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

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-[] Charla'bola

I think in the aftermath of a great victory, there are going to be a lot of ninefolds looking to hire someone to deal with rivals.
 
By Whose Authority: Sorceress New
Sorceress

You have four Aspiring Demons sealed in jars, a need for ninefolds, and the services of the Black Library at your disposal. Combine these three things together, and you think you have a customer who will buy your demons, and sell you ninefolds, especially as you know your buyer's True Name, and the True Names of your products.

Sorcery is something the Sane detests, as it is far too easy a tradition to learn, and can, in practice, accomplish most anything a demon can do. At its core is something only a few members of the Sane can do: Make a deal with a Warp entity.

Human sacrifice and forming cults are simply a few such products a mortal might offer. Magically binding oaths can be given, or extorted. At once, barely a tradition, yet there is a small continent of library shelves in the Black Library that cover the topic. Anything a Warp entity can do, Sorcery can do.

Belakor formalized the process among Chaos, by coming up with ways and means for mortals and Warp entities to do business together. Seals that protect the summoner that break if the mortal attacks a demon, circles on the floor, made of materials that conceptually oppose the entire, like a circle full of pesticides for a Nurglite that acts as a beehive, or sutras all full of true statements for a Tzeentchian speaker of lies. Fill them with power, and make sure it's a proper circle, call upon other powers if need be, and you have a circle that a demon cannot leave properly or break through.

From there, you can begin magically enforced negotiations.

Each circle should be carefully designed to counter the entity that you wish to trap. As such, studying your target is paramount. A Demon of Stagnation is different from a Demon of Decay. A circle of Chrysalises and seeds, given power, would have a better chance at containing the Demon of Stagnation. Better still is to know the history of the demon. Using symbols of its defeats, to remind the Warp of their weaknesses, makes for a more stable circle.

However, this is all a lot of work, and requires an understanding of the immaterium that is closely guarded, both by Sorcerers and by Demons. As such, most sorcerers simply use one well designed circle, for their day to day summonings of lesser demons.

Each circle needs power to function, and the Great Gods have power in spades. The detritus of their games, of broken down demons, artifacts empowered by barely acknowledged scraps of their domains, serve as excellent sources of free power. Be warned that this power always has its own motivation, and that motivation is "to ruin and enslave others". Their methods and means are endless, but the goal is always the same.

Bindings of enslavement are the most famous, among the Sane, as that is what they fight on the battlefield. For Greater Demons, most Sorcerers prefer to secure one time favors, or establish a proper reputation among them.

Everyone in the Nonarachies has some group that they consider more important than the others. Royalty, businessmen, demons, or members of the general public. They will fight to the death to defend their reputation among one of these circles. Without that reputation, trust, and respect? You are nothing and no one.
Munetsi has the reputation of a kidnapper, and the trust of a trucebreaker. This hardly matters. She has an easy enough time finding renewable cultists, and the weapons and trade goods she can make mean she will always have someone willing to deal with her. The fact that she has not been hunted down and slain, or otherwise made to leave the Nonarchies, is proof of the insanity of Chaos.

Respect, however? She has kidnapped multiple ninefolds, and has multiple Aspiring demons sealed away in jars. As she becomes more capable, you're entrusting more cells to her. Sherlock has been targeted thousands of times in hacking attempts, each one rebuffed. The benefits of "disposable encryption algorithms". Secret keeping mathematics, supplied by the Black Library. She has you bound. So long as she doesn't make it a habit of turning on her co-conspirators, she has enough trust. You've managed to avoid slaying any more Aspiring, after Telglutch. You're slipping into her shadow quite nicely.

You know that this can change all in a single moment.

~

Rhanda the Storyteller, True Name Raulduthonitanodouloustin, alternative titles "Speaker of Truths, Redeemer, Patron", is the Favored the Black Library recommended to you. Likely to break into the ranks of the Honored within the century, assuming some disaster does not befall him.

You're not planning on being that disaster.

Chosen for several reasons. They're not overly likely to betray you, they're close to your area of operations, they have the power to grant several ninefold worth of power, and give his personal station, quite receptive to enslaving the Aspiring of other Gods.

Quite likely to be interested in Munetsi, should she call out. Likely has heard of her antics. He takes pride in "redeeming" those Tzeentchians who have lost favor with the Lord of Nine.

Munetsi has a complicated relationship with Tzeentchian numerology. Sometimes it works in her favor, and sometimes it blows up in her face. Given that she cannot earn Tzeentch's favor, this will likely continue to remain the case, as the sorcery required to stabilize it would require inviting a demon into her personal affairs.

~

You're headed to the Slaaneshi Demonworld of Charla'bola, or rather, its orbit. Rhanda was seen here, warring against Slaanesh. At the right time, and the right place, the invitation ritual will be easier.

Munetsi checks, double checks, triple checks the seals. As this is not an enslavement binding, the seals are easier. The Black Librarian on staff recommends counteragents of Despair, teeth taken from the mouth of liars in acts of violence (Surprisingly hard to get), with engravings made in the floor by a weapon who has committed regicide, left impaled at the stern-side of the Botzivan. The implements, when filled with power, will not make it easy for Rhanda to break free, and will help in banishment, should the need arise.

