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

Voting is open
A big part of it is that I don't see it as that valuable in and of itself. It's an upgrade to a single ship weapon and we aren't sure how much of a buff it'll be. For the Capstone, original Knights, and psy throne we do have ideas on how much they'll provide. So until we're through with all those there isn't really a reason to gamble with Tranth years on a tech upgrade with several question marks attached to it.
The only question mark here as with most technologies is just how good it will be, so I don't see why this tech in particular should be deprioritized because if it. It also upgrades one of our two or three best naval weapons (NSL, HA, Hangar?).

The only tech we know what to expect from bar extreme rolls are the psy-thrones.

Then there is the fact that the naval redesign is this turn. Other techs can wait a turn without much of a cost, this one would force a redesign of our PDR classes and possibly a refit program if not done this turn, unless done never.

The choice is yours, I am going to sleep and design with what I am given tommorow.
 
Yeah the quest goers can get laser focused on certain aspects of the stuff while completely neglecting everything else,I have come to notice
Actually in this case it is that Enerael is singularly focused on an upgrade for a weapon that can only be mounted on the largest and thus rarest of ships we and the non-Elder races have. By rights of balance, broad implementation takes precedence over narrow focus. Of the sane polities that build Pocket Dreadnoughts on up in number, Quartus may have use while Callamus is more likely to go for superweapons of some sort. While Tranth's capstones are buff to Elites and Super Elites of all but the Elder Races in the Grand Conclave. And Shard is the other Naval focused player we have in thread, so you can't claim he is uninterested in Naval tech.

That's not to say I wholly disagree with Enerael, as I myself have been playing around with the naval rules (designing/spitballing Khoswe, Gretchen, and the Silver Tide's navy), but I recognize that is my autistic interest kicking in and should not drag others into it nor ignore others opinions. And ultimately the Naval stuff is tertiary for Durin in the first place.
 
Did planmakers decide not to ever do the Slow Heavy Accelerator tech somewhere? The naval redesign is this turn, this is the last chance, likely literally as we are nearing the end of the quest.

Heavy Accelerator is that huge sniper cannon that Twisters wield that wrecked the Slaugth as well as one of our most powerful weapons, and our pocket dreadnoughts (and we don't plan to build any more dreadnoughts) primary armament.

I mean I'm a ship designer, I will work what what I am given and enjoy doing so if the thread determines the tech is not worth the effort somehow, but this does not seem like a wise course of action.
Yeah the quest goers can get laser focused on certain aspects of the stuff while completely neglecting everything else,I have come to notice
And this quest especially has been going on for a decade and more and it seems to have built quite the backlog
I'm one of the ship designers (actually the person who designed the Dust class that Enerael has helpfully left out when mentioning it) and I can confidently say that unless the upgrade to the HA is completely ginormous and broken (like ~100% better) it's no big deal. I have already extensively investigated this.

e: If it's anything at all like previous upgrades (10~30% better) the aggregated bonus to our fleet is something like 1~3% better

ee: The maths goes something like this:

HA is ~1/3 (or less) of most PDR designs, representing maybe about 50% of firepower*.
Firepower is 1/2 the importance of ship (the other 1/2 is durability). So HA is 25% important on designs which have it.
Only PDR ships use HA. PDR ships as a % of our fleetpower is, idk, not that high. 20%? Let's double that and say 40% to be generous.
So improvements to HA contributes 40%x25% = 10% of improvements to HA to net fleetpower (i.e, 10% improvements = 10% x 10% = 1%) under highly generous assumptions. Less generous assumptions and you get more like ~5% of improvements to HA.

So we'd need HA to get 100% better to get an even 10% improvement to our fleet with super generous assumption. This is super unlikely and not worthwhile.

*More like 27% of weapons and ~36% of firepower under all designs actually under serious consideration.
 
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reading the current plan and I am not sure what the Understanding the Trust is actualy after
Internal Diplomacy?
is that internal polotics, how different organizations neogotate things between them, how the various councils share governing or something else?
 
reading the current plan and I am not sure what the Understanding the Trust is actualy after
Internal Diplomacy?
is that internal polotics, how different organizations neogotate things between them, how the various councils share governing or something else?
I have clarified it to be how the different organizations negotiate between each other.
 
I'm one of the ship designers (actually the person who designed the Dust class that Enerael has helpfully left out when mentioning it) and I can confidently say that unless the upgrade to the HA is completely ginormous and broken (like ~100% better) it's no big deal. I have already extensively investigated this.

e: If it's anything at all like previous upgrades (10~30% better) the aggregated bonus to our fleet is something like 1~3% better

ee: The maths goes something like this:

HA is ~1/3 (or less) of most PDR designs, representing maybe about 50% of firepower*.
Firepower is 1/2 the importance of ship (the other 1/2 is durability). So HA is 25% important on designs which have it.
Only PDR ships use HA. PDR ships as a % of our fleetpower is, idk, not that high. 20%? Let's double that and say 40% to be generous.
So improvements to HA contributes 40%x25% = 10% of improvements to HA to net fleetpower (i.e, 10% improvements = 10% x 10% = 1%) under highly generous assumptions. Less generous assumptions and you get more like ~5% of improvements to HA.

So we'd need HA to get 100% better to get an even 10% improvement to our fleet with super generous assumption. This is super unlikely and not worthwhile.

*More like 27% of weapons and ~36% of firepower under all designs actually under serious consideration.
This is all ignoring that HA suffers from a unique limitation of being unable to be overcharged, and thus our PDRs are limited to one only. Which this tech could easily change, which alone would result is in a +75% HA numbers easily, before any actual boost to per Weapon firepower.

Also ignores the sniping mechanic and the possibility of the tech allowing for shooting once per two rounds, doubling alpha strike power and what ships it can one shot, a very useful ability which allowed us to cripple the Slaugth fleet by sniping their admirals flagship before they could evacuate.

It would have been nice if you mentioned this math before.

Ah well what's done is done and now we have to live with it.
 
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This is all ignoring that HA suffers from a unique limitation of being unable to be overcharged, and thus our PDRs are limited to one only. Which this tech could easily change, which alone would result is in a +75% HA numbers easily, before any actual boost to per Weapon firepower.

Also ignores the sniping mechanic and the possibility of the tech allowing for shooting once per two rounds, doubling alpha strike power and what ships it can one shot, a very useful ability which allowed us to cripple the Slaugth fleet by sniping their admirals flagship before they could evacuate.

It would have been nice if you mentioned this math before.

Ah well what's done is done and now we have to live with it.
So basically your advocacy of HA was based on the belief that it would be upgraded to be ridiculously broken (3~4x as good)?

Okay..
 
So basically your advocacy of HA was based on the belief that it would be upgraded to be ridiculously broken (3~4x as good)?

Okay..
No, your math is just wrong.

Merely making HA overchargeable, fixing a flaw rather than actually increasing its power, effectively increases PDRs firepower by about +11% on the low side depending on build.

Taking your assumption of PDRs making up 20-40% of our fleets firepower, that alone amounts to at least 2.2%-4.4% increased fleet performance, before any other boosts.

This is before actually increasing HAs damage per Weapon, or getting into the value of the sniping mechanics which given the last battle of Vanaheim (Slaught) are considerable indeed, and which could be boosted specifically such as by firing once per two turns.

For 5 Tranth years. How much did Advanced Singularity Thrusters did for us, for what was it 20y? Promethean for 8y? Gravity Thrusters?
 
No, your math is just wrong.

Merely making HA overchargeable, fixing a flaw rather than actually increasing its power, effectively increases PDRs firepower by about +11% on the low side depending on build.

Taking your assumption of PDRs making up 20-40% of our fleets firepower, that alone amounts to at least 2.2%-4.4% increased fleet performance, before any other boosts.

This is before actually increasing HAs damage per Weapon, or getting into the value of the sniping mechanics which given the last battle of Vanaheim (Slaught) are considerable indeed, and which could be boosted specifically such as by firing once per two turns.

For 5 Tranth years. How much did Advanced Singularity Thrusters did for us, for what was it 20y? Promethean for 8y? Gravity Thrusters?
No, you've entirely misunderstood the presentation of my mathematics of this is your argument.
 
