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

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Turn Two Results
Turn Two Results
Eight hundred forty-nine years since the Founding of Avernus
One thousand, seven hundred years since the Death of the Emperor


All: Modernised Power Armor — The improvements to your power armour provided by Imperium Quartus will provide substantial increase to toughness, ease of use, and a range of other benefits. Thanks to your agreements with the rest of the Trust to buy your outdated military equipment, making the change won't even be that expensive, though the sheer scale involved will ensure it is time consuming.

Time: 16 years

Cost: 490,000 Thrones, 35,000 Material, 25,000,000 Advanced Material, 20,000,000 Exotic Material
Upkeep per year: 75,000 Thrones, 1,600 Material, 500,000 Advanced Material, 250,000 Exotic Material
Reward: Modernise all your power armour, +0.5 to armour value of all power armoured infantry, +10 to rolls by all power armoured forces

Complete

After sixteen years the last of your forces has now been equipped with the modernised power armour designed by the Imperium Quartus. As well as the obvious improvements to toughness provided by these more advanced suits there are a range of secondary benefits, including improved integrated sensors, slightly larger range of movement and high maximum strength.

Expeditionary Force: Unchained (Rakes, Ozolinish, Stumpf)- With your other commitments being what they are you can afford to deploy around half of your forces to aid the Unchained this decade. While not exactly the largest of forces, you are confident that your men will be able to have an outsized impact.

Time: 10 years

Cost: 30,000,000 Thrones, 5,000,000 Material, 3,000,000 Promethium, 5,000,000 Advanced Material, 2,500,000 Exotic Material.
Reward: Avernite forces deployed to aid the Unchained for the turn
Stunt: A training practice among Avernites is known, somewhat derisively, as 'nog stomping'. It involves pitting unprepared soldiers against a force a tier or more above them. While the intent is to ensure the stompee soldiers can deal with sudden and catastrophic surprises, the experience of being the one doing the stomping proved invaluable to the forces sent to aid the Unchained, as centuries-old veterans in power armor found themselves facing legions of hastily trained soldiers in carapace.

Complete
See Flashpoints Interlude
You deployed a full third of your military to aid the Unchained under the command of Lord-General Rakes, with Generals Ozolinsh and Stumpf working to support him. The addition of thirty-billion power armoured Avernites is more than enough to turn the tides on a key battlezone, or countless smaller ones.

Departmento Munitorum: Prepare Expeditionary Force: Epra (Hajek, Herman)- With the decision to conquer two demon worlds in the next couple of decades to expand your connection to the Deva World Trade Network you will once more need to prepare your forces to fulfil their original purpose. The targets are far less defended then Valinor was, so will only need around a third of the forces. Next is Epra, once the domain of one of the few foes who actually threatened the Trust, now a shattered world split between warring factions.

Time: 3 years

Cost: 6,000,000 Thrones, 1,000,000 Material, 600,000 Promethium, 1,000,000 Advanced Material, 500,000 Exotic Material.
Reward: Avernite forces to spearhead the next Deamon world invasion

Complete

You had Generals Hajek, and Herman lead the Avernite forces in the invasion of Epra, with a sixth of the Avernite military deployed under them. Given the split nature of the defenders and the lack of any owner of the world to muster Epra itself to fight you, that was more than sufficient.

Heljeagers: Strange Matter Amplifiers- Strange Matter Amplifiers are a powerful upgrade for Neutron, or transneutron weapons. While energy hungry and expensive they can be used to provide a short term boost to stopping at key moments.

Time: 2 years

Cost: 70,000 Advanced Material, 750,000 Exotic Material.
Upkeep per year: 1,800 Advanced Material, 9,400 Exotic Material.
Reward: Jeagers upgrade their neutron weapons to be equipped with Strange Matter Amplifiers

Complete

It took two years to provide the Heljeagers with Strange Matter Amplifiers for their transneutron weapons. This will provide them with a key amount of additional stopping power, which will have a real impact for the Jomsjaeger and Riksjaeger in particular.

Hellflame Division — The Helguard Helflame Divisions are a powerful mechanised infantry formation built around drowning the battlefield in fire that they themselves are immune to. This makes them an incredibly effective force against lightly armoured foes, and one of limited use against heavily armoured targets.

Time: 4 years

Cost: 170,000 Thrones, 2,600 Material, 200 Promethium, 2,800,000 Advanced Material, 7,700,000 Exotic Material
Upkeep per year: -320 Thrones, -36 Material, -3 Promethium, -21,000 Advanced Material, -24,000 Exotic Material
Reward: Replace 59 Helguard Aggressor Divisions with Helguard Hellflame Divisions

Complete

Over the last decade, a tenth of your Helguard Agressor Divisions have been reformed into Helguard Hellflame Divisions. These divisions specialise in setting the entire battlefield alight, allowing them to slaughter lightly armoured foes but making them have issues with the more heavily armoured foes. They specialise in punching down and have problems dealing with peers. The Hellflame Divisions are also the first Helguard formation with integrated Battle Psykers, though not the last.

Heljaegers: TrueIron Armour — TrueIron Armour is far tougher and more protective than even the advanced alloys that are used in Advanced Power Armour. While currently too expensive to equip the entire Heljaegers with, providing it to the Heljaeger Champions should be far more viable.

Time: 3 years

Cost: 780 Thrones, 120,000 Advanced Material, 13,000,000 Exotic Material, 50,000 Relic Material
Upkeep per year: 39 Thrones, 3,000 Advanced Material, 65,000 Exotic Material, 65 Relic Material
Reward: All Heljaeger Champions equipped with TrueIron Armour, +4% HP, +4 to all rolls

Complete

This decade, you have equipped the Heljeager Champions with TrueIron Armour to go with the TrueSteel weaponry you provided last decade. This will massively boost the toughness of these champions, allowing them to survive longer, letting them both kill more foes and hold the attention of enemy champions away from their comrades for longer.

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=53+34(martial)=87: Success
Re-roll d100=30+34(martial)+44(The Blind Seer)=108: Critical Success
+1 permanent bonus, +4 temporary bonus

Over the last decade, Lord-General Rakes has focused on boosting the militia's marksmanship. Being able to quickly and accurately put shots into the enemy is one of the base requirements in combat, one that Lord-General Rakes will ensure that the Avernite militia are skilled at.

The population of the Helheim system has grown by an average of 0.31% per year over the last decade, with the population growth being equally split between Avernus and the Forge-Moons.