You've tapped Ridcully for guidance, as you're not sure the Chronometer is enough..

~

The Botzivan is an interesting ship. It started as a Callamus factory ship, before it was refitted by the First Worldship with a vastly improved factory, stealth capabilities, and a warp engine. Wards in arcane script, flow about. They are not the jagged lines of Chaos, that look as wounds upon the world. They remind you slightly of the Sirens, though their origin is more recent then they, only being twenty eight million years old.

The factory contains many spindly arms, each with an array of advanced tools, capable of lifting, cutting, melting, welding. Difficult to operate, yet capable of reconfiguring itself to make anything in short order. Sherlock is carrying this operation on their back.

Nine Moth-women gather about the circle. Sutras compelling truth from the reader are scattered about on every surface, without much rhyme or reason other than "so you're always looking at one". The circle itself spirals off with artistic pictograms of Rhanda's defeats, a carefully done rendition done partly in old pictographic languages, done in the hopes that he does not fully recognize them.

Nine-as-one speak. Never fully in unison, neither fully synchronized. Their voice reverberates with echoes and with power. Some shout, some speak, and the last few whisper. Yet the power and authority they wield remains steady, each voice heard, turned to a singular purpose.

"Rhanda the Storyteller, hear me." "Listen."
"Hear me, on my authority." "Rhanda the Truth-Speaker, listen to these words."
"Rhanda the Redeemer, this one holds herself to greater truths."
"Rhanda the Patron, know that we seek to strike a bargain."
"Can you hear us?"

The Warp finds no fault in their circle or their intent. Each word echoes, yet suddenly stops, as if something is stealing the echoes.

"Rhanda, the Gift Giver is calling." "The Demonsealer has a proposition."
"Rhanda, Munetsi, Captain of the Botzivan is at the summoning circle."
"Hear me." "Rhanda, Munetsi the Enslaver beckons you."


Slowly but surely, light refracts as reality congeals. Something is happening inside the circle.

"This is a zone of truths." "Peace and non-aggression."
"We speak no lies." "Let us come together in peace."

Suddenly, the distortion is gone. Did it fail?

No.

Nine as one realized that they succeeded, as Rhanda the Storyteller stands in the circle.

Tattered cloth keeps his modesty where plumage does not. He is covered in countless slits. The crooked staff he holds speaks of wisdom and old treacheries. He has no eyes, but has two beaks.

Suddenly, the slits on his body all open. Eyes. Many colors, mostly human. Each moves, until nine of them settle upon each of the nine.

"Ah, dearest Munetsi. I wasn't expecting an invitation, but you showed up at such an… interesting time. The war against the Amputator is currently at… a stalemate."
"Oh, and what's this, trinkets that ward against lies all about?"
"I heard you, and I accept the non-aggression, provided you have an appropriate offering."

Two beaks, yet three voices.

"My court is looking to break through the siege."
"I remember when you breached the throneroom on Nurgstasch."
"Kidnapper, I know you broke what should have been a truce on Baza'ria."

A lesser sorcerer would be disoriented by the multiple conversations, but Munetsi has been pretending to hold the blessing of the Ninefold for months at this point.

"Rhanda, know the intent in my mind is that neither of us tell lies."
"This is a zone of truths alone." "We've much to sell you, if only we could trust you…"
"Great things are possible, if only one's word is inviolate."

The old bird smiled with one beak, and brought a hand up to his other, as if pondering. Somehow, without his eyes, you beheld both an interested expression, and a cautious one. The eyes on his body all dart around. None seem to stare at anything in particular for very long. Yet there's a pattern. Something is always staring at each Munetsi, and at you. An ever shifting perspective.

"Trust is a foolish thing to give to one who moonlights as a kidnapper of ninefolds."
"You must be in an awful lot of debt."
"If you want me to agree to speak no lies, then tell me, who is Keelser Soze?"

Undoubted, the nine continued. For your part, you stood on the far side of the room, back on the far wall, ready to explode in a storm of True Killing strikes should it be required to protect Munetsi.

"I'm not just a kidnapper. I am a gift giver." "I have an offering. This shipment of weapons should do nicely for your cult."
"They are yours, once you agree to the non-aggression pact."

You've gotten used to the idea of giving weapons to heretics as of late. They make for great bribes, and you can be sure that they will be wasted in short order. Especially since some hard-to-replace parts in the chamber were designed to not last. Rich heretics have access to high quality luxury goods that only Chaos can provide, but Munetsi is willing and able to manufacture mid grade consumer goods like holosets and silken bedsheets. To those who live in poverty, they don't think twice. Or plot to steal them.

"I see these weapons, and I accept the non-aggression pact, provided I do not believe that this is a precursor pact to my enslavement." "I've spoken no lies, but that does not mean I accept such a binding."
"You've done so much on Keelser Soze's orders, but can you trust him?"

The script on the circle glows, as the non-aggression pact is agreed to, the Warp acknowledging the power behind both of their words, as Munetsi implicitly accepts his wording.

"Keelser Soze matters little to this." "We've much to sell you."
"We wish to purchase sets of ninefolds."

Rhanda shifts their stance, and brings their staff up slowly. You tense at the sight.