New questions and answers. Another day another (d)one.
1) how useful is the psyker gentic information for chaos nations?
1) slightly

2) How is Drach'nyen doing lately?
2) thrown his lot in with abbadon, doing pretty well

3) Random meme question but with Max's paragon is Aria's genetics still an impossibility to him? Almost assuredly yes since OO knowledge didn't think Ka-Sa hybrids were possible but who knows maybe it will have a fun answer
3) it is

4) So the next time Rotbart's statline is going to be relevant on screen you're going to roll a whole bunch of backlogged trait rolls then?
4) more I will level him as a background character which is a lot less anunced but faster

5) Does Maximal think he could figure out how to cultivate Geneseed outside of Astartes bodies?
5) yes but it will weaken their heroic tie

6) Has Chaos figured out Trueborn/Primaris derivatives?
6) no

7) Can we assume Orichalcum Alloy APA to be 15 times the price of baseline APA? (Since Micro Alloy APA is 5 times baseline APA while Ori Alloy APA is 3 times Micro Alloy APA.)
7) roughly

8) When the Necrons were busy erasing the Clonelord from existence, did they check to see if the Clonelord had an archetype?
8)they did not

9) Once the wounded triumvirate member recovers, will the Sane potentially be able to hold them freeing Tjapa from his Be'lakor binding over Be'lakor's head in order to blackmail Be'lakor?
9) no as they can't. The time when they could ended when the ritual finished

10) Odds of theologian Slann who's basically focused on buffing and/or upgrading existing allied gods?
10)low

11) How far is a colony that can build a PDR station off from jumping right to an SDR station?
11) a century or so

12) It's not explicated, do Warp Reactors also charge Attack Craft PA?
12) yes

13) What feasibility category is it to start mass producing BPA to send to the Unchained? Or can we just go right ahead without a feasibility?
13) admin
And you do know that would take Thrones right?

14) Has the Trust rolled out BPA to its Guard by now?
14) it has

15) How is Takril, traitorous subordinate to Auralvic of the Aetheric Concordat and Nurglite daemon prince, doing? The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
15) still alive, favoured

1) Is she still holding Kaiwk?
1) yes

2) Could Max make it so Space Marines can produce multiple Geneseed through out their lives without causing any issues? Feels like it would help spread the Hero bonus a bit even if it's probably minor.
2) almost certainly not

3) How much did the Trust notice the lack of Avernite elites on its campaign?
3) what lack of elites? Your tithed troops were still there

4) Is the Trust still colonising?
4) yes

5l If our pop-growth keeps getting blown up by Chaos Psykers, will the PM refrain from dialing up the danger level?
5) probebly

6) When you rolled the Aetheric Concordat's survival against Nurgle's retribution, did everyone have the same DCs to meet, or did you weigh it differently depending on the god? If the latter, what kinds of things factored into changing the DC?
6) difference depending on the god
Things like ability to escape, how much attention thye would get and similar

1) Would Cawl be willing to come over to do collaborations with Maximal?
1) ask

2) Are Avernite creatures at the cap of genetic augments or can Maximal augment them?
2) he can speiclise them but it will be a trade off

3) For heroes who are themselves a clone, does it make any difference whatsoever whether a clone is made from material directly extracted from the hero or is just of the gene-line in general in terms of material and narrative impact?
3) directly from the hero

4) Is Ynnead still responsible for the Triumvirate's afterlife?
4) yes

5) When does voting close?
5) tmorro

6) Will Nurma start coming up with new ideas and actions from her non-Rotbartian perspective?
6) ove time yes

7) Tjapa is a human god of Xenophobia. Belakor is a nonhuman. Can these factors be somehow combined?
7) no

8) At the time of the Grand Ritual would Ugruer have been able to see the Unchained Devaworld Network as a distant possibility via their Primal Domain of Trade?
8) no
on the other side of too many impossiblities

9) Do Sky Dragons actually down transports and kill people just because they can/out of sheer amusement/sadism rather than pure instinct or predatory drives, or is that just a thing frustrated Avernites say?
9) there is sadis invoved
think of them as cats
and transports as birds

10) What kinds of things does the Everchild's Innocence domain let her do?
10) mostly provide resitance to a range of things that would break innocence

11) In character has Rotbart suddenly stopped generating crazy ideas and suddenly it is Nurma generating them?
11) no
in character its Nurma picked up the trait from her mentor

12) Khoswe Superweapon to pair with Comet Fusils (dual purpose warpforged Disintegrator/Flak batteries): Shatterstar Fields, debuffs enemy ACTORP
12) viable

13) What is the legal status of Everchild worship in the Trust anyways? On one hand, god of human origin, on the other, former Daemon Prince
13) frowned upon, legal grey area

14) How is Task Fleet Theta-Exaccatus-19 doing?
14) ended up destoyed
caught in the BI civil ar

15) I know you said House Andaris was dead. Around when was that, and to what? The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
15) not determined
they jsut vanished one day

3) How are these people doing? If they're still alive, has the Singularity been giving them a miserable time lately? The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
3) dead
Chaos
16) Just for reference, were the Asynkrians part of the Thousand Lights/a sane power before their deaths, or should I file them under the galaxy's various gribblies instead?
16) random gribbies

17) How are these people (aside from the Silver Skulls and Blood Angels) doing?
a) Are there any that warrant their own wiki page rather than just a section on the Thousand Lights page? The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
17) mostly poorly
a) no

1) Are they all still alive, though?
1) to given levels of alive yes

1) Is Magnus vs Perturabo a foregone conclusion?
1) magnus has already won pretty much

1) Is Pert's response to losing already predetermined, or are you rolling next turn for if he capitulates or tries a spiteful last explosion of some sort?
1) rolling next turn

2) How are these xenos doing? The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
2) part of the thousand lights
shellshocked

3) for cataclysm magic, does the power of the caster matter at all?
3) one you have enough to get the ball rolling no
well not really
an alpha can squeeze a few seconds of casting time compared to a Theta

1) I remember you saying this place was taken by the Orks. What state is it in now? The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
1) still orks,
trimvette leaning but alsoa chaos precence

1) So basically unaligned as a whole, with a civil war going on down there? Do I just file this with the Thousand Lights (living) for now?
1) yep
and yeah

1) How is this place doing? The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
1) dead
Chaos

2) Are these races still around and worshipping the Triumvirate? The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
The Long Night Part Two: Sparks at Midnight: A Planetary Governor Quest (43k)
2) Karitha are, Masakh are, Carexians are not

1) StormySky had edited this in to his question, People's of the Sea The Long Night Part Two: Sparks at Midnight: A Planetary Governor Quest (43k)
1) both still alive

3) What does the 1 throne used in producing 1 AM go towards?
3) the non psyker parts of production
supporting the psyker
tools
materials
and paying the psyker but thats a tiny fraction

4) Does the feasibility for restructuring our economy around psychic production cover asking what we're doing wrong to cause this economic crisis when the Eldar and Trolls get along just fine, or would that be a second feasibility?
4) that will be an option next turn anyway

5) How is this doing, and should I count them as one of the Thousand Lights or a minor apocalypse? The Long Night Part Two: Sparks at Midnight: A Planetary Governor Quest (43k)
5) around and clsoer to minor apoc then Thousand Lighhts
probbly better call them independent though

6) What happened to the captured samples of Perturabo's stuff we captured after his defeat at Vanaheim? Did anyone ever get around to examining them and releasing the usable stuff?
6) STILL SITTING AROUND, SOME AHVE BEEN LOOKED AT MOST HAVE NOT

13) Is that still six years each for Tranth and the Telepathica, or is it shorter now?
13) stilll six years

7) I also found this about Ishiro. Could we reconcile this and the earlier statement about it falling Orks by saying while Ishiro itself is Ork-controlled, the Trust managed to evacuate most of the original humans when it fell and their descendants are now doing well on a different planet in the New Sector?
7) YOU CAN

8) With Max's new paragon could he theoretically make cheaper psychic machines via making the brain case thing he uses easier for people that aren't him to use? Stuff like making Phase Tiger brains in a box that can give a soldier the ability to phase
8) NO
his paragon covers psygentics
not psycebernetics

1) Could Max make a Psychic symbiote for specific powers then?
1) more possible but really hard

1) Does Max have a better theory for how Avernus does its embroyo modifications now or is it still a ??? without doing the research?
1) its still a ??

