one we just studied and another for the more tank-type vehicles where their power would focus on durability, vehicle regen, or some sort of "single perfect shot" power.

Alternatively, an inbuilt power focused on augmenting the vehicle they're piloting directly (either a gradual over-time improvement or a boost when active) could cover both options, just leaning more into direct improvement of the base package rather than adding new capabilities.

Subject to availability and compatibility of course. I haven't trawled through the animal list to find examples…
 
Jane expected to be sent after some of the most terrifying sorcerers in the world to gain the final step in her archetype, and the Ynnari were able to find her targets. For the first, she went after the Crownmaker, the Exalted Lord of Change behind the Principalities of Change, who was currently off his daemonworld demonstrating its continuing power to a group of upstarts. While not an exceptional sorcerer by the standards of an Exalted Lord of Change, his skill with his staff was equally formidable, and when combined, they gave Jane one of the most brutal fights of her life. Eventually, she was able to catch him off guard by taking a glancing blow, setting herself up for a fatal counterattack. While her wounds prevented her from sealing the deal and slaying his soul as well, it would be a hundred and one years before the Crownmaker once more strides the Materium.

I wonder if this might actually be more useful than killing him? Replacing him would be much faster than waiting for him to recover.
 
Where the last project to improve Warp breakdown took six years and was led by all of Avernus' greatest psykers, this project took only two years for Tamia alone to conduct. She has now refined the Warp Breakdown Power so that not only can any of your psykers use it in calm conditions, but anyone with at least veteran skill can use it in combat, and Masters can do it subconsciously. Tamia is confident that there is at least one more level of refinement possible, one that should allow even more psykers to subconsciously break down the Warp.

huh, so I wondered what the point of this was, we where not hurting for psykers to cleanse stuff. But it sounds like this has pushed the power to the point where its shifted from a logistical power to an offensive one. Master psykers being able to just passively pick at hostile workings sounds like it might be a game changer for us.
 
Given the shift from strategic assassination to tactical there I'm curious how much of an impact further deployments will have. It absolutely means that they're dedicating an absurd amount of resources to guarding their strategically-relevant psykers and needing to be quite careful and frugal with their deployment—an excellent ongoing effect for us—but tactical assassination is rarely as impactful long term.
With the Roman Preatorean Guard as reference, there is actually quite the number of significant effects:
a) They keep Jane away (mostly)
b) The cost is quite significant, for all chaos leaders, and worse all their subordinates, and THEIR subordinates, on a galactic scale
c) To actually have that kind of bodyguard makes the leaders obvious. Meaning Tzeentzhian leaders (and everyone else) have to choose between "hiding" and "proper bodyguard".
d) While a Praetorean Guard means external assassinations become improbable, the Guard itself very much can kill you. And sometimes do. So the attrition from dirty politics actually rise sharply. Again - on a galactic scale.
e) Jane can now take up knitting and STILL be indirectly responsible for a lot of chaos leaders dying all over the Galaxy, while also draining all of those realms of significant heroes and elites that could otherwise have been active on the frontlines.
 
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Ka-Sa Research went well this turn.

The first is a short-ranged, line-of-sight-limited teleportation/fast movement technique that bypasses all known forms of warding except for a solid barrier, which halts it completely.

Hmmmm.

Okay, I really doubt that's the source of Durin's inspiration here. It's just a coincidence. Though. I mean, theoretically the techniques from that world are supposed to work by mixing physical and spiritual energy.

The next is a body enhancement technique that combines and enhances the strengths of both Sa and Ka enhancement, while sidestepping many weaknesses.

This is so generic it would be too much to say "oh yeah that's what the ninjas use," but it doesn't not fit.

I don't know, might be an interesting source of inspiration in trying to come up with ideas on "so what can ka-sa even do".
 
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