Ghostly illusions of Jameson and Munetsi appear. Scenes of Munetsi's victories, of Tzeentchians she's slain in retribution for assassination attempts. You, bringing a final end to Telglutch the Bloated. Munetsi sealing away various demons. Visions of her kidnap victims appear. All of the tech she has used and deploys. Even her recent acquisition of the Recall Amulets.

All of these images encircle the main show. Of Munetsi descending, her drones attacking other Tzeentchians while the sky is overcast with the black clouds of Malice.

"Keelser Soze matters a great deal."
"You bind only lesser demons to your cause."
"Again, what are you doing with those you kidnap?" "Such technology."

"You must owe him a great deal."
"Yet, can you truly say he intends to keep you?"
"You showed up on Baza'ria hours before the attack, and found a co-conspirator who was ready to help you?"
"I know the sacred nines do not favor you."
"You'll fight Nurgle, but not Malal?"
"Such a rising star, all ready to be used up as fuel for another's ambitions."
"Don't put all your eggs in one basket."

The Munetsis were taken aback by this, as many voices filled the air. Still, they gather themselves in short order.
"This is not why you're here."
"You won't take our secrets that easily."
"We trust him."

Dead silence reigned, until it was broken by the crowned crow. "Say that again, under this field of "truth" you're trying to enforce."

"I thought so. Trust is the most valuable commodity you'll ever give to someone else. Not secrets or technology or even magic. Girl, I could speak for nine days, of students who trusted their mentors, of servants who trusted their patron."
"You came to a land where you have no others of your kind. Your bodyguard is a witchslayer, and while you are a prodigy of Technomancy, your best talent is one that can be defeated by mathematics."
"By your own admission, your plot to enslave this "Jameson", succeeded by the nines. Perhaps it was not Tzeentch's own nines, but by Keelser Soze's?"
"Witch Hunters ever so rarely reach for enlightenment. Whose slave is he, really?"

They were at an awkward impasse, now. Rhanda has been keeping up with Munetsi's mysteries and alibis. Tzeentchians are like that. It's hard keeping secrets from them.

"You have been trapped in a most wicked web indeed, silk spinner. Let me help you."
"I shall set you free." "Come with me."
"You've so much more yet to see."
"I hear you. Let's make a deal!"

"[By the Will of Tzeentch and my own, by my authority, we'll tell each other no lies!]"

You felt that. This is his ploy. To get entangled with Munetsi, and drive a wedge between her and Keelser Soze. Make himself somebody that she can trust, an alternative to Keelser Soze.

Non aggression pact, check. Pact of truths, check. Now, for the third.


One Munetsi waved her amulet, to recall a sister. There are ten Munetsis, now, surrounding the circle.

"Raulduthonitanodouloustin, by my power, kneel before the weight of your True Name, and let us bargain!"

All of Rhanda's eyelids opened at once, even the ones in his skull. He kneels, yet also draws his sword.

"BETRAYER! I WILL NOT BE ENSLAVED BY A WHELP WHO CAN WHIP UP A SINGLE GOOD BODY DOUBLE!"

You intervene. Or rather, you allow Munetsi to stand between you and Rhanda.

"We mean to trade, not enslave."
"We have more than your True Name."
"Take a look at these four." "We mean to do business."
"We wish to be at peace, as partners."
"We intend to purchase ninefolds."
"We mean you no harm."

~

Rhanda is less than happy, to say the least. He knows that Munetsi bargains from a position of strength over him, as she turned the tables on him.

Ridcully's guidance is a life saver, as expected.

As the tenth Munetsi was not present at the time of the binding of truth, Munetsi has a means to lie to Rhanda, but the reverse is not true.

Ridcully and the Librarian give many warnings that just because a statement has no lies in it, does not mean that it is honest. Rhanda needs to only use others to tell his lies. A simple enough reshuffling of his plots and business can make many things a true statement. Such as "I enjoy helping blind children", or "I have no plans to kill you."

Munetsi has a non aggression pact, an advantage in word games, and a command over him to do business. With the upper hand in negotiations (and the True Names of Aspirings to go with the demons in the jars), they get down to business.

Mostly, it comes down to Munetsi trading sealed Aspiring to him in exchange for a new Ninefold, with their full set of eight bodies. She gets an extra Ninefold, for each True Name to go with the Aspiring.

This deal costs Rhanda a fair amount of his own personal power. As such, he must make the ninefolds slowly. However, he is quite interested in this deal, especially once they both agree to keep the terms of the deal quiet, and Munetsi smooths things over with promises of weapon shipments.

Given that the Ghost Legion can fulfill this obligation for Munetsi, with arranging dead drops outside of the Principalities, Rhanda does not have the upper hand he thinks he does.

~

Things are going well, until you get a message from the Child of Hate. Turns out, the fresh ninefolds you're getting from Rhanda aren't quite what she wants. As they have an extremely short medical history of ninefolds, with their soul freshly stretched thin, they are not good representations of expected ninefold spiritual anatomy.

Still, she encourages you to keep up the acquisitions, as she can still come up with some uses for them.

On the plus side, you can justify Munetsi getting something new to play with.