Fifth Grand Conclave: General Technology- As always there were a range of new technologies provided in the Grand Conclave that will in aggregate provide a small but noticeable boost to all aspects of your economy. It will take the better part of a decade to put them all into common use.

Time: 7 years

Cost: 4,000,000 Thrones, 1,000,000 Material, 200,000 Promethium, 2,000,000 Advanced Material, 500,000 Exotic Material, 100 Relic Material
Reward: increase Thrones production by 2% (500k), increase Material production by 2%(120k), increase Metal Production by 2%( 250k) increase Promethium production by 2%(16k), increase Advanced Materials production by 2%(2,000k), increase Exotic Materials production by 3%(1,500k), increase Relic Materials production by 10%(3.5k), increase food production by 1%( 1.2k), increase population growth by 0.14%

Complete

It took seven years for Martinus to put the various new technologies gained at the Fifth Grand Concave into use. While they have had a noticeable impact on Avernus' economy, the effect pales compared to previous Grand Conclaves.

Replicator Production: First Steps- Civilian Grade Replicators are able to rapidly transform prepared molecular feedstock into pre-programmed designs with effectively no oversight. This should allow a replicator factory to mass produce incredible amounts of basic goods without needing much oversight. You will however need to scale up production over time to iron out kinks and develop the required secondary industries.

Time: 4 years

Cost:88,000 Thrones, 8,800 Material, 880 Promethium, 240,000 Advanced Material, 290,000 Exotic Material,
Upkeep per year:8,800 Thrones, 880 Material, 440 Promethium, 13,000 Advanced Material, 5,300 Exotic Material,
Reward: Build replicator factory in every city +351k production (independent of technology)

Complete

It took Martinus only four years to set up a series of Replicator Factories across Avernus. These factories are already starting to churn out essential goods in large amounts, stressing your ability to produce the required feedstock. This capacity is being expanded in preparation for Martinus' planned expansions of the Replicator Factories.

Troll Expedite: Administratum: Colossal Tallship Shipyard — Tallships are second only to the Webway in creating a fast, reliable, and safe logistics network. While the final expansion will take another sixteen years, it will bring you to the point where you are building a tallship every fortnight.

Time: 16 years (must be taken with Adeptus Astra Telepathica: Colossal Tallship Shipyard)

Cost: 48,000,000 Thrones, 2,000,000 Metal, 200,000 Advanced Material, 40,000 Exotic Material, 2,000,000 Food
Upkeep per year: 2,300,000 Thrones, 96,000 Metal, 2,400 Advanced material, 400 Exotic Material, 32,000 Food
Reward: Expand your Tallship Shipyard to Colossal, build 256 Tallships per decade

In Progress- Ten out of Twelve years complete

Trollish assistance has greatly sped up your efforts to expand your Tallship Shipyards to an even greater size. While technology may not work in the primal Warp, the greater size and strength of Trolls and their innate psychic power have proven to be an effective replacement for much construction technology.

Troll Expedite: Expedite: Calamus Titanforge- Calamus has made several major improvements to their production methods for Titan which together totally transform production. The Calamus Titanforge has double the productivity of the Titan Manufactoriums that you had been using at a similar price. More than worthwhile.

Time: 14 years

Cost: 900,000 Thrones, 90,000 Material, 18,000 Metal, 9,000 Promethium, 500,000 Advanced Material, 4,400,000 Exotic Material, 17,000 Relic Material
Upkeep per year: 210 Relic Material
Reward: Rebuild your Titan Manufactorium into Calamus Titanforges, gain new 100 Titan production lines (2 Warlords a year)

Complete

It took the better part of the decade to rebuild your Titan Manufactoriums into Calamus Titanforges, despite using every resource you could to speed the project. The result is more than worth the effort, though, rapidly churning out Titans every bit the masterworks that they always have been.

Rollout Advanced Omnitools- Advanced Omnitools make use of a lot more advanced, and expensive, technologies to have a far greater impact. Supplying them to your population should notably increase your production of both basic and Advanced Materials, while pretty much paying for itself in terms of Thrones.

Time: 15 years

Cost: 60,000,000 Thrones, 300,000 Material, 1,200,000 Promethium, 840,000 Advanced Material, 100,000 Exotic Material,
Upkeep per year: 3,700,000 Thrones, 18,000 Material, 170,000 Promethium, 55,000 Advanced Material, 4,700 Exotic Material,
Reward: Increase base Thrones production by 15% (3.5mil), increase base Material production by 10% (900k), increase base Advanced Materials Production by 5% (1mil)

In Progress- Eight out of Fifteen years completed

Martinus has put a team on rolling out the more advanced Omnitools that you gained the designs for at the recent Grand Conclave to those professions that will benefit from them and the population as a whole. While the Omnitools themselves are simple enough, the sheer number that you will need to create and spread through your population results in this being a massive project that is little over half done.

Determine Flashpoints- Now that you have a Consular Office in the Avernite Embassy to the Unchained Federation, you can start gathering up to date military information about them. This can be used to determine what flashpoints are forming that could be affected by the deployment of the Avernite military.

Cost: Negligible

Reward: learn what flashpoints are available to aid the Unchained

Complete

The Diplomatic Office has determined two current flashpoints on which the Avernite military can significantly impact.
First is the Siege of Orralus III, a Theocracy Forge-World is managing to hold out against a mixed Unchained Quartus strike forces thanks to its daemon-engine Skitrii and powerful Titan legion. Your forces should be able to deal with the elite demonically influenced tech-soldiers, while the Jomsjeager and Legio Avernum should be able to counter the Titans.
Second is the Assault on the Vancian Sub-Sector, a fortified Theocracy-held sub-sector separating two Unchained cells. If the Sub-Sector could be claimed, it would notably simplify the strategic situation of an entire region of space.

City-Back Behemoths: Buy (28)- A young City-Back Behemoth would be an ideal command centre for a Primal Army. You just need to find one. The best way to do this would be to ask the Council of Peoples to sell you some.

Cost: 200,000 Thrones per Behemoth
Reward: gain selected number of young, uninhabited City-Back Behemoths

Complete

You purchased twenty-eight young, uninhabited City-Back Behemoths from the Council of Peoples. You plan to build a fortress on each of their backs and use them as the mobile command centres of your Primal Armies, though only half of your Primal Armies will be able to have one assigned.

Initial Research Collaboration (Frigid Sea Sirens, Hybrid Technology)- 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 Sirens of the Frigid Seas were more then willing to aid Archmagos Tranth in his coming projects with their own understanding of Hybrid Technologies.