2) Can you use Chemical Transmutation to create chemically impossible/implausible substances, like Helium Oxide or such?
2) yes but they tend to fall apart the second your attention goes off them

2) is it a possible feasibility action to look for possible use cases (maybe super explosives in combination with stasis)
2) yes

1) Are Blink Spiders impossible to Max's OO Knowledge check trait? Or are they merely super super hard? Just wondering if one of Avernus's top successes runs into what the Old Ones would consider impossible. Also just realized I have asked a lot of these questions recently so going to stop after this one
1) super super hard

1) How many people per year does Chaos ressurect?
1) your not sure, million or billions

3) Have the Eldar managed to get the Adanti and Portai of the Polis Kingdoms to stop fighting by this point? The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
3) the Adanti got wiiped oiut so sort of by default

1) Was it the Portai or an outside enemy?
1) outside enemy

4) Did the Night Lords just roll poorly for doing anything of import, or did you actually forget about them entirely OOC and didn't roll in the first place?
4) forgot about them OOC

10) Have you since rolled for them doing stuff?
10) yes
no, im not telling you what the result was

5) Did the deathworld gribblies we got from the Eldar include samples of the Neurax Worm? The Long Night Part Two: Sparks at Midnight: A Planetary Governor Quest (43k)
5) yes

6) Is Iteus's (god of imprisonment and martyrdom) final sacrifice where he imprisoned a portion of an Exalted's power (since he wasn't strong enough to bind the whole Exalted) on his holy world which couldn't be undone without an equivalent sacrifice a viable Cataclysm spell base?
6) no

7) Which Sane gods resonate most with Avernite society?
7) the Aspects mostly

8) How have the Silver Skulls been doing taking advantage of the second Black Imperium civil war caused by Be'lakor's ritual?
8) retaking their recently lost worlds and fortifiying them

9) Is the Idiot language thing a viable base for a Cataclysm spell, or did Bel not use a single discrete spell or ritual for that?
9) yes

3) Okay, this is sufficiently weird I have to ask: What would that Cataclysm spell even do, do we think??? Is that a "Mass edit linguistics" spell???
3) pretty much

1) Does "linguistics" in that case also apply to computer code and programming languages?
1) no

10) How are these people doing? The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
10) pretty well but still limited to their starting world

11) Do the pop restrictions only apply to planetside Avernus or also to our Forge Hives?
11) just planentside

12) How are the Gravekeepers doing? The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
12) dead

2) What killed them?
2) one of the threats they went after escalated faster then expected

13) Is there anything in particular Maximal really wants to try to do now with his paragon? and just how much mad science would be involved scale of 1-10?
13) no
3

14) Did Ziridian Prime get exterminatus'ed as a parting gift to the reinforcements or did it get judged as not worthwhile/unlikely to work?
14) unkely to work

15) How are the Masakh coping with their need to consume sapient beings' flesh to remain sapient now that the Orks are no longer morally acceptable targets? The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
15) lower population and enemy combatants
yes its a stopgap

1) Is Be'lakor starting the MoI revolt a valid Cataclysm spell base, and if so, is it actually usable or tainted?
1) its not

2) "The C'Tan Slay The Old Ones" Cataclysm base for spell to TK Warp Entities?
2) no
its needs to be an powerful Sa act
which that is the basic opposite of

3) Is the creation of the Emperor not being a valid Cataclysm spell base because of the VD shard, with it otherwise being viable, or are there other reasons?
3) more its lack of instantanious impact

4) I just had a thought, is the 'specialty' of Old One True Geomancy to change the nature of the warp (or a part thereof) to better fit with their (well, Caster's) designs?
4) thats not a bad way to look at it

5) How are these people doing? The Long Night Part Two: Sparks at Midnight: A Planetary Governor Quest (43k)
5) dead
necron pruge

6) How long does a cataclysm spell take to develop? What if a Slann is involved?
6) decades
and thats by a Slann specilist

7) can the harlequins devlop cataclysm spells?
7) no
Hoath might be able too

8) does cegorach think he's done anything that would make a good basis for a cataclysm spell intended to cause massive bueracratic fuckups?
8) not really
he tends to create that sort of effect via agents not powerful acts

9) Are Fabius Bile's Newmen still around in some capacity?
(Presumably meaning other experiments besides the Shaped Ones, who are in fact still around)
9) there are a few suviviors


11) Is Tjapan Bureaucracy computerized?
11) bits of it are

12) Did you roll for if Tjapa got Fear or Faith, or was it a personal decision?
12) personal decsion
sometimes I thin I made the wrong choice but either worked

14) Should Kent Cline be moved to the orbituary section?
Your Diplomatic Office is one of the few organisations that is giving you just as much control as it gave your predecessor. Largely because they lack a strong leader since Kent Cline's promotion. You should probably do something about that.
a) Is picking a new leader for the Diplomatic Offic automatic?
14) it depends on if he wins the election this High Council Meeting or not

15) Unreality Specialist Slaan, with the ability to let our strike forces navigate unreal regions to strike at the Dragon's "safe" locations and direct gribblies at the Dragon's forces - plausible?
15) no

16) Are the Aspect Shrines accepting Avernite students?
16) they are not
lack the ability to form a connection of the right type with the god

17) When do you expect to finish the next update?
17) tomorrow

18) Would you be willing to tell us when asked if a given material is in the troll truemat database, if not its actual echoes, so we don't do repeat research for future Warp Echo searching?
18) yes

19) How's the wraithtree project going, in terms of how the current product works?
a) Could we get samples for Max and the Telepathica to poke, and if so, do we need a diplo action for that first?
19) its underway and reaching the final stages
a) no

20) Are there any peoples or guardians missing from this list or noncanon groups that accidentally got put on here (disregarding if the trade/contact stuff is up to date), or is it a complete list of everyone on Avernus? Sparks Peoples Log
20) looks complete to me

1) If you hadn't forgotten about the Night Lords until now, could they have conceivably gone down another route besides "as of yet unspecified Intrigue fuckery" like creating a chaos polity big enough to be shown "on screen"? Or was "as of yet unspecified intrigue fuckery" always the only way they were ever going to be relevant at all?
1) they were never unifed enough to make a polity
odds are one of the minor chaos polities in yourn region might have been theirs at most
 
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What is our expansion priority these days? First it was linking up with the Space Dwarves, then it was trying to get more spherical after stretching ourselves out, then it was aiming ourselves at the Slaugth, then the new astronomicon happened and we tried to round ourselves out again. Are we still doing that? How successful have we been? Are we football shaped now?
 
First turn with Nurma as the governor. Hopefully her combat stat is high enough to keep from dying here, would be a pain to get stuck in a revolving door of governors.
 
What is our expansion priority these days?
Mix of suppressing hostile neighbors (just finishing wrecking the local Sslyth empire, suppressing the Dark Eldar's favorite four-armed snakemen bodyguards, got a nearby Khornate Knight polity to Crusade against Belakor's local holdout), subborning Orks, and claiming Daemon Worlds to continue our rise to Vogon-hood. We need more Hyperspace Bypasses Deva World Trade Networks.
 
Those aren't expansion for the most part, those are just striking down local foes. We didn't expand into any of those spaces.
 
Those aren't expansion for the most part, those are just striking down local foes. We didn't expand into any of those spaces.
No, we did expand. Capturing a Daemon world surrounded by hostile forces is just not something you do. We are expanding in lines rather than in general roundness.
 
Which of course means our logistics guys have started sending spiders in the mail to voice their frustrations.
 
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Turn Four Results
Turn Four Results
Eight hundred sixty -nine years since the Founding of Avernus
One thousand, seven hundred and ten years since the Death of the Emperor


Advanced Power Armour: Helltrooper — Upgrading the Basic Power Armour of the Helltroopers to Advanced Power Armour would be incredibly expensive but massively boost their capabilities, making them one of the best equipped as well as one of the most skilled formations in the Imperial Trust. While your current tithing arrangement will cover most of the upkeep, this will take a good three percent of the current Exotic Material production for the entire Imperial Trust, and may lead to a reduction in your tithe rebate if the Executive Council does not think that it can afford the costs.