The first of which is a Binding Breaker staff. By breaking it, Munetsi dispels all bindings in a radius. A potent arcane tool. An excellent justification as to why Munetsi only has weak demons bound: She can't trust her own bindings while she might use this staff.

-[] A Chrono-displacer.
A device your mother made famous. This will allow one Munetsi to be safe in incredibly dangerous situations.

-[] A pile of Drukhari tech.
Ninefolds clearly fetch a great price. This will boost Munetsi's technomancy, give Jameson less interest, and can provide one bonus that the thread suggests

-[] Pheromone Control system
Something to placate the Cult of the Gift Giver. Capable of rendering them docile, suggestible, to the point of editing their memories or reading their mind with utter ease. This will justify all operatives of Operation Stardust working more loyally to Munetsi.
 
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-[] Pheromone Control system

this one's pretty tempting, the odd amount of trust her followers have is likely the biggest tell she's not who she claims to be.
 
By Whose Authority: The Fleetstealer New
Munetsi is using a pheromone control system. Either an implant, or an inflicted mutation. Those under its effects find themselves easily mind controlled while it is active. Memory editing, confessions, induced amnesia.

It won't actually work on any of the operatives. Anyone trusted is well beyond that point.

The control system is quite powerful, however. Namely, the ninefolds will not overly question how effective it is. As such, Munetsi can draw the agents closer to her, and place more trust in them.

Subordinates and bosses actually trusting each other? If the ninefolds seriously thought anyone in Operation Stardust was operating in good faith, about half of them would die in a week, just from the sheer threat they would display.

The Ghost Legion can start openly using the good stuff, and Shifters can stop holding back. Nobody needs to do anything more than the occasional show of ambition.

~

The jewel of Charla'bola is one that Slaaneshis and Tzeentchians fight over constantly.

Once the center of an empire ruled by an Honored of Slaanesh, its subcaptials were laid low by the plots of the Exalted Crown Maker. However, Yigdium the Amputator's own personal world never fell until centuries later, from the constant attrition of being a Slaaneshi demon world inside a Tzeentchian domain.

So powerful was the Amputator that even now, despite the world changing hands several dozen times, he still has a powerful claim upon it, and will simply refuse to give it up.

They've recently reclaimed it, and now Tzeentchians want it back. Many forces are mustering in these systems, for thousands of different purposes. Some seek to take it back, to earn favor from Tzeentch. Some intend to simply swoop down, and bind some demons while the Great Game serves as a distraction. Arms factories intend for this war to continue, as war is good business.

The Tzeentchians here are ones who reject the anglerfish lure of excess and pleasure. The ones who fell to Slaanesh had an unfortunate habit of getting killed by their peers. Munetsi has been accused of being born a Slaaneshi, for her beauty. It will be harder for her to recruit more renewables.

Still, she has plenty, for the time being.

~

You've been doing some thinking on the Chronometer. When you first got it, you thought of it as a sort of shield. To block enemy secrets and to undo mistakes. But now? You're wanting to test out how it can be used to scout.

Munetsi has spread herself about, taking care to never stray too far from the sprinting distance of She Who Darts Swiftly.

There are many factors that make a ninefold resistant to kidnapping. Sheer power of the individual, how clustered together are their bodies, how sure you are of where all their bodies are located, difficulty in reaching each body in short order, what sort of demons they have prepared as an emergency summon.

With the Chronometer? You've found a way to track their bodies, potentially.

It's not too hard to get access to one ninefold's body. You can true kill them easily, yes, but Munetsi only rarely has you true kill anyone. She does not want to come across as an assassin.

With her respect, you can simply rush towards a ninefold, and true kill them.

13, 12, 11, 10

Reports flood in from Sherlock and Munetsi. Six of their bodies just dropped, stone dead.

9, 8, 7, 6

Stanza station, in orbit, 3 at his manor, 1 at the lord's court. 1 at a restaurant. Munetsi rushes to one of his bodies, to use a bit of divination to find the rest of him, if there are ones.

5, 4, 3, 2

There's a connection to a ship, it seems.

Tick


You are rushing towards the ninefold. You meant to arrive before the rush. He cowers before you.

You play it off as just a prank.

Seven bodies. The one at court will take a small bit of doing, but the manor doesn't' seem like it will have proper defenses. You have an agent purchase information on VIPs aboard ships in that direction, to track the shipbound body. The restaurant will be trivial.

You have a boarderlion kill team do a deep dive into the manor, after the Shifter's use a bomb to disable the wards. No significant defenses when crashing through above. tick.

The broker came through, though they charge a surcharge to delay releasing that you've bought this information. The Brakka, a mass conveyor. Not sure what his business is there, you have a Borderlion begin moving in with a Munetsi and a kill team.

No disasters befall anyone, aside from some skirmishes with the Cult of the Gift Giver. No Stardust operatives are harmed.

Multiple Munetsis move into the palace, to socialize, under the guise of plotting something big, and looking for co-conspirators. Your target is amongst them, thinking themselves safe from how spread out they are.

You give the order to both the shipbound and the palace Munetsis to begin. Hmm… The shipbound body will be easy to acquire, but the palace is what's giving you a hard time. Too many wards and guards, and you'd rather not have Munetsi gain a reputation for excessive collateral damage.