Understanding the Trust (Fringe Political Groups) — 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

There are several political groups on the edges of Trust society that, while not commonly supported, are widespread enough to be recognised throughout the Trust. The largest is probably the Humanity First Coalition, which believes that the Imperial Trust is a Human Polity for Humans and that all xenos and abhumans should be second-class citizens at best.
Another fringe political party is the Freedom party, which views several Trust laws, such as the limited right to worship and many internal security laws, as restrictions on their innate freedoms as citizens of the Trust.

Power LevelTotalPureChaosDealt withCaused Damage% damage inflicted
a+181530332%
a3,8312,98384866118710%
b63,50254,9558,5477,0431,50419%
g317,511295,51221,99919,0952,9049%
d1,539,4471,500,48938,95828,00510,95324%
e3,367,5403,358,6058,9351,3187,6175%
z4,329,6954,323,9515,7442,6163,1281%
Minor398,407,614398,407,614
LossesMilitia/ Hunter/ Psy-HunterPDF/ Veteran Hunter/Master Psy-HunterHelltrooper/Elite Hunter/Grandmaster Psy-Hunter/ Last HunterHelguard/Master Hunter/ Primaris Psy-HunterGrandmaster HunterExemplar Hunter
Soldier17,342,082,34856,361,7686,262,419626,242
Psyker Hunters1,420,317236,71933,8171,536854
Witch Hunters2,809,417468,23666,8913,0381698
minor Psy-hunters51,65310,53750125
major Psy-Hunters2,583527131
Last Hunters27614
Voids94,84015,8072,634439
Nulls37,9366,3231,054176
Thunder Hunters45,52311,381

Jane: Train Nurma: Times Four-Nurma Kessal has been appointed the Left Hand of the Governor and will soon be stepping into that role. Before then you could have her train under your advisers to shore up her expertise in a particular field of government.

Time: 1 year (can be taken multiple times, diminishing returns if taken multiple times)
Difficulty: 50

Cost: Negligible
Reward: Improves Nurma Kessal's Combat
Stunt: Nurma was a fascinating student for Jane. Her talent and desire for a style focused more on survival than attack alone would have made her a memorable student, but her warpsight added an entirely new avenue for her style. Reading intent from the soul of her opponent was the simplest application, but already she was starting to glean basic insight from the warp. If she lived long enough, Jane suspected she would develop a truly fascinating style.

Complete
1st d100=34+54(combat)+68(traits)+5(stunt)=161: Critical Success
2nd d100=66+54(combat)+68(traits)+5(stunt)=193: Greater Critical Success
1st d100=72+54(combat)+68(traits)+5(stunt)=199: Greater Critical Success
1st d100=58+54(combat)+68(traits)+5(stunt)=185: Greater Critical Success

Jane spent the better part of four years helping Nurma solidify her understanding of the Oakheart style and put her own twist on the techniques. Nurma has taken on a somewhat defensive form of the style, with a major focus on predicting the foe's moves. This is aided by her use of Sa-Sense, a technique that most do not expect a clearly non-psychic human to use.


Hunting (Epra) — 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: Moderate (uses Combat)

Cost: Free
Reward: Kill selected target/s, gain 1 Eldar minor favour per 5 Eldar Choice actions
Stunt: Everyone expected Jane to assassinate the leader of Epra. In truth, she probably would - eventually. First, however, she needed to make sure to not be predictable.

Complete
d100=94+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)=439: Greater Critical Success

Before the invasion of Epra, Jane hunted down and killed the greatest sorcerors on the world, cutting down their only hope of contesting the magics of the Adeptus Astra Telepathica.

Hunting (Unchained Choice): Times Five— 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 Eldar minor favour per 5 Eldar Choice actions

Complete
1st d100=80+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)=425: Greater Critical Success
2nd d100=36+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)=381: Greater Critical Success
3rd d100=12+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)=357: Critical Success
4th d100=21+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)=366: Critical Success
5th d100=79+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)=424: Greater Critical Success

Jane spent half of the last decade going after various targets pointed out to her by the Unchained. This was a mix of Agents of the Shadowed Vizer, particularly inconvenient Chaos Lords and worryingly skilled sorcerors of tyranny. The last of which are becoming more and more common as the Creator of Sorcery is starting to share his knowledge with his "Gods" slaves.

Orbital Grav-Relays Design — The Grav Relay and Projector can supposedly be used to create an orbital elevator by locking a chain of Gravity Field Projectors from the ground to orbit. While the Data-Jewel did not have designs for how this can be done due to it not ever being used on Helheim, Archmagos Tranth is confident that with some time he will be able to create a design of his own.

Time: 7 years
Difficulty: 190

Cost: 6,400 Thrones, 6,400 Material, 640 Promethium, 30,000 Advanced Material, 8,000 Exotic Material
Reward: Design a Grav Relay and Projector Orbital Elevator
Stunt: "But what if an enemy can break gravity and disable all grav-projectors? How to prevent the elevator from becoming an active threat?" Tranth made a careful note of the question, and then largely ignored it - he hadn't yet a proper working prototype; defensibility could come after feasibility.

Of course, once he got that prototype...

Complete
d100=41+48(stats)+70(traits)+80(buildings)+25(other)+5(stunt)=263: Critical Success

After seven years of work Archmagos Tranth finished designing an orbital elevator using a daisy-chain of Gravity Field Projectors. Each projector is in a small station complete with a living area for the staff needed to run and maintain the Gravity Field Projector. While in theory a little under eight hundred are needed to reach the aimed height of geostationary orbit,Tranth's design has an extra ten percent. Half of these extras are used to widen the handover area and provide a margin of error, while the other half are used to replace any projector that looks like it's having issues or needs to be shut off for maintenance reasons. This will allow the orbital elevator to be used at all capacity without breaks.

Technology Fundamentals: (Hybrid) — 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: Tranth had barely finished learning Hybrid Technology, and already he needed nearly a decade to sit down and do a full analysis. Then again, it promised to affect nearly every planned key project in the next half-century. And, besides, when else was he going to get a chance at this?

Complete
d100=27+48(stats)+50(traits)+5(stunt)=130: Fail
re-roll d100=20+48(stats)+50(traits)+5(stunt)+44(The Blind Seer)=167: Success

Archmagos Tranth has spent much of the last decade studying everything he can about hybrid technology. Most of the examples he looked at were actually Eldar technology, as some of the galaxy's greatest masters at blending Warpcraft and technology and a new perspective on how to do so. Archmagos Trnaht tells you he is far more confident in designing his hybrid technology.