Time: 28 years

Cost: 260,000 Thrones, 25,000 Promethium, 12,000,000 Advanced Material, 58,000,000 Exotic Material.
Upkeep per year: 3,000 Thrones, 1,300 Promethium, 60,000 Advanced Material, 100,000 Exotic Material
Reward: Upgrade the Basic Power Armour being used by the Helltroopers to Advanced Power Armour

In Progress- Twenty out of Twenty Eight years completed

Two years ago, the last Avernite Helltroopers not on deployment finished training to use their new Advanced Power Armour. This still leaves a signifcant portion of the Helltroopers needing to be retrained, with half of those troops currently on deployment still using Basic Power Armour

Mass Superfortress — Now that you can make them, General Rakes wants to start mass producing superfortresses. He would prefer to have one assigned to every Helltrooper and above army. As well as providing a powerful combatant for every major deployment, this would also allow a truly secure command centre and logistical hub that can keep up with all but the fastest of formations.

Time: 15 years

Cost: 470,000 Thrones, 75,000 Material, 94,000 Promethium, 5,200,000 Advanced Material, 2,100,000 Exotic Material, 2,400 Relic Material
Upkeep per year: 33,000 Thrones, 2,600 Material, 33,000 Promethium, 200,000 Advanced Material, 33,000 Exotic Material, 13 Relic Material
Reward: Build 1 Schwarz Flying Fortresses per Helltrooper and above army

Complete

The last of your Schwarz Flying Fortresses, The Looming Dragon, has recently been commissioned as the command centre for the 14/4th Helltrooper Army. These flying fortresses are both vital bases that can keep up with your advancing armies and terrifying weapons of war that your generals are already finding new ways to use.

Helguard Macro Artillery Division — Lord-General Rakes's plan for a Macro Artillery Division is rather ambitious: an Ordinatus Grábakr, five Ordinatus Minoris Destroyers, five Ordinatus Minoris Talos, a hundred and seventy Laciarn Plasma Howitzers, and two hundred Adjudicators. This provides a shattering amount of firepower mostly optimised for the destruction of heavy infantry and armour formations, though with a wide enough range of weapons to cover most targets. He plans for the Macro Artillery Division to include a solid force to guard the artillery, and some spotters.

Time: 8 years

Cost: 570,000 Thrones, 19,000 Material, 3,100 Promethium, 2,300,000 Advanced Material, 2,000,000 Exotic Material, 59,000 Relic Material
Upkeep per year: -8,300 Thrones, -270 Material, -110 Promethium, -17,000 Advanced Material, -6,400 Exotic Material, -64 Relic Material
Reward: Build 2 Helguard Macro Artillery Divisions for the Avernite military and 6 for the Trust

Complete

Lord-General Rakes has finally received the Macro-Artillary Divisions he proposed almost a century ago. He tells you that they provide a concentration of firepower that even Titans fail to match and will be invaluable in both field and siege battles. The only issue with them is how few of them there were, a relic of the comparative weakness of the economy back when he first proposed them.

Investigation: Blink Creators — Blink Creators are an incredibly powerful, but rather expensive, new military technology. General Rakes is currently unsure how to best make use of them, and whether they should be concentrated in several elite units or spread out more evenly.

Time: 2 years
Difficulty: 80

Cost: Negligible
Reward: Learn how to best make use of Blink Creators
Stunt: The number of Psykers who could not Blink was a tiny minority of them. How to use Blinking in combat was thus a well-studied and developed field. Many ideas crossed over.

Complete
d100=5+34(Martial)+5(stunt)=44: Fail
Re-roll d100=16+34(martial)+5(stunt)+44(The Blind Seer)=99: Success

Lord-General Rakes spent a few years looking into the best way to use Blink Creators. He tells you that their current size limitations prevent them from being used by anything but infantry, with even bikes and Destroyer Armour being outside of their mass limits.

He tells you that the added combat and higher level mobility would be very useful for all Jeager Infantry and champions. However, he is unsure what level of Helguard Champion they would be affordable for. He also proposes adding Blink Creator units to your Helguard Infiltrator Corps to give them forces able to bypass a whole new set of obstacles. Finally, you should provide them to your Regular and Veteran Battle psykers, who tend to be incapable of blinking.

Investigation: Phase Creators — Phase Creators are an incredibly powerful, but rather expensive, new military technology. General Rakes is currently unsure how to best make use of them, and whether they should be concentrated in several elite units or spread out more evenly.

Time: 2 years
Difficulty: 80

Cost: Negligible
Reward: Learn how to best make use of Phase Creators
Stunt: The ability to walk through walls was a nightmare to defend against and miraculous to have on both offense and defense. The Heljaegers would be able to abuse it for lopsided positioning advantages for sure.

Complete
d100=84+34(Martial)+5(stunt)=123: Success

Lord-General Rakes spent a few years researching the best way to use Phase Creators. Like their Blink counterparts, their current size limitations prevent them from being used by anything but infantry, and their limits make them slightly less widely useful there.

While the added mobility would be helpful for Jaegers, at their level, most of what they are fighting can hit phased-out targets so it would be less useful in combat than the Blink Creator. This also applies to Helguard Champions, which would not be worth the expense of equipping with Phase Creators. However, like the Blink Creator, both Helguard Infiltrator Regients and the lower-end Battle Psykers would be worth the cost.

Recover: Good- Your forces suffered losses between four and twenty-two percent of their numbers in the last decade. If you keep your standards at their current level, it will take between one and two decades to bring your forces back up to full strength.

Time: 2 years

Cost: Negligible
Reward: take time to bring your forces back up to full strength, -2% for Heljaegers and Helguard this turn, -6% Helltroopers this turn, -2% next turn, -14% PDF this turn, -6% next turn.

Complete

You decided to have Lord-General Rakes focus on keeping the quality of your elite formations high over keeping them at full strength. While this will leave your forces slightly understrength for a few decades, longer if you consider suffering heavy losses, you believe the trade-off to be worth it.

Expeditionary Force: Unchained (Rakes, Hajek, Herman, Stumpf, Ozolinsh, Ericsson)- With your other commitments being what they are, you can afford to deploy around three-quarters 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: 45,000,000 Thrones, 7,500,000 Material, 4,500,000 Promethium, 7,500,000 Advanced Material, 3,800,000 Exotic Material.
Reward: Avernite forces deployed to aid the Unchained for the turn

Complete

You decided to deploy all of your best generals to the Unchained this decade, trying to make up for your lower numbers with better leadership.

Over the last decade the population growth in the Helheim system has average 0.37% p.a., with slightly more then half of that growth being on Avernus itself.

Increase Luxury Goods Production: Twice- Currently, your factories produce just enough luxury goods to pay for their operational costs, which is 20% of their full output. You could increase this amount by another ten per cent to boost your Thrones income significantly, at the cost of reducing material income.

Time: 1 year (can be taken multiple times)

Cost: 1 Throne
Reward: Decrease Material production by 10% (currently at 80%), increase Throne production by twice that. -0.9mil Material a year, +1.8mil Thrones a year, increase Throne import limit by 5.4mil a year

Complete

By shifting the production of the factories of Avernus Martinus was able to slow down the massive loss of Thrones for the time being. However, this was only a stopgap solution, as even a total transformation of your factory production will only push issues a few decades down the line with the current psyker growth rates.

Troll Expedite: Rebuild (Casarrondo)- Martinus has plans to rebuild a single Small Hive using the more advanced designs available through the Grand Conclave. He is unsure exactly how large an impact this will have, so is primarily using this as a trial run to determine if it is worthwhile doing en mass.

Time: 4 years

Cost: 200,000 Thrones, 170,000 Material, 150,000 Metal, 28,000 Promethium, 18,000 Advanced Material, 24,000 Exotic Material
Upkeep per year: Negligible
Reward: Rebuild selected Small Hive using a more advanced design, reduce population pressure on growth rates, increase productivity

Complete
Reduce population pressure by 1/9th, increase base resource production by 1/8th

Martinus' experiment with rebuilding Cassarondo was a success. After analysis, he found that the rebuilt city increased its population growth rates by 0.28%, almost a sixth and that the productivity for the base materials increased by an eighth. He also worked a few defensive improvements into the rebuild, which should help reduce attrition to the wildlife, though it's far more complicated to measure how much.

Troll Expedite: Major Strategic Weapons Production- Building a major amount of Strategic Weapons Production would allow you to rapidly build up a large stockpile to use in important campaigns, while using a steady stream in lesser campaigns. This would take a hundred manufactoriums and be pretty expensive.