You have Munetsi begin the negotiation process, of gaining allies who will sell their help in stealing the palace body. She gives gifts, she delights, she distracts the target, and she finds a guard captain willing to take a bribe in exchange for assistance.

Your target is unaware, and Munetsi has brought together her strike forces.

You decide to go in with a practice run, to see how much of the plan survives enemy contact.

Palace
92 vs 76

Ship
62 vs 14

Manor
69 3 93, 3 ticked to 73+20
43 17 73

Station
79 vs 65

Restaurant
38 vs 13

The guard at the palace showed Munetsi an exit tunnel, and the ambush and escape go well, at the palace. The other guards do little to impede her progress.

The shipbound target was resting, and both security and wards were light. The capture team makes quick work, and escapes by a borderlion.

The station body was more vigilant, as they were expecting some sort of ambush from someone else, but not Munetsi, it seems.

The one at the restaurant was lax, as he was celebrating with friends.

The manor is a slightly more complicated situation.

This timeline needs only the most minor of adjustments. Tick.

Munetsi follows the path the Borderlions took, with a minor deviation. Namely, a grenade launcher to break down an inconvenient door.

~

He thought he was safe from Munetsi, as he had a body at court, and one far away.

Ninefolds are capable of so many things, but each body is just as vulnerable to ambushes as a single body.

It's dangerous to leave Munetsi vulnerable to precognitive dominance, if you are scouting, instead of protecting.

You don't think many have figured out that you cannot sustain the Chronometer. They've noticed that Munetsi occasionally displays great precognitive abilities. They might just assume that it's a blessing, rather than a talent. Should it get out that Munetsi has periods of vulnerability, she will become less safe.

~

You don't prey on the truly powerful, which is how Munetsi stays under the radar.

Psykers are not created equal.

Society is noticing that she seems to be branching out, however. Taking out the occasional ninefold who gathered too close, is really just a form of punishing the uncreative, the unentangled, and the unvigilant. Seeing Munetsi attack, over an astronomical distance? Her ambition is growing, and she displays more and more for her accomplishments, while Keelser Soze remains an unknown.
~

Word leaks that Munetsi is officially on the hunt for Aspirings, and somehow is able to get their true name, outside Chaos Sorcerer's typical methods.

The Nonarchies know that she wants to collects ninefolds, but isn't too picky about their quality. She has a means of laundering Aspiring's into more of them, and Aspiring's are easier to hunt.

Sorcerers begin to eye Munetsi with concern. While they themselves feel safe enough from her, their demons are much more stealable ambition.

Skirmishes begin to mount, to simply tie up more of Munetsi's time and resources, while she herself is in an area that is a bit more reluctant than usual to promises of luxuries. So, she simply adapts, offering more in the way of weapons than usual.

Munetsi has always presented herself as a nomad. She strives to make as few enemies as possible, presenting herself as a giver of gifts, and as a neutral party that you do not want as your enemy.

It seems she's earned such an enemy. Charlita the Fleetstealer, has her eye on the Botzivan. The Ghost Legion finds an abnormally large number of spies entering into the Cult of the Gift Giver, almost all of them from her. It seems she seeks to hijack your factory ship, as it can produce an absurd amount of wealth and power.

With the spies not able to accomplish much due to the fact that anybody near anything interesting or important is running the battlenet, as proof of loyalty, there is a minor usurpation waiting to take place.

She attempts to sneak ritual circles into your shipments of metals or other supplies. As the only reason Munetsi purchases *any* amounts of metal in this nation is to not have too many people ask questions about her supply chain, this amounts to little, as you make preparation to redirect the teleporters to traps and dungeons.

She hires mercenaries, expensive ones, even. You are outbid, and the Nonarchies do not trust Munetsi's bids, as she is a drifter.

She attempts to capture an officer of the Botzivan, and succeeds, forcing him to retreat to his mind palace, and reveal himself as having Alpha Legion mental conditioning, and you to mount a rescue operation. 60 vs 75, ticked to 60+20 vs 50

Munetsi is able to retrieve the agent with only a small amount of difficulty, and manages to redirect the enemy pursuit into an ambush on short notice.

Munetsi reveals to Charlita that she knows many of the plots she has against her. Rather than find a new target, she instead decides to go onto the offensive with her allies.

Munetsi finds few willing to rally to her call for aid, receiving only token support, though someone offers to gift her a pack of Flesh Hounds, but she politely declines.

Charlita launches her assault on the Cult's main compound, and attacks the Botzivan with her small personal navy.

Assault on the compound
Munetsi 73 77 96 vs 32 62 12

Botzivan vs navy 80 vs 79, launching bording pods full of cultists, and dropping Ghost Legionnaires by Borderlion

Assassination at court 47 vs 21, Munetsi fends off attackers

Hacking attempt (lol), 7 vs 31, come back with crits lady

Attacks on mission centers 73, 60 vs 60, 80

Charlita can apparently whip up a crowd of xenophobes quite nicely, and gets local gangs to launch a combined assault on the compound. She herself does not get close, fearing you. However, they are cut down by your hidden turrets and other various ambush techniques. Her spies are cut down, before they can attempt anything.