Naval Technologies- There were a wide range of new naval technologies shared with you in the Fifth Grand Conclave, including more advanced armours, a range of high energy weapons and a set of cutting edge Dark Age Components that are impracticably expensive. It will take a few years for Tranth to get a solid handle on them.

Time: 4 years.

Cost: Free.
Reward: Allows you to start using Naval STCs from the Grand Conclave.

Complete

Archmagos Tranth spent a few years getting a solid understanding of the new naval technologies that were provided to you at the recent Grand Conclave. While there were many interesting new ideas, the High Energy Weapons attracted the most attention from the archmagos. He is considering a few High Energy Weapons proposals of his own, though he doubts that he will ever have the time to develop them.

Termite Archives: Explore (Reactors) — 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

In Progress- One out of Two years completed

Archmagos Tranth has recently started to go through the barely sorted archives of Termite technology to find valuable insights into reactors. In this particular case, the issue is less finding reactor designs, and more finding the interesting ones among all the dross.
Complete Examination (Rain Calling Frogs) — There are many different unusual species on Avernus and Magos Biologis Maximal wishes to examine all of them. However, he is willing to let you choose what he examines next. In general, a complete investigation of a species will take him at least half a dozen years of intense study.

Time: 5 years
Difficulty: Unknown

Reward: Discover large amounts about selected species

Complete
d100=34+170(stats and traits)+80(buildings)+25(other)=309: Success

Archmagos Biologis Maximal spent a few years studying the Rain-Calling Frogs, the tiny frog that can summon rain. He found that Rain-Calling Frogs' ability to create such a large impact with what was tested to be a minor amount of psychic power is due to them preparing the spell for years as they hibernate, with their calls merely being a trigger for prepared spellwork. There is nothing that the Mechnaicus can learn from them, but studying them should be of high priority for the Telepathica.

Complete Examination (Sargasso Kelp) — There are many different unusual species on Avernus and Magos Biologis Maximal wishes to examine all of them. However, he is willing to let you choose what he examines next. In general, a complete investigation of a species will take him at least half a dozen years of intense study.

Time: 5 years
Difficulty: Unknown

Reward: Discover large amounts about selected species

Complete
d100=73+170(stats and traits)+80(buildings)+25(other)=348: Success

Archmagos Biologis Maximal spent five years studying the Sargasso Kelp and learned much about its life cycle, how it detects its prey(vibrations) and other biological facts. On the other hand, he failed to find anything you would consider helpful.

TrialsAlpha PlusAlphaBetaGammaDeltaEpsilonZetaMinor
Passed81,53429,150161,349842,6711,938,5802,563,228288,440,054
Attempted81,85934,294184,399936,3012,095,7622,698,135326,786,777
Percent passed100%83%85%87%90%93%95%88%

PrimarisAlpha PlusAlphaBetaGammaDeltaTotal
Regular697111,91032,577168,585214,050
Veteran11522,0495,76230,43838,401
Elite081253732,0682,574
Master003105669
Grandmaster000022
Total71,13214,08738,722201,150255,097
Battle PsykerBetaGammaDeltaEpsilonZetaMinorTotal
Regular1,66718,22894,296316,444417,55340,604,78141,452,969
Veteran94110,32953,386180,964240,09016,590,86017,076,570
Elite1041,1866,33222,11029,2672,230,2902,289,289
Master111377712,6643,475154,707161,766
Grandmaster0424841093,4943,715
Exemplar0001112
Paragon000000.190
Total2,72429,885154,808522,267690,49659,584,13360,984,312
SanctionitesBetaGammaDeltaEpsilonZetaMinorTotal
Regular3,28535,949186,743606,853803,01063,771,15365,406,992
Veteran8309,31848,989158,738209,75813,573,88614,001,519
Elite596973,73311,96615,681948,320980,457
Master11810133245023,51124,415
Grandmaster00135214223
Exemplar000000.71
Total4,17545,982239,567777,8931,028,90478,317,08580,413,606
Neo-AstropathsBetaGammaDeltaEpsilonZetaTotal
Neo-Astropaths-18-227-1,279-4,128-5,532-11,182
Veteran Neo-Astropaths474972,5529,71012,99425,801
Elite Neo-Astropaths161839653,2274,2628,652
Master Neo-Astropaths11579240309644
Grandmaster Neo-Astropaths0025715
Exemplar Neo-Astropaths000000
Total474682,3209,05412,04123,929
Witch FindersMinor
Regular25,835,647
Veteran6,712,997
Elite600,094
Master18,417
Grandmaster192
Exemplar1
Total33,167,348
InquisitionAlpha PlusAlphaBetaGammaDeltaEpsilonZetaMinor
6,000,83501922,4326,72335,11180,774106,8015,768,801
Double Down: Greater Divination (Tranth Assassination Attempt): 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 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: The irony of the attempts on Tranth's life was that the sheer skill of obscuring who was behind them vastly narrowed down who could be behind them. Be'lakor was in many ways the obvious choice, either himself or through his minions in the Assassin Templs. The other was the Deceiver, either wishing to clear away one of the few magi capable of detecting his traps or out of simple spite. Ridcully had contended with the tricks and traps of both; he would simply need to figure out which one he was up against, most likely as they impersonated the other. Let it never be said he was one to turn away from a challenge.

Complete
1st d100=20+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)+5(stunt)-200(??)+20(double down)=56: Fail
1st Re-roll d100=24+56(stats)+120(traits)+10(Seer Council)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)-200(??)+12(Paragon Seer)+20(double down)=82: Fail
2nd d100=99+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)+5(stunt)-200(Be'lakor)-50(Tjapa)+20(double down)=95: Success

It took a great deal of effort for High Grandmaster Ridcully to backtrack the assassination attempt enough to find wards that he recognised. While he is unsure of all else, High Grandmaster Ridcully can say with certainty that the Shadowed Vizer of the Tyrant is responsible for the attempts on Tranths life.

Greater Divination (Dragon Front): 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 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

Complete
1st d100=41+56(stats)+120(traits)+10(Seer Council)-100(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)=187: Critical Success
2nd d100=90+56(stats)+120(traits)+10(Seer Council)-100(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)=236: Greater Critical Success

Over the last few years High Grandmaster Ridcully was mostly on duty trying to spot various surprise attacks that the Dragon attempted on both ground and space, putting his sight against the stealth technologies of the Dragonmen. While he caught many, there were some that he missed showing that even his sight is not flawless.

Lesser 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 neighbouring sectors without putting any scouts at risk. This focus on the present means that he is far less effected by the Singularity and how it clouds the future then moist seers.