Time: 9 years

Cost: 25,000,000 Thrones, 5,000,000 Material, 500,000 Promethium, 69,000,000 Advanced Material, 41,000,000 Exotic Material, 1,000 Relic Material
Upkeep per year: 2,600,000 Thrones, 500,000 Material, 300,000 Promethium, 7,500,000 Advanced Material, 3,800,000 Exotic Material, 100 Relic Material
Reward: Build a hundred Strategic Weapons Manufactorium, produces 100 Divisions worth of Strategic Weapons per year

Complete

You had Martinus begin producing strategic weapons on a major level over the last few years. With an entire army's worth being produced every decade, these devastating weapons will soon be a common sight when your armies go to war.

Troll Expedite: Expedite: Build Orbital Grav-Relay (Dis)- An Orbital Relay will provide a slight but notable boost to economic activity and massively reduce the cost of getting materials to and from orbit. Building one will actually be pretty easy, given all the experience that your workers have after building Grav-Relay and projector infrastructure for your Hives

Time: 5 years

Cost: 500,000 Thrones, 25,000 Material, 130,000 Promethium, 1,400,000 Advanced Material, 1,900,000 Exotic Material, 10 Relic Material
Upkeep per year: 50,000 Thrones, 2,500 Material, 13,000 Promethium, 75,000 Advanced Material, 35,000 Exotic Material, 0.1 Relic Material
Reward: Build Orbital Grav-Relay at selected hive, increase Thrones production of selected Hive by 5% (700k for Dis), reduce promethium upkeep by 200k, reduce build time for orbital structures on planet with Orbital Grav-Relay by 20%

Complete

You built the galaxy's first Tranth Pattern Grav-Relay above Dis over the course of three years. This has transformed Dis into even more of a hub for Avernus, with even some of the Councils of Peoples preferring to use the Grav-Relay over more conventional methods of shipping goods into orbit.


Personal Attention: Examine Hospital System — A complete rework of the medical system would almost certainly lead to some level of improvement. The first step of such a rework is an in-depth examination of your current system in order to find ways it can be improved.

Time: 8 years
Difficulty: 95

Cost: 12,000,000 Thrones
Reward: Find out how to improve your hospital system
Stunt: At this time, Nurma reflected, the medical system on Avernus was practically run on healing magic. That ubiquity was not being fully exploited, she felt.

Complete
d100=79+40(admin)+5(stunt)=124: Success

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.

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 five current flashpoints on which the Avernite military can significantly impact.
First is aiding the Zortheon Uprising, a revolutionary group in a recently conquered Hive World now deep behind Theocracy lines. Its location and environment will allow you to smuggle only small amounts of aid to this world. Still, the addition of Avernite elites should be able to make the tyrants fear the dark and need to deploy notable forces to keep the uprising contained. This is a fight for those who can hide in the twisting passages of the underhives and for quality over quantity.
Next is the challenge of Angyl Prince Aurelius, who, with the aid of shadowy sorceries, has been able to offer a challenge via battle to regain control over what was once his daemonworld. This battle will be fought via proxies on the world without either side being able to twist the world in its favour, and a loss here will be a blow against the Deva World Network as a whole and provide a staging ground deep within Unchained territory to its foes. This will be a field battle against an Angylic Host on a Warp-touched world, so Helltroopers and over.
Third is the Battle of Kolora Minor, where Warmaster Elapix the Dutiful marches on an Unchained Hive world whose defences have yet to recover from the uprising. This will be a field battle against a Black Imperium army, including the Legio Vulpix.
It seems that Lord-Militant Aurulius is not the type to give up, as he has gathered another army and is having a second try to destroy Caridian. This will require a similar type of force as the First Battle of Caridian, though hopefully, you will be able to win it without causing too much more damage to the agri worlds food production.
In another continuing battle, the Western Front is coming under sustained attack. Once more, you will need to either hold the line or make them bleed as you give ground to the rapidly fortified following line of defences.


Initial Research Collaboration (Callamus Aid (Machine-Spirit))- 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
Stunt: The potential to collaborate with Tranth, inventor of countless technologies was.. an opportunity that few among the Mechanicus could even contemplate refusing.

Complete

The Forge-Empire of Callamus was more than willing to have some of its greatest experts in Machine-Spirits join Archmagos Tranth to aid him in his newest project. According to your diplomats there was a significant amount of political, and in one case physical, infighting over who would get the opportunity to work with the legendary inventor.

Initial Research Collaboration (Tau Aid (Dark Matter))- 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
Stunt: Dark Matter was becoming a field slowly being replaced by superior technologies from other areas, not helped by the grievous damage suffered by the Tau. Here was the possibility of reversing that trend.

Complete

The Tau needed additional support from the Ynnari in exchange for providing Tranth with some of their most outstanding experts on the field of Dark Matter to aid in his project. While it's another minor favour spent, you get more than enough from Jane and Ridcully.

Personal Attention: Warproot Bidding: Hire Merchant Convoy — Warproot from the Last Continent is one of the most valuable substances on Avernus, and the bidding whenever a merchant manages to get a supply tends to be fierce. The only way to set up a long term supply of serious scale is to hire one of the handful of merchant convoys that travel to the Last Continent on a permanent basis, at great expense.

Cost: 10,000,000 Thrones
Upkeep per year: 10,000,000 Thrones
Reward: Substantial and continuous supply of Warproot

Complete

You decided to invest an entire thousandth of the Avernite economy in contracting the Tol'Zah Merchant House to supply you with a steady supply of Warproot. With this much financial backing they should be able to get a solid fraction of all the Warproot that is on the market, enough to not only study it but also start using it.

Personal Attention: Research Trading (Remnant Kingdom) — It may be possible to trade some of your research into the wildlife of Avernus to one of the neighbouring Peoples in exchange for their own research. This is a topic that brushes against several common cultural issues for the Peoples of Avernus, so must be handled carefully.

Difficulty: 90

Cost: Free
Reward: Trade information with selected people on Avernite wildlife, possible large gains in research
Stunt: Coordinating the targets for which Ridcully should learn the Warp Echoes of could have huge boons for the Trolls. It would certainly avoid any time wasted to duplicate effort.

Complete
d100=73+25(Diplomacy)+5(stunt)=103: Complete

The Remnant Kingdom is willing to share much of its psychic lore with you in exchange for your own, though most of it is useless. The main benefit you have gained is access to their archives of psychic resonances and True Materials.

Understanding the Trust (How different organizations negotiate with each other) — 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

Relations between the various organisations within the Imperial Trust are a complex and ever-changing affair. Most of these relations are formed at a low level as needs and expertise demand, but there are also those at a planetary or even Trust-wide level. Generally, all but the lowest-level deals result in short or long-term contracts stored with the Ministry of State, which is expected to act as arbiter if one is required.

Power LevelTotalPureChaosDealt withCaused Damage% damage inflicted
a+2917126627%
a4,6753,6411,0348072278%
b77,60967,16310,4468,6071,83916%
g388,042361,15626,88623,3373,54913%
d1,881,4161,833,80447,61228,47019,14231%
e4,115,5984,104,67810,92011010,8106%
z5,291,4845,284,4647,0202,0464,9741%
Minor483,306,733483,306,733
LossesMilitia/ Hunter/ Psy-HunterPDF/ Veteran Hunter/Master Psy-HunterHelltrooper/Elite Hunter/Grandmaster Psy-Hunter/ Last HunterHelguard/Master Hunter/ Primaris Psy-HunterGrandmaster HunterExemplar Hunter
Soldier26,094,212,07084,806,1899,422,910942,291
Psyker Hunters2,137,116356,18650,8842,3111286
Witch Hunters4,227,262704,544100,6494,57225413
minor Psy-hunters77,72115,85575338
major Psy-Hunters3,886793192
Last Hunters41521
Voids142,70323,7843,964661
Nulls57,0819,5141,586264
Thunder Hunters68,49717,124

Rework Location and Deployment Protocols- Jane has found that while her hunting forces are a highly honed force capable of easily killing any psyker they are set on, the systems to locate rogue psykers and deploy the correct composition of hunters are outdated and inadequate, so they must be reworked hopefully before you rogue psyker deaths double again.