The naval battle is a major concern to you. The Botzivan is one ship, versus 6 of hers. While you have surprisingly powerful shields, point defenses, and many nasty tricks, the Botzivan is ultimately a stealth ship, not a battlecruiser. However, you have an unquestioned boarding supremacy, as Charlita will soon discover. Borderlions are simply cheaters, and spycraft is never a fair game.

She sends her assassins to Munetsi at court, but she was well forewarned, and talented in the Nynye sword art of Alanti.

She targets various bits of infrastructure, outposts that are necessary for your agents to fan out and get information on ninefolds. One rebuffs the attack, but the other's outer walls are wavering underneath a fierce assault lead by demons. You deploy a rapid response unit via Borderlion, and keep yourself in reserve, Chronometer at the ready.

Round 2

Mission center 2, 24+30 vs 72
Botzivan vs Navy 98 vs 85
Boarders 84 60 83 vs 89 55 75

The mission center is on the verge of collapse, and so Munetsi recalls more of herselves there, getting ready with denial charges and ready to perform a breakout maneuver.

The Botzivan is not a descent class vessel. Such designs are a bit too distinctive, and so, the powerful thrusters required were never implemented. However, the First Worldship *did* design for atmospheric re-entry, and they are an optional upgrade. Munetsi guides the Botzivan to break into the atmosphere, as a shortcut that her enemy cannot follow through. However, they are still in hot pursuit, even as your boarders are winning.

Mission center flees 60 vs 20, denial of information 44 vs 26, success

Botzivan vs Navy 46 vs 10
Boarders 9 (crit), 73, 15 vs 59, 78, 55

Munetsi leads her agents in a breakout attempt, showing off just how fast a bunch of spies on hoverboards can be. The demons had only a few fliers, and Munetsi cuts them down with drones.

The Botzivan has successfully broken out of the ambush in the docks, being in a good enough position that no other Tzeentchian should attempt anything.

With only one active situation to concern yourself with, you decide now is the time to hunt down Charlita.

The Ghost Legion secures the main bridges on two ships outright, and had to retreat from two of them, as the Cultists lost faith as they heard the Botzivan was running away. Fighting is still intense on two ships.

One Charlita is holed up in a bunker on a ship you've effectively captured, thinking herself safe for the moment. As She Who Darts Swiftly deposits you outside the bunker, you break through the pathetic wards with a swing. As she desperately jumps into the warp, She Who Darts Swiftly knocks her unconscious, and you end her existence with a strike to the heart.

With the true death of Charlita broadcast far and wide, the ships that had some of Munetsi's cultists on it warps out, calling on a pact for a safe exit.

The other ships call for an end to hostilities.

~

Munetsi is not able to extract much from the now neutral vessels, as they simply allow the cultists aboard to return to the Botzivan. However, Munetsi would rather not let the enemy gain anything by interrogating her cultists, and so, you and she depart on She Who Darts Swiftly, and track down the two runners.

It seems that one got eaten and taken over by demons, as the price paid for the pact. All hands (and cultists) lost. That, or they simply betrayed each other in the face of a loss. Who can say, it's not your problem now.

As for the other, they didn't warp out very far. They doubt the Botzivan would track them down. They're right, but the same is not true for Munetsi.

You sneak aboard with little issue. Now that you're fully in the materium, you begin Chronoscouting the bridge.

Easy breach, and they aren't suspecting anything.

It seems that more than a few cultists aren't giving up the fight, for some odd reason.

Did they seriously expect a rescue?

Given caucus belli to take over a vessel, Munetsi recalls some selves, and together, you breach the command deck.

26 vs 80

Tick

You give some tips on breaching, in the 26 seconds it takes to recharge. Now, let's see what time has in store for us.

42 vs 78

Tick, sigh

You recalibrate your expectations, from when you did your test breach. You weren't holding anything back, which seems to be a mistake. As Munetsi lead the charge, with you following right behind her, you're putting too much pressure on the first breacher.. Since Munetsi should call the shots, you have her come up with a plan.
27 vs 68

Small drones breach through the vents, as breaching charges go off from below the command deck. Drones fly in. Each are cut down far too quickly. However, with the captain and crew distracted, Munetsi flies in, overly eager, and a Lord of Change cuts one of her down.

Ah.
That's a damn favored. Tick

You gave her bad information, from how you underestimated the captain's demon, with how fast you ambushed them from earlier. You apologize, and together, you come up with a more sound plan. You check the Godminder, out of habit. Nope, nothing.

Munetsi retreats upon She Who Darts Swiftly, and recalls much more of herself.

As she does this, you test to make sure that they are still unaware of you. Yep, still unaware.

Nine Munetsis pop out.

She's learned so much, from the time she was breaching that throne room.

No heroics, except for the part where you seal away a favored demon

Munetsi 17 52 95 26 29
Favored 74 95

Tick

Nope, try again.

While the Chronometer can extract so much information from the future, it does so at a cost of time. While you've been strategizing, it seems that you've tripped some sort of alarm. Fortunately, they only think that you are cultists, and so, don't send their best.

You want that favored in a jar, damn it.

If breaching that position is too difficult, you swap tactics. The reactor is less guarded, though just as well warded. Destroying the ship will put the favored on alert, but give more more opportunities to ambush it.