Time: 1 year
Difficulty: 80

Cost: 20 Thrones
Reward: Information on selected polity, location, etc. The narrower the target the more information.
Stunt: Ridcully could not spare much time for the Unchained front, but then again he did not need to. He could not so casually breach the wards of Be'lakor to spy upon his plans, or slip past the vigilant gaze of Exalted daemons to see the commands given by their god, but he could see everything else. Every rallying force, every hidden fortress, every raiding fleet and vital convoy. With a simple glance, the shape of the Unchained's foe was laid bare in exhaustive detail.

Complete
d100=86+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-10(wards)=247: Greater Critical Success

After a year of hard work, High Grandmaster Ridcully provided the Unchained with a detailed map of their foe's current deployments. This map was enough to derail several otherwise hidden attacks and find multiple areas left vulnerable to assault.

Divination (Eldar Choice): Times Five — 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 had given the Eldar everything they needed to fan the Black Imperium civil-war into flames yet again. It was time for some solid follow-up to that effort, along (perhaps) with tending to a few other things across the galaxy.

...If Abaddon felt more headaches, all the better.

Complete
1st d100=98+56(stats)+120(traits)+10(Seer Council)-75(wards)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)=248: Greater Critical Success
2nd d100=35+56(stats)+120(traits)+10(Seer Council)-75(wards)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)=185: Critical Success
3rd d100=18+56(stats)+120(traits)+10(Seer Council)-75(wards)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)=168: Critical Success
4th d100=87+56(stats)+120(traits)+10(Seer Council)-75(wards)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)=237: Greater Critical Success
5th d100=47+56(stats)+120(traits)+10(Seer Council)-75(wards)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)=207: Greater Critical Success

Rather than trying to intensify the civil war, the Eldar had Ridcully helping them set things up to cause as much damage to the Black Emperor's efforts as possible. Despite the guidance of their seers and the near-perfect information provided by the Blind Seer, this was far harder than expected. Abbadon is good at defending his territory. Incredibly good.
Cultural Spirits: IFF Improvement- Tamia believes that it should be possible to make it so more direct attack spells do not harm those who share a particular culture spirit with the caster. However she is unsure how to do so, so cant provide any certainty on if it is something that she can do.

Time: 8 years
Difficulty: 320 (uses learning)

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Tamia creates ways to make direct attack spells ignore people sharing a selected Cultural Spirit
Stunt: Almost all cultures have means of separating the in-group and the out-group. Almost all cultures have it as important not to hurt the ones in the in-group. That nature could be used for immaterial spells, yes. But more material spells - Well, it was a matter of making spells 'intelligent' and 'directable' enough for the culture spirit to direct them away from itself.

Complete
d100=52+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)=274: Fail
Re-roll d100=75+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)+44(The Blind Seer)=341: Success

Tamia's theory that including a shard of a culture spirit as the key element of a targeting part of the spellform would allow it to either only target or not target those targeted by the spell was correct. It then led to the issue that doing so weakened the culture spirit and therefore could not be done much, so she then had to spend some years working out how to create a spellform that would mimic the shard of a culture spirit. This was one of the most challenging spell creations in Tamias' long and illustrious career, but she eventually found a solution. The solution was for a psyker to carve out a single shard of the required culture spirit and trap it in a carefully prepared amulet, and then use that amulet in place of the shard for future castings. While doable, her end result is still something that only your best psykers can dream of matching, with only your Master Primaris Psykers and Exemplar Battle Psykers, currently a bit over eight hundred, so it looks like this technique will primarily be used in combination with Cataclysm Spells.

Culture Spirits: Teaching?: Twice- Given that Culture Spirits share some knowledge possessed by those that bear them, Tamia hopes that it is possible for them to make it easier for other members of the culture to learn that knowledge. Tamia believes that she has enough understanding of Culture Spirits to at least be able to determine if its possible.

Time: 4 years
Difficulty: 300 (uses learning)

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Tamia determines if its possible to use Culture Spirits to boost learning
Stunt: Teaching, the passing on of knowledge and norms. Quite possibly the single most fundamental aspect of culture. It is to a culture as breathing is for humans. Bringing a new member into a culture is an act of education, be it raising a child or incorporating an immigrant. Surely something so central, so fundamental to cultures would be reflected in the nature of their reflection in the warp. She would simply have to figure out how.

Complete
1st d100=12+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)=234: Fail
1st Re-roll d100=11+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)+44(The Blind Seer)=267: Failure
2nd d100=96+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)=318: Success

After half a dozen years, Tamia determined that it is possible to use a culture spirit to accelerate the transfer of knowledge between two members of its culture if the spirit has the correct focus, which the spirit of the Unseen University does. Her current method of doing so is impractically complex, requiring a significant ritual for a minor impact on a single person. She is sure that it can be improved on with some more time and effort.

Storm of Renewal- Storm of Renewal is a Cataclysm Spell which can cover an entire hive or battlefield with healing magic, closing wounds and refreshing exhaustion. This magic is untargeted in all but the crudest of manners, so is best used when fighting against enemies that are not exactly living. Such as daemons.

Time: 1 year

Reward: Psykers learn Storm of Renewal Cataclysm Spell

Complete

Storm of Renewal is the most simple of the Cataclysm Magics that the Lizardmen will teach you for the Life, but it is still Cataclysm Magic. Aria tells you that, like most Cataclysm Magics, it is limited to Elite Primaris Psykers and Grandmaster Battle Psykers who wield the Wind of Life, which number around four thousand in total.

Verdant Apotheosis-Verdant Apotheosis is a Cataclysm Spell that functions as a powerful healing spell which can affect an entire company at a time, and raise even those utterly disintegrated as long as their soul has yet to move on. As the first spell capable of resurrecting the dead that you have gained access to, it is a potential game changer.

Time: 2 years

Reward: Psykers learn Verdant Apotheosis Cataclysm Spell

Complete

Verdant Apotheosis is one of the most complex Cataclysm Magics that the Lizardmen have ever taught you, and only your best psykers can use it. Aria tells you that while mainly limited to Grandmaster Primaris Psykers and Paragon Battle Psykers wielding the Wind of Life, of which you only have one, the specialisation in healing of the Order of Restoration allows them to use it a full tier early. It still requires Master Primaris Psykers and Exemplar Sanctionites, but it adds another twenty-one users, allowing them to save millions more lives every year.