Time: 5 years

Cost: 4,000,000 Thrones
Reward: rework how rogue psykers are located and how forces are dispatched to deal with them. Reduce impact that psyker number has on hunting by 25%

Complete

Jane spent half of the last decade rebuilding the systems that locate rogue psykers and send forces after them from the ground up. While it is taking some time to have an impact as the various changes set in, the amount of damage done this decade dropped by ten percent despite a nearly twenty percent increase in numbers.

However, the biggest factor in reducing the pressure that rogue psykers will put on Jane's system is likely to be Maximal's recent work on Psyker Genetics, which is predicted to reduce the number of rogue Zeta and Epsilon level psykers to effectively zero, allowing for the number of psykers needing to be tracked to reduced to a fifth.

Hunting (Janes Choice): Times Ten— 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
Stunt: Jane flickered a few moments back in time, stabbing her current target before he could slam the warded door closed between them. Well, that was one of Tjapa's most competent local subordinates deceased. He'd been an obviously unimportant random cog, that set her instincts twitching. Ridcully had quickly confirmed that the apparent unimportance was a lie through and through.
...Fighting the Shadowlord was a lot more annoying than old Tjapa, but they'd mostly hit their stride at this point.

Complete
1st d100=88+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=438: Greater Critical Success
2nd d100=39+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=389: Greater Critical Success
3rd d100=2+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=353: Critical Success
4th d100=41+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=391: Greater Critical Success
5th d100=9+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=360: Critical Success
6th d100=75+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=425: Greater Critical Success
7th d100=63+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=413: Greater Critical Success
8th d100=20+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=370: Critical Success
9th d100=48+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=398: Greater Critical Success
10th d100=61+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=411: Greater Critical Success

Jane spent much of the decade hunting down various chaotic sorcerors that the Ynnari believed needed killing. Most of these targets were split between the Theoracy and the Black Imperium, though there were a handful within the Realm of Death.

Tranth Pattern Reactors-Archmagos Tranth has a plan to design the best possible vehicle scale power sources that he can. He is currently looking into the benefits of the various exotic energy reactors, though he remains unsure which would be best.

Advised support: Exotic Fundamentals (Hybrid), Explore Termite Archives (Reactors), Exotic Fundamentals (Reactor), Frigid Sea Sirens Aid (Hybrid), Telepathica Aid (Hybrid), Calamus Aid (Machine-Spirit), First Worldship Aid(High Technology)
Other Support: Krork Aid (Hybrid Plasma), Tau Aid (Dark Matter)

Time: 25 years
Difficulty: 300 (18%)
Stunt: The laws governing the means by which one may build a reactor had been pushed in all directions by countless species, by magical means and without. It was rare, though, for all those directions to be pushed at simultaneously.

In Progress- Ten out of Twenty-Five years completed

Archmagos Tranth has spent the last decade working on designing the Tranth Pattern Reactors. The first few years were spent going through all forms of known reactors and deciding on what the primary power source would be. He ended up settling for plasmatic Dark Matter, which he expects will be able to give a level of output, endurance and stability that no other form of reactor he examined could match.

Technology Fundamentals: (Defensive Systems) — 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: Countless species developed countless means to not get hit. The (pre-Troll) history of humanity was one where materials was lacking but energy abundant. Naturally humanity extended their strengths in power supplies to generate fields that supplemented the frailty of armor. Tranth examined this history to it's logical conclusion, pondering how this presumption changed with an entirely different technological base.

Complete
d100=71+48(stats)+50(traits)+5(stunt)=174: Success

Archmagos Tranth has spent much of the last decade studying everything he can about defensive systems of various types. These fall into three board categories, ways to absorb incoming fire such as Void Shields, ways to deflect incoming fire so it misses such as Ion Shields and ways to ensure that incoming fire misses such as Holofields. Each method has its advantages and disadvantages, as does mixing them.

Termite Archives: Explore (Defensive Systems) — 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, Tranth mused, had little conception of the idea that they could fail. There were countless elegant ways by which they had measures that by all reasonable means made them virtually untargetable. Except, you know, for the numerous times those measures ran into countermeasures by other Termites.

In Progress- One out of Two years completed

Archmagos Tranth spent the last year gathering as much data on the countless variations of defensive systems that the Termites have created over the eons. He plans on spending the next year sorting through them.
The Psychic Genes Part Four– It is two hundred and seventy-five years since Archmagos Biologis Maximal completed his last study into psychic genetics. With his recent insights, he is ready to take the next step, maybe even the one after that. This will be time-consuming, but reducing the number of rogue psykers should be worth it.

Time: 10 years.
Difficulty: 320 (99%)

Cost: 1,000 Relic Material
Reward: Discover more psykers young, reduce chance of each psyker going rogue by 15% of the current chance
Stunt: Maximal applied his genius now, not simply to understand psygenetics of humanity more deeply, but also to make it as simple as possible for others to understand as well. There were more mechanisms available now to make that complicated test simpler yet more accurate. Machine Spirits, magic, refined protocols born from a deeper understanding.

Complete
d100=41+245(stats and traits)+80(buildings)+25(other)+5(stunt)=396: Critical Success
Re-roll d100=69+245(stats and traits)+80(buildings)+25(other)+5(stunt)+44(The Blind Seer)=468: Greater Critical Success
Reduce rogue psykers by 25%

Archmagos Biologis Maximal spent the last decade studying the genetics of human psykers and how to detect them. Between his greater understanding of the complex interplay between body and soul and all the additional resources that can now be used to analyse the results it is unsurprising that he made a major improvement to detection rates.

Though even for him, improving the systems enough that you can be pretty much sure to find all psykers before the age at which Zeta and even Epsilons tend to awaken their powers was a massive achievement, particular as he thinks he may be able to refine detection even more.

Evergrowth in the Primal?- The Evergrowth Trees' combination of rapid growth, durable wood, and capacity to take enchantment has made them a regular lumber for use in various magical items. Archmagos Biologis Maximal, however has looked beyond that to Tallships. If it is possible for Evergrowth Trees to take root within the Primal Warp, they would be a perfect material for the construction of Tallships. It shouldn't take more than a few years for Maximal to determine if it's possible.

Time: 4 years
Difficulty: 0, 400 (100%, 50%)

Cost: Negligible
Reward: Find out if its possible grow Evergrowth Trees in the Primal, (make it work anyway)
Stunt: Evergrowth wood was absolutely ideal for construction, and would massively speed up Tallship building if it could be attuned to the Primal. If, of course, that was possible. If not, then Maximal would simply force the issue.

Complete
d100=82+245(stats and traits)+80(buildings)+25(other)+5(stunt)=437: Success

According to Archmagos Biologis Maximal by currently understood laws of the Warp and Primal it should be impossible for Evergrowth Trees to grow in the Primal Warp. He has proven that said understandings are flawed by doing so, but will need some more time to simplify the process enough so that others can follow suit.

TrialsAlpha PlusAlphaBetaGammaDeltaEpsilonZetaMinor
Passed42,03338,521213,2311,113,6372,561,9413,387,448363,036,418
Attempted42,46445,319243,6931,237,3742,769,6663,565,735411,300,369
Percent passed100%83%85%88%90%93%95%88%
PrimarisAlpha PlusAlphaBetaGammaDeltaTotal
Regular21,22315,10641,517215,519273,367
Veteran12272,9508,20943,07754,463
Elite0111644762,5883,239
Master0051481101
Grandmaster000134
Total31,46218,22450,217261,268331,173
Battle PsykerBetaGammaDeltaEpsilonZetaMinorTotal
Regular2,073-6,505117,203387,914481,50842,684,20543,666,397
Veteran1,3186,32574,394250,855314,92923,914,62824,562,450
Elite1701,1419,96434,82144,5522,954,3243,044,972
Master171461,0813,7764,854201,022210,895
Grandmaster05331141454,7645,061
Exemplar00011-7-5
Paragon000000.200
Total3,5781,111202,675677,481845,99069,758,93671,489,771
SanctionitesBetaGammaDeltaEpsilonZetaMinorTotal
Regular4,31347,422246,862804,0461,063,62169,190,53571,356,800
Veteran1,20113,37270,024227,109300,23918,310,82518,922,770
Elite871,0125,38617,32922,7721,375,2621,421,848
Master22714547463534,28135,565
Grandmaster00147297309
Exemplar000000.91
Total5,60361,833322,4191,048,9621,387,27488,911,20191,737,293
Neo-AstropathsBetaGammaDeltaEpsilonZetaTotal
Neo-Astropaths-132-1,468-7,703-26,478-35,036-70,817
Veteran Neo-Astropaths404162,1208,01510,69021,281
Elite Neo-Astropaths181961,0263,5264,6709,436
Master Neo-Astropaths219104324422870
Grandmaster Neo-Astropaths00381021
Exemplar Neo-Astropaths000000
Total-73-837-4,451-14,604-19,244-39,209