Plant a charge on the Reactor, 100 vs 86

Munetsi has learned so much, from all the time she has spent connected with Sherlock. From her time in the Caverns. From you.

One of her effortlessly sneaks into the reactor, and plants a bomb that should blow up two thirds of the ship, but not do too much damage to the command deck, even as it likely gets thrown away from the ship. She sets up its projected trajectory, and directs her other selves to along a parallel trajectory, as they board another borderlion.

You have control of the detonator, and simply have She Who Darts Swiftly take you to a proper vantage point, so you can enjoy this show.

Double checking your timing, you press the detonator, and track the command bridge. Sure enough, it follows the velocity and trajectory Munetsi described. The borderlions practice the trajectory, to allow a smooth boarding operation. Check.

Tzeentchians preach that one must be ready for anything. Let them be ready for this, then.

The sky turns blue once more, as the ship explodes in a most violent and spectacular manner. The bridge is torn clean off, and keeps to the trajectory as planned. Borderlions match the trajectory, and that favored has never before been as surprised as its about to be.

Once more, into the breach.

Munetsi 48, 24 15 13 14, +10 from low synchronization
Favored (-50) -14, -22

Sealing attempt 100 vs 24

The situation is complete and total chaos, as you doubt anyone has ever attempted to seal away a demon before, in this sort of a circumstance. Countless bits of unsecured debris are launched everywhere, making it difficult for anyone to concentrate. Nobody was expecting to be thrown away from the ship in that manner.

Munetsi can barely operate, even with the element of surprise.

The favored is completely stunned, and cannot even notice Munetsis congregate around him, to seal him into a jar.
 
With her respect, you can simply rush towards a ninefold, and true kill them.

13, 12, 11, 10

Reports flood in from Sherlock and Munetsi. Six of their bodies just dropped, stone dead.

9, 8, 7, 6

Stanza station, in orbit, 3 at his manor, 1 at the lord's court. 1 at a restaurant. Munetsi rushes to one of his bodies, to use a bit of divination to find the rest of him, if there are ones.

5, 4, 3, 2

There's a connection to a ship, it seems.

Tick

whoof, yeah I'm glad we took the re-roll option. This kind of mission is the sort where you roll shit on one set of rolls you just eat shit and die. Being able to have an easy source of re-rolls and the ability to just, have an attack not happen is big.

also damn, Muntsi is pulling some nonsense here, sealing a Favored and blowing up a ship with only one of her. She's growing into the kind of hero who does not need to rely so heavily Jacobs support pretty fast.
 
whoof, yeah I'm glad we took the re-roll option. This kind of mission is the sort where you roll shit on one set of rolls you just eat shit and die. Being able to have an easy source of re-rolls and the ability to just, have an attack not happen is big.

also damn, Muntsi is pulling some nonsense here, sealing a Favored and blowing up a ship with only one of her. She's growing into the kind of hero who does not need to rely so heavily Jacobs support pretty fast.
Munetsi was an entire 9 on that ship.

The Recall teleporter would have had the operation act as a full team from the get go. Just imagine what the Shifters could get up to when they don't need to worry about escaping.

The Scarabs would have had you plotting to steal many more ninefolds, and they would have countered many people by simply letting you read their minds.

But yeah, the Chronometer is the most fun option, in retrospect.
 
Chapter Two Canon Omakes: Everchanging Times: Headlines Over The Last Thread New
Everchanging Times: Headlines Over The Last Thread

Void Dragon Defeats Soleriel!

In a shocking defeat, the 1st Circle Archangyl Soleriel was defeated at Sol by the Void Dragon in personal combat! Read to find out more..

Mortarion Wounded!

It would seem that in a skirmish on the world 'Avernus', Mortarion was severely injured whilst leading an attack on a minor village named 'Itza'..

Perturabo Besieges The 'Imperial Trust'

As part of the vengeance following the events leading to the tragedy of Cadia, Perturabo has begun a siege of the petty polity known as 'The Imperial Trust'..

Vect Begins Webway Reconquest

In a surprising turn of events, Vect has begun a major reconquest of the Webway! So far he has made major progress, and it is suspected that the Empire of Ashes are perhaps not as strong as they seem..

Perturabo Humiliated

With a twist of Fate, or perhaps a feint by the Eldar, Perturabo has lost the Phalanx during an attempt to storm the system known as 'Vanaheim'..

Trickery or Treachery? Inside Tuska's Attack on Vect

The events of Tuska Daemonkilla's attack on Vect's Dominion as well as his eventual defeat at the hands of the Eldar opens many questions. Read more to find out the truth..

No More Bile?

Along with the destruction of the Tyranids in the galaxy, it would seem that the Clonelord Bile is no longer to be found. How this impacts the galaxy as well as the Astartes relying on him is as yet unknown..

The C'Tan 'Destroyer', Two Khorne-Pretender Gods Dead

In a major battle involving a Blackstone Fortress, The Eldar Fragments of Khorne and several Krork Worldships, it seems that the C'Tan known as the Destroyer was slain. Fatalities included the Eldar War Gods, ergo Khorne-Pretenders, that they call 'Khaine' as well as 'The Crimson Hunter'..