Tallships Replace Blackships?- Tests will need to be done on the risks of sending untrained major psykers through the Primal Warp in order to determine if its possible to replace Blackships with Tallships. Given that Avenrus has become a hub of primal warp travel thanks to both its nature and your major Tallship shipyards, this should be easy enough.

Time 2 years

Cost: Negligible
Reward: Learn how dangerous it is to send an untrained psyker through the Primal Warp

Complete

After some experimentation, it has been found that untrained psykers do not find it much safer in the Primal Warp then in the Manufactured Warp. While they lack daemons attempting to tempt them it is, if anything, easier to lose control of their powers and burn themselves out, and various spirits will test their control over themselves. Given that most of your current Warding techniques are incapable of working in the Primal Warp, keeping your Black Ships in the Materium is advised.

Adeptus Astra Telepathica: Train Nurma: Twice-Nurma Kessal has been appointed the Left Hand of the Governor and will soon be stepping into that role. Before then you could have her train under your advisers to shore up her expertise in a particular field of government.

Time: 1 year (can be taken multiple times, diminishing returns if taken multiple times)
Difficulty: 60

Cost: Negligible
Reward: Improves Nurma Kessal's Learning
Stunt: Aria had to admit a fascinating question: Was Nurma's non-psyker danger sense based on Skill? Or was it a non-psyker Sa trait? Or...
...Or could it, somehow, be Ba-based? Or, possibly equally strange, Ka?

Aria was the perfect person to rule out any Sa effect. From there, Skill might be ruled out via a setup (using computerized lasers) carefully designed to ensure that even superhuman senses would give only a microsecond or so of warning. If it was one of those, well, no real surprise. But if neither...

Oh, and Aria was going to have to actually train Nurma, too.

Complete
1st d100=55+24(learning)+35(Roke Island)+5(stunt)=119: Success
1st re-roll d100=53+24(learning)35(Roke Island)+5(stunt)+44(The Blind Seer)=163: Critical Success
2nd d100=92+24(learning)+35(Roke Island)+5(stunt)=156: Critical Success

Aria spent a few years working with Nurma and her knowledge of magic. She found that while Nurma had a solid grounding in the basics, she needed a lot more specialised knowledge to be able to understand magical research on a deep enough level to lead it. So Nurma found herself attending a set of classes on Roke Island for new Psychic reaserchers.
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: 150 (uses mix of all combat-related stats and traits)

Cost: Free
Reward: Massively increased trait gain

Complete
d100=20+38(combat)+27(Sa)+24(Ka)+30(traits)+10(Shield of the Infinite Abyss)+2(Honing an Edge)=151: Success

Aria ended up spending six months on the Dragonfront in a series of battles that pushed her limits as none had before. She ended up almost being killed by the technological abominations a dozen times but just surviving either through her skills, luck or the assistance of her allies. She would never have pictured herself saved by the Final Death of an Archangyl.
Adeptus Astra Telepathica: Prepare Expeditionary Force: Unchained- With your other commitments being what they are you can afford to deploy around half of your Battle psykers to aid the Unchained this decade. This should be enough to have a massive impact on a handful of battlefronts.

Time: 10 years (if hero action is used hero will be deployed)

Cost: Negligible.
Reward: Half your Battle psykers deployed to aid the Unchained for the turn

Complete

Xavier led half of the Battle Psykers of Avernus to support the Unchained for the last decade. This is the first time that the Theocracy has dealt with superior psykers on mass, and they coped with Xavier and his forces rather poorly.

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

Time: 1 year (can only be taken with hero actions)

Difficulty : 60 (uses Control, each success increases difficulty 5, this recovers at a rate of 1 per two years)
Reward: +10 to all battle rolls by the Heroic Psyker who takes the action for the next decade
Stunt: Aria was about to confront two terrible foes.

Well... one probably-mediocre foe - a daemonworld - and a terrible foe - the Dragonmen.

She spent a brief time training upon Valinor, testing techniques she'd previously considered too risky to try in an unsafe situation. But, having done this, she studied the latest intelligence on the Dragonmen extensively, and practiced - with occasional assistance from the Crucible's few Ka-using species - theoretical counters. Only time would tell what would work, and what wouldn't. But she was as ready as she could be.

Complete
d100=64+50(Control)=114: Success

Aria spent a year preparing herself to fight against ka users with the aid of the Necrons before her first deployment on the Dragonfront. During this time, she learned some of what they consider the fundamentals of Ka combat, though not all of them apply to her, given her rather unique capabilities.

Adeptus Astra Telepathica: Prepare Expeditionary Force: Epra -Avernus was originally colonised to spearhead invasions of daemonworlds, and once more it will be called on to fulfil this role.
Time: 1 year (if hero action is used hero will be deployed)
Cost: Negligible
Reward: Deploy a third of your Battle Psykers to Epra

Complete

Aria led an entire corps of Battle Psykers to Epra, enough well-trained psykers to overwhelm the thralls of the God of Sorcery on that world even at their best. Between Jane slaying their greatest sorcerors and Aria's impossible combination of Blank and Psyker abilities, they were not at their best, and so they were quickly overwhelmed.

Troll Expedite: Adeptus Astra Telepathica: Colossal Tallship Shipyard- Tallships are second only to the Webway in creating a fast, reliable, and safe logistics network. Expanding your Tallship Shipyard will once more take a major investment of effort from the Telepathica due to its location in the Primal Warp.

Time: 16 years (must be taken with Adeptus Astra Telepathica: Colossal Tallship Shipyard)

Cost: 4,800,000 Thrones, 24,000,000 Advanced Material, 4,000,000 Exotic Material
Upkeep per year: 240,000 Thrones, 960,000 Advanced Material, 200,000 Exotic Material

Reward: Provide the psychic half of Colossal Huge Tallship Shipyard

In Progress- Ten out of Twelve years completed

The Order of Construction continued coordinating the Telapathica's efforts in building Tallship Shipyards in the Primal Warp. With the aid of your conventional workers and the Trolls, they have almost completed what is quite possibly the galaxy's second Colossal Tallship Shipyard.

Helltrooper Runes: Rune of Banishment — You now have enough Runemasters that providing some runes to the Helltroopers is viable. Given the skillset of your troops and the rising number of daemons that you are dealing with, runing their weapons with the Rune of Banishment would be a viable choice.

Time: 25 years

Cost: 90,000 Thrones, 920,000 Advanced Material, 1,700,000 Exotic Material
Upkeep: 2,500 Thrones, 13,000 Advanced Material, 9,600 Exotic Material
Reward: Supplies all Helltroopers with weapons inscribed with the Siren Rune of Banishment

In Progress- Ten out of Twenty-Five years completed

Centuries after the idea was first seriously proposed, you have finally started runing the Avernite Helltroopers weaponry with Siren Rune of Banishments. These Runes will make the Helltroopers a significantly tougher preposition for daemonic force of all types.