Witch FindersMinor
Regular26,898,987
Veteran8,805,741
Elite873,018
Master27,573
Grandmaster281
Exemplar1
Total36,605,602

InquisitionAlpha PlusAlphaBetaGammaDeltaEpsilonZetaMinor
7,567,37402543,2148,88546,402106,748141,1447,260,728

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: Ridcully looked for the plans and secrets of each attack. Then the Krork blunted waves with lives, the Necrons halted elites and forced them to a Ka-based combat paradigm inefficient against Sa, then finally the Eldar flipped the script with magic, precision strikes and as needed, extremely imprecise portals into the warp.

Complete
1st d100=50+56(stats)+120(traits)+10(Seer Council)-110(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=191: Critical Success
1st re-roll d100=79+56(stats)+120(traits)+10(Seer Council)-110(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=232: Greater Critical Success
2nd d100=81+56(stats)+120(traits)+10(Seer Council)-110(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=222: Greater Critical Success
3rd d100=24+56(stats)+120(traits)+10(Seer Council)-110(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=165: Critical Success
3rd re-roll d100=78+56(stats)+120(traits)+10(Seer Council)-110(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=231: Greater Critical Success
4th d100=7+56(stats)+120(traits)+10(Seer Council)-110(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=148: Success
4th re-roll d100=40+56(stats)+120(traits)+10(Seer Council)-110(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=206: Greater Critical Success

Once more, High Grandmaster Ridcully devoted much of his time to divining matters on the Dragon Front. His focus this time was mostly on helping identify those efforts made by the dragon to breach the blockade around its territory and start new fronts elsewhere.


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: Belakor had plans to destabilize the Unchained in tune with each attack. The narrative of rebels who struggled against each other as much as they did against the empire. Against that, Faust and The Blind Seer countered with their own narratives. Becoming the mask was it's own narrative, but if not, shooting them worked just as well and the Triumvirate were nothing if not pragmatic.

Complete
d100=20+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-30(wards)+5(stunt)=216: Greater Critical Success

High Grandmaster Ridcully spent a year helping identify the Shadowlords' various attempts at destabilising the Unchained so that they could be defused. While not every plot was countered, enough were to keep the level of internal conflict within the Unchained low.

Greater Divination (Mortarion-Quartus Front)— 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 main factor, really, was the specific plagues. Then the Mycenids and Nynye collaboration would naturally develop countermeasures before they even deployed.

Complete
d100=71+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-30(wards)+5(stunt)=256: Greater Critical Success

High Grandmaster Ridcully managed to identify the main plagues that the Death Guard would unleash on the Imperium Quartus' forces far enough in advance that most of them could be vaccinated against or otherwise rendered impotent.

Lesser Divination (Tranth Assassinations) — 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: Realistically speaking Belakor probably had given up on targeting Tranth for now, but unfortunately Tranth was too valuable to risk being wrong on that front.

Complete
d100=82+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)+5(stunt)-200(The Shadowlord)=86: Success

High Grandmaster Ridcully determined that no attempts were being made by the Shadowlord assassins to slay Archmagos Tranth. For the moment at least.

Divination (Eldar Choice): Times Four — 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: The available force by the Eldar to intervene in the galaxy was made mostly out of Harlequins and off-duty Farseers. Getting more forces on the Dragon Front was their task. Fortunately they had a god of Storytelling on their side here.

Complete
1st d100=24+56(stats)+120(traits)+10(Seer Council)-105(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)=165: Critical Success
2nd d100=42+56(stats)+120(traits)+10(Seer Council)-105(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)=183: Critical Success
3rd d100=51+56(stats)+120(traits)+10(Seer Council)-105(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)=192: Critical Success
4th d100=86+56(stats)+120(traits)+10(Seer Council)-105(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)=218: Greater Critical Success

This decade, the Eldar mostly had Ridcully help them find places that they could safely pull out their forces and substitute in lesser troops. This freed up a notable amount of Eldar to be fed into the Dragon Front.
Warp Echo: (Stone) – Some materials or items have a strong echo in the Warp, providing them with properties that they otherwise would not have. With a bit of work Ridcully will be able to determine if any given material or item has an echo, and what it is tied to.

Time: 1 year (must be taken by Ridcully)
Chance of Success: 40% (uses learning)

Cost: 200 Thrones, 2 Material, 2 Advanced Material, 20 Exotic Material.
Reward: Information on selected item's Warp echo
Complete
d100=45+31(stats and traits)+35(Roke Island)+15(Lizardmen)+5(Khoswe Archives)=111: Success

High Grandmaster Ridcully spent a year determining the Warp echos of Stone. He found that as one of the most common materials in existence, it has countless intertwining echoes, most of which are too weak to use for all but the greatest of masters. The main exception is that you Build With Stone, which should make building psychically active architecture with even mundane stone significantly easier.

Culture Spirits: Teaching: Twice- Tamia determined that it is possible to use a culture spirit to accelerate knowledge transfer 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 with some more time and effort.

Time: 5 years
Difficulty: 325 (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 usable level.
Stunt: A group's culture included what was common knowledge to them, even if that knowledge was anything but common by broader standards. For the Avernite Telepathica, that included vast amounts of psychic lore. All Tamia needed to do was figure out a way to induce a transfer of knowledge from the collective culture spirit to the individuals it encompassed. Of course that was much easier said than done.

Complete
1st d100=21+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)=243: Fail
1st Re-roll d100=24+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)+44(The Blind Seer)=281: Fail
In Progress-
One out of Three years completed

While Tamia has managed to found a few more ways to allow Culture Sprits to assist in the transfer of knowledge, so far, all of them have required a level of mastery that makes it just not worthwhile.

Cultural Spirits: Communication Part One- Tamia believes that it should be possible to gather information from a culture spirit known by other parts of the same spirit. If possible this could be an incredible long range form of communication.

Time: 6 years
Difficulty: 325 (uses learning)

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Tamia figures out how to communicate through Culture Spirits
Stunt: By the law of Attraction this should really be a trivial task. Culture Spirits were all the same, so if she followed the model of Devas communicating with Devas.. except that was still inefficient compared to using the nature of Culture Spirits themselves..

Complete
1st d100=16+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)=237: Fail
1st Re-roll d100=88+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)+44(The Blind Seer)=345: Success

After a few false starts Tamia created a ritual to pass messages on through a Culture Spirit. She tells you that this ritual makes use of the nature of the Culture Spirit to be everywhere that a member of its culture is to effectively set the distance that a message must be transmitted to zero, allowing for instant communications. Currently, the ritual used to send the message is rather long and involved, but it works as a proof of concept. Now, all Tamia needs to do is simplify matters to allow more people to use the ritual or, even better, make it a spell.

Initial Research Collaboration (Reactors)- Given that all of Tranths proposed major Projects are planned to be Hybrid Technology having the Telepathica devote major resources to aid him could only help.

Time: 4 years (must be taken in the same turn as the project)

Difficulty: 150

Cost: 1,000,000 Thrones, 1,000,000 Advanced Material, 2,000,000 Exotic Material, 1,000 Relic Material
Reward: better psytech in project, -5 to research difficulty
Stunt: Most magic, Tamia mused, assumed a caster to provide the specifics. Even enchanted items, really. Mass production called for standardized instructions, and it was fortunate indeed that Machine Spirits could function as 'The Caster' in this case.

Complete
d100=81+157(stats and traits)+35(Roke Island)+15(Lizardmen)+5(Khoswe Archives)+5(stunt)=298: Greater Critical Success

Tamia spent three years working on the psychic side of the new Tranth pattern Reactor before handing it off to her subordinates. In that time she mostly focused on setting up a framework that will allow several different forms of enchantment to be applied to different aspects of the reactor without conflicting with each other.