Feasibility Study (Building an orbital hive city) — 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

Orbital Hive Cities are entirely viable, you have the schematics for several designs, but are not really needed at the moment given that Dis is not even half full.

Feasibility Study (A short-ranged artillery platform for hive defence similar or identical to Thor) — 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

A short-ranged artillery design for city fighting is entirly viable, either at the heavy or superheavy scales.

Feasibility Study (Conducting an analysis of other psychic traditions used by other sane powers) — 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

Given the current stage of your psychic development, you would not gain much for the Telepathica by conducting an analysis of other psychic traditions used by other sane powers. It could be useful information for when you are fighting beside them though.

Feasibility Study ( A continuous ECM systems to help hide how many orbital defenses are present on planets) — 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

Enough ECM to hide the number of orbital defences from all but the most cursory of looks would be impossible to keep running continuously without enormous expense unless you design the orbital defences to have a significant amount of intrinsic stealth capabilities.

Feasibility Study (Conducting a review of existing Ordinati and seeing what designs are worth implementing) — 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

You have already made a decision on what Ordinati are worthy of implementing when you were designing the as-yet-not-formed Helguard Marco-Artillary Regiments.

Feasibility Study (Look into other sane R&D powerhouses and see if they have any methods or resources or other (+to research rolls) that would help Tranth that could be imported. ) — 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

Tranth does not believe that any of the other GrandConclave Memmbers have any usefulresources or technologies that he could use without much study.

Codex Avernus: A Rewrite — You wrote the Codex Avernus centuries ago and there is much to update both due to what you have learned since, and due to what has changed in the galaxy since you first wrote it.

Time: 2 actions

Reward: Rewrite the Codex Avernus

Complete
+2 to admin of all Imperial Trust worlds
+5 to skill level of all Imperial Trust forces
5% reduction in military casualties to wildlife, +.5% population growth on Avernus, +3 administration bonus on Avernus

Several decades after you began you have finished rewriting the Codex Avernus. While much of what you wrote originally remains unchanged, or with at most a bit of editing there were a few major changes to both the military and administration sections as well as a massive amount of new content. Unsurprising given that it's nearly seven hundred years since you finished the original edition, and both you and the galaxy have changed significantly since then. Back then the Imperium Trust had yet to exist the Warp Storm it was trapped in after the Death of the Emperor, and you were finding tens of thousands of minor psykers every year, rather than tens of millions.

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

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

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

Complete

During the Grand Incursion, all Avernite civilians were moved into a safe bubble within Avernus for five years. While this had a tangible impact on the lives of the children born in or shortly before that period, its relatively short timeframe prevented it from having an effect that has carried on to the current era over two hundred years later.

Year IncomeThronesMaterialMetalPromethiumAdvanced MaterialExotic MaterialFoodRelic MaterialPopulation
Starting308,965,129168,977,74144,371,8288,166,264287,024,90696,280,57218,624,931173,4121,217,131,170,366
Net Income94,572,1583,135,83819,839,817-856,841323,408,312361,997,62519,283,715187,24337,297,257,394
Percent of Income used62.05%80.22%0.18%124.06%13.60%9.59%9.40%15.41%
Remaining403,537,287172,113,57964,211,6457,309,423610,433,218458,278,19737,908,646360,6551,254,428,427,760
Percent Growth30.61%1.86%44.71%-10.49%112.68%375.98%103.54%107.98%0.31%
 
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8/8 trained. 15/18 recruited. Damn.

Generally, a solid, if not too remarkable turn. At least we know who's behind the assassination attempts.
 
Now why the hell is Becky larping as Malcador choosing to take the time to poke us specifically? You're on fire Becky, every chaos faction is on fire right now, because of you. How is the Trusts R&D amongst your priorities?
 
Now why the hell is Becky larping as Malcador choosing to take the time to poke us specifically? You're on fire Becky, every chaos faction is on fire right now, because of you. How is the Trusts R&D amongst your priorities?
Because Tranth boosts humans and other younger races (the Dragon front is mostly held by elder races), and would be pretty helpful for the Unchained in particular.
 
Aria ended up spending six months on the Dragonfront in a series of battles that pushed her limits as none had before. She ended up almost being skilled by the technological abominations a dozen times but just surviving either through her skills, luck or the assistance of her allies. She would never have pictured herself saved by the Final Death of an Archangyl.
it seems Solariel got taken out, not great
 
Also Avernus is probably the best place for Big E to be reborn, seriously I imagine that he could probably be reborn during 10th century generation or twelved.

Could you imagine how broken he would be with Tranth as one of his teachers?
 
well we all know that Solarier is 100% willing to Final Death the VD if that proves necessary, it does raise the question as to what it'd do after a non-sacrificial victory...

"I have been in the revenge business so long, now that it's over, I don't know what to do with the rest of my life."
 
Casualties to rogue psykers jumped quite a large amount this turn, even though we boosted psyker hunter numbers massively. I think Avernus turned up the heat in response.

Complete
d100=27+48(stats)+50(traits)+5(stunt)=130: Success

Archmagos Tranth has spent much of the last decade studying everything he can about hybrid technology. Most of the examples he looked at were actually Eldar technology, as some of the galaxy's greatest masters at blending Warpcraft and technology and a new perspective on how to do so. Archmagos Trnaht tells you he is far more confident in designing his hybrid technology.
@Durin How much bonus does this give? In the past fundamentals have said +X to rolls for the tech.

Archmagos Tranth spent a few years getting a solid understanding of the new naval technologies that were provided to you at the recent Grand Conclave. While there were many interesting new ideas, the High Energy Weapons attracted the most attention from the archmagos. He is considering a few High Energy Weapons proposals of his own, though he doubts that he will ever have the time to develop them.
I'm guessing this means that he doesn't think they'll be worth the time.

Complete
1st d100=20+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)+5(stunt)-200(??)+20(double down)=56: Fail
1st Re-roll d100=24+56(stats)+120(traits)+10(Seer Council)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)-200(??)+12(Paragon Seer)+20(double down)=82: Fail
2nd d100=99+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)+5(stunt)-200(Be'lakor)-50(Tjapa)+20(double down)=95: Success

It took a great deal of effort for High Grandmaster Ridcully to backtrack the assassination attempt enough to find wards that he recognised. While he is unsure of all else, High Grandmaster Ridcully can say with certainty that the Shadowed Vizer of the Tyrant is responsible for the attempts on Tranths life.
I knew that focusing on the Deceiver would be bad. If we had focused on him I bet the malus from being wrong would have made us think it was him. People forget that suspiciously low rolls can also occur from hidden maluses, not just enemy rerolls.

After half a dozen years, Tamia determined that it is possible to use a culture spirit to accelerate the transfer of knowledge between two members of its culture if the spirit has the correct focus, which the spirit of the Unseen University does. Her current method of doing so is impractically complex, requiring a significant ritual for a minor impact on a single person. She is sure that it can be improved on with some more time and effort.
Improving our psyker education is always worth it, whether it means training is faster or the results are better.

Verdant Apotheosis is one of the most complex Cataclysm Magics that the Lizardmen have ever taught you, and only your best psykers can use it. Aria tells you that while mainly limited to Grandmaster Primaris Psykers and Paragon Battle Psykers wielding the Wind of Life, of which you only have one, the specialisation in healing of the Order of Restoration allows them to use it a full tier early. It still requires Master Primaris Psykers and Exemplar Sanctionites, but it adds another twenty-one users, allowing them to save millions more lives every year.
Oof, only 22 people are able to use this spell. Crazy that's going to be enough to same millions per year.

After some experimentation, it has been found that untrained psykers do not find it much safer in the Primal Warp then in the Manufactured Warp. While they lack daemons attempting to tempt them it is, if anything, easier to lose control of their powers and burn themselves out, and various spirits will test their control over themselves. Given that most of your current Warding techniques are incapable of working in the Primal Warp, keeping your Black Ships in the Materium is advised.
This is rather surprising to me.

Difficulty: 150 (uses mix of all combat-related stats and traits)

Cost: Free
Reward: Massively increased trait gain

Complete
d100=20+38(combat)+27(Sa)+24(Ka)+30(traits)+10(Shield of the Infinite Abyss)+2(Honeing an Edge)=151: Success

Aria ended up spending six months on the Dragonfront in a series of battles that pushed her limits as none had before. She ended up almost being skilled by the technological abominations a dozen times but just surviving either through her skills, luck or the assistance of her allies. She would never have pictured herself saved by the Final Death of an Archangyl.
Luckily this wasn't Solariel but one of his subordinates. This was really close though. Without the Honeing an Edge action she'd have failed.

Tranth does not believe that any of the other GrandConclave Memmbers have any usefulresources or technologies that he could use without much study.
Very unfortunate, I was hopeful on this one.

Complete
+2 to admin of all Imperial Trust worlds
+5 to skill level of all Imperial Trust forces
5% reduction in military casualties to wildlife, +.5% population growth on Avernus, +3 administration bonus on Avernus

Several decades after you began you have finished rewriting the Codex Avernus. While much of what you wrote originally remains unchanged, or with at most a bit of editing there were a few major changes to both the military and administration sections as well as a massive amount of new content. Unsurprising given that it's nearly seven hundred years since you finished the original edition, and both you and the galaxy have changed significantly since then. Back then the Imperium Trust had yet to exist the Warp Storm it was trapped in after the Death of the Emperor, and you were finding tens of thousands of minor psykers every year, rather than tens of millions.
I'm glad I pushed for us to delay the handover to get the codex rewrite done. +2 admin to all Trust worlds is going to be a notable boost to the Trust economy, and +5 to the skill level of all Imperial Trust forces is basically making the entire Trust military 5% better than they were before. That's a massive return on investment. The bonuses for just Avernus are tiny in comparison.
 
Technology Fundamentals: (Hybrid) — 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: Tranth had barely finished learning Hybrid Technology, and already he needed nearly a decade to sit down and do a full analysis. Then again, it promised to affect nearly every planned key project in the next half-century. And, besides, when else was he going to get a chance at this?

Complete
d100=27+48(stats)+50(traits)+5(stunt)=130: Success

Archmagos Tranth has spent much of the last decade studying everything he can about hybrid technology. Most of the examples he looked at were actually Eldar technology, as some of the galaxy's greatest masters at blending Warpcraft and technology and a new perspective on how to do so. Archmagos Trnaht tells you he is far more confident in designing his hybrid technology.
I hate to say this, but I think the DC was supposed to be 120 (base) +40 (two complexity ranks)...

Cultural Spirits: IFF Improvement
...
so it looks like this technique will primarily be used in combination with Cataclysm Spells.

Storm of Renewal- Storm of Renewal is a Cataclysm Spell which can cover an entire hive or battlefield with healing magic, closing wounds and refreshing exhaustion. This magic is untargeted in all but the crudest of manners, so is best used when fighting against enemies that are not exactly living. Such as daemons.
Can we use inverse-IFF, and cast a Cataclysm spell designed to only affect allies?

She would never have pictured herself saved by the Final Death of an Archangyl.
No! Not Solariel-
Nah, a subordinate. It was asked on Discord.
-Nevermind.

Aria spent a year preparing herself to fight against ka users with the aid of the Necrons before her first deployment on the Dragonfront. During this time, she learned some of what they consider the fundamentals of Ka combat, though not all of them apply to her, given her rather unique capabilities.
The Necrons are willing to help? At least if she's on the Dragon front? Good!
 
Now why the hell is Becky larping as Malcador choosing to take the time to poke us specifically? You're on fire Becky, every chaos faction is on fire right now, because of you. How is the Trusts R&D amongst your priorities?

How much of Ridcully's time did he just force us to expend that could have been spent on other things?

Even when he fails, he wins.
 
As much as he pretends otherwise he's still a slave to chaos. There's only so much self sabotaging he can skip.
its worth noting, that its 100% "reasonable" for him to come at us for going after his bolt hole...

going after our generals or other assets assigned against his bolthole, if he were to do that, would be far more reasonable as it would be sending a message that he's "playing ball" if we are willing to follow some basic rules....but he diden't, because he's chaos.

Instead, he's going after our tech-base, which is as much sabotaging sanity's effort as a whole against the VD as it is sabotaging our efforts against "his" faction...if not more so since even without any additional tech-improvements from Tranth we are still plenty capable of taking our targets.

really, its just spite and pride speaking here for unraveling his scheme with the DAOT-AI's...

so yeah, exactly this--and exactly why we kinda have to go after him, he's just sane enough to not be part of the aggregate self-defeating sorta-predictable whole that is Chaos....but not sane enough to actually do whats good even for himself even in the short term.
 
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