Light of Truth- Light of Truth is a Cataclysm Spell that shines out of the caster for an hour, emboldening their allies and burning back the unclean. This makes all allies within a kilometre immune to all negative aspects of morale and forces all daemon-tainted beings within a kilometre to suffer constant damage as the light burns out their taint. This can purify tainted beings tough enough to survive and destroy the gifts and blessings of Chaos given enough time.

Time: 1 year

Reward: Psykers learn Light of Truth Cataclysm Spell

Complete

Light of Truth is one of the simpler Cataclysm Spells. This allows Elite Primaris Psykers and Grandmaster Battle Psykers who wield the Wind of Light to be able to use it, currently numbering around six thousand in total.

Time Amok- Time Amok is a Cataclysm Spell that doubles the flow of time for an hour over an entire battlefield while also mildly damaging all daemons of chaos within its bounds. This can be used to win victories rapidly or to manoeuvre armies faster than the foe can react.

Time: 2 years

Reward: Psykers learn Time Amok Cataclysm Spell

Complete

Time Amok is one of the most complex Cataclysm Spells you have been taught. This restricts its use to the better half of the Master Primaris Psykers and Exemplar Battle Psykers who wield the Wind of Light, currently numbering less than a hundred.
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: 100 (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: Reducing the resistance of Ka to Sa and Sa to Ka was possible. What about the opposite? What about making Sa-tainted Ka a repellent to other Sa?

Complete
d100=7+33(stats)+20(traits)+5(stunt)=65: Fail

Aria spent four years studying how the Void Beacon uses Sa tainted Ka to create Gelar Fields as it travels through the Warp. While she can see what it is doing, so far her attempts to imitate it have failed, mostly by not getting the balance between Ka and Sa correct, as it seems it needs to be quite precise.

Void Beacon- The Void Beacon is one of the few other beings in the known galaxy that combine Ka and Sa, and Aria hopes that by studying it she will be able to learn more about how to combine the two often conflicting powers.

Time: 3 years
Difficulty: 80 (uses the average of Learning and Ka Control, uses no external bonuses)

Cost: Negligible
Reward: Aria learns more about combining Ka and Sa
Stunt: A third known natural Ka-Sa hybrid! An irreplaceable opportunity for investigation and analysis! Did it use the known Ka-tainted-Sa and Sa-tainted-Ka techniques, or did it have its own variants? Was there anything unique about its nominally-mundane biology? How about its Ka or Sa flows, in isolation? So many experiments, so little time!

Complete
d100=51+24(stats)+20(traits)+5(stunt)=100: Success

Aria spent three years studying how the Void Beacon combines its Ka and Sa as it does things and found out that the exact ratio that she taints her Sa with Ka and the patterns of weaknesses that she creates within her Ka can significantly affect the resulting technique. A whole new set of skills she will need to refine and research.
Adeptus Astra Telepathica: Prepare Expeditionary Force: Unchained- With your other commitments being what they are, you can afford to deploy around three-quarters of your Battle psykers to aid the Unchained this decade. This should have a massive impact on a handful of battlefronts.

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

Cost: Negligible.
Reward: Three quarters of your Battle psykers deployed to aid the Unchained for the turn

Complete

Xavier has continued to lead the Battle Psykers of the Adeptus Astra Telepathica on the Unchained front, where they are proving to be one of the greatest weapons against the Theocracy.

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

Complete

You have recently finished supplying the last of the Helltrooper formations with weapons inscribed with the Siren Rune of Banishment. These weapons will be significantly more effective against daemons then even their current loadout, making Helltroopers an effective counter to most demonic footsoldiers, and a threat to the weaker Greater Daemons as well.

Sanctionites: Teleport Evacuation Devices and Mindstasis Devices — Both Teleport Evacuation Devices and Mindstasis Devices could be used to help preserve your Sanctionites as well as your Battle Psykers, though they would have a smaller impact. While this is currently unaffordable, the boost to your psyker numbers and production that comes with it will make it more than worthwhile over time.

Time: 12 years

Cost: 2,600 Thrones, 740,000 Advanced Material, 13,000,000 Exotic Material
Upkeep per year: 1,000 Thrones, 160,000 Advanced Material, 2,800,000 Exotic Material
Reward: Provide all your Sanctionite forces with Teleport Evacuation Devices and Mindstasis Devices, reduce Sanctionite deaths by 25%

In Progress- Seven out of Twelve years completed

Recently you have started to roll out Teleport Evacuation and Mindstasis Devices to the Sanctionaites of Avernus. These technologies, while expensive, should notably reduce the death rate among your Sanctionites, which in the long term will have a massive impact on your economy.

Feasibility Study (Restructuring our economy around psyker production?) — 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

It should be possible for you to restructure your economy around the fact that psyker production is now your primary source of advanced materials. This should notable increase the efficiency of your psychic production but have an impact on your more conventional production.

Feasibility Study (Reexamination of the Automated Miners in light of the changed economic/industrial situation.) — 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

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.

Feasibility Study (See if Sanctionites could potentially spend more time training to hit Veteran skill instead of producing resources?) — 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

Focusing Sanctionites on training rather then production would not be viable given how much overlap between the two there are.

Feasibility Study (Looking into providing better weapons, armor, equipment, cybernetics to our various forces due to our increased economy) — 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

With your rapidly changing economy, there are undoubtedly multiple major upgrades that you can make to your forces loadout, though making them before the current economic issues are settled would not be advised.

Feasibility Study (Possibly as part of the above, strengthening/organizing our PDF to the extent that they can act as a useful support element to our psyker hunters) — 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

Strengthening your PDF to the point where it is a major asset against the type of psykers going rogue would not be viable.

Feasibility Study (Designing Biocybernetics specifically for Psykers) — 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

The issue with designing biocybernetics for psykers is just how much they would need to be personalised for each psyker so they do not interfere with the psykers powers. It would be possible, but limited to the best of the best.

Attend High Council- The next High Council Meeting will be in a decades time, or five years for the rest of the galaxy. This will be your first High Council Meeting as Governor of Avernus, and you hope that you can make yourself heard.

Time: 1 action

Cost: Negligible
Reward: Attend coming High Council meeting

Complete
See interlude

You recently attended your first High Council Meeting as Governor of Avernus. While it went better than you feared, there were still several votes that went against you that you are sure that Fredrick would have had go his way.

Personal Attention- 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 providing a new perspective on Avernus' medical system.

Look into Delegating Governance- You are pretty sure that the current number of decisions that go through the Governor's Office is something of a bottleneck. You are sure that it will be possible to increase the amount of projects that can be handled concurrently if you are willing to loosen the amount of control you have over them.

Time: 1 action

Cost: Free
Reward: Determine if you can manage more projects by increasing delegation

Complete

On further examination, your suspicions that the Governor's Office had turned into something of a bottleneck were proven, and you will be able to manage more projects a time by delegating some.

Knowing Avernus (Avernite Regional Politics) — 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

Each of the regions of Avernus has its own Regional Governor and political system, and there is constant jockeying between the Regional Governors to get their regions additional support from the central government and have more projects run in their region. Thankfully the Avernite belief in cooperation mainly carries on to even this level, and the politicking is restrained enough to cause no damage.

Year IncomeThronesMaterialMetalPromethiumAdvanced MaterialExotic MaterialFoodRelic MaterialPopulation
Starting836,685,287180,836,68381,133,2657,290,4221,050,849,354642,942,34959,490,921642,0741,266,272,702,070
Net Income-179,780,8017,151,07046,795,711-321,444512,622,508480,260,33319,899,449236,57446,493,939,375
Percent of Income used-122.71%72.78%0.32%106.47%14.15%12.18%0.00%27.89%
Remaining656,904,486187,987,753127,928,9766,968,9781,563,471,8621,123,202,68279,390,370878,6481,312,766,641,445
Percent Growth-21.49%3.95%57.68%-4.41%48.78%74.70%33.45%36.85%0.37%
 
Last edited:
Maximal casually growing impossible trees whilst completely redefining the Trusts understanding of the psyker gene... again.
 
When will we be ready to form Rotbart's Own, the permanent volunteer formation that cycles Avernites to fight under Frederick's command for the Unchained?
 
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