Isha's Hubris at Itza

Today Tzeentch himself has spoken! The very first beings to whom Chaos had offered their Blessings, Their Grace, and where they were spurned are being resurrected in a truly hubristic act of heresy by Isha in the city of Itza! The very gods of Chaos themselves are planning to besiege and destroy Avernus for this heresy..

Abaddon Unyielding

The Black Emperor has spoken, and the Exalted Daemons deployed on the Dragon Front will not be redeployed, but a Task Force..

Lorgar AWOL: Lorgar, Why?

Today the siege of Avernus has failed: Lorgar is why. Read more to find out how Lorgar bungled a completely winnable siege and forced Belakor to cast a ritual which ensnared Avernus at the hands of the Chaos Gods - But which had an opening that allowed Avernus to escape as a resulting of Lorgar doing his OWN DAMN THING..

The War Against The Void Dragon: What You Need to Know

We have as a guest speaking on behalf of Soleriel, and here is why it is important for all beings to unite against The Void Dragon for the good of all..

Civil War in The Ultima Pact

As they say, SNAFU, but here's what we know of the chaos currently embroiling the Ultima Pact following the Destroyer's defeat..

Gork and Mork Call for Waagh Against The Krork

Everyone who actually believed the Eldar that Gork and Mork were going to just hole up in a random place in the galaxy, shame on you. Turns out they want to kill the Krork like they've been trying the last couple of centuries..

Gork and Mork Slain by Krork War World

In a matter that will surely chill daemons across the galaxy, the Krork has revealed and as yet unknown weapon capable of slaying Gods with power and strength greater than even the Exalted Daemons. Yes, there are some who say that maybe Gork and Mork had weakened themselves, but personally, I doubt that. Gods with the strength of the deceased Gork and Mork do not simply die in the way they do..

Drachynen Released in Void Dragon War

As the war against the Void Dragon deteriorates, Abaddon has seen fit to release the God Drachynen from their ancient prison. Speaking is Baragath Bloodstorm on Khorne's opinions on the whole matter as well as the course of the war..

Void Dragon Hijacks Necron Fleets!

In a shocking twist, the vanguard of the Necron forces against the Void Dragon were taken over by the Void Dragon's own version of Scrapcode! Though the Necrons appeared to deploy countermeasures against this, this resulted in a truly catastrophic shift in the war against the The Enemy Of Life..

Alpharius Attempts Assasination on Abaddon

A vile act of betrayal by an ancient being known only as Alpharius that has been foiled..

Ahriman Slain

Woe it is to all of the faithful as a great champion of Tzeentch was slain in a grand ritual, though all know that their ascension was simply a decoy for whomever is the true Tzeentch..

The Collapse of Ophelia: Who's Who

With a series of truly botched and poorly-planned attacks on Callamus and the Necrons at Solemance, the aftermath has resulted in the collapse of Ophelia as it would seem that the Forbidden Three has expended centuries of stored power to seize dozens of sectors in a movement they call 'The Unchained'..

Magnus Pledges Fealty to Abaddon

As everyone knows, the Black Emperor reigns supreme, and today the Crimson King has offered his fealty to Abaddon in an agreement which will surely shape the galaxy..

Lorgar Slain!

Today we have a guest from the Shadowlord himself. Speaking on behalf of Belakor is Zerarnex on the grim necessity of Lorgar's demise..

Reality Collateral Damage as Void Dragon War intensifies

Coming in live, it would appear that the deployment of forbidden weaponry by the both the anti-Void Dragon forces as well as the Void Dragon themselves have left nobody as the winner, as it seems that the very fabric of reality no longer holds all that much sway..

Vect Allies Abaddon, Alpharius Foiled

Despite an attempt by Alpharius to disrupt the new alliance between our Black Emperor and Vect, the alliance stands firm..

Belakor Pledges Allegience To Tjapa As The New Malcador

In a grand ritual of supplication, it seems that the first Daemon Prince of Chaos has offered their undying loyalty to Tjapa! The other Gods of Chaos did not take this insult lightly, as they immediately retaliated. In the chaos of the ritual and ensuing battle, Fulgrim and Angron were slain through the trickery of The Shadowlord, with The Lord of Decay successfully backstabbing The Dark Prince to seize the Domains of Freedom and Obsession...

The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Before asking any questions READ FAQ [slide] [slide] [slide] [slide] [slide] [slide]...

The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Before asking any questions READ FAQ [slide] [slide] [slide] [slide] [slide] [slide]...

The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Before asking any questions READ FAQ [slide] [slide] [slide] [slide] [slide] [slide]...

The Long Night Part Two: Sparks at Midnight: A Planetary Governor Quest (43k)

The Everchanging Times: Ironfall Meanwhile, elsewhere in the galaxy.. Centuries of work, gone down the drain just like that. And it was all going so well. So many patsies she had prepared, carefully building her powerbase so as to win over Amir-Ka de facto even if not de jure. She had suborned...

AN: Oh my gods so much shit happened in the last thread. Consider this something of a recap.

@Durin
 
Turn Six New
Turn Six
Eight hundred seventy-nine years since the Founding of Avernus
One thousand, seven hundred and fifteen years since the Death of the Emperor

Ten year turn

The Dragon has been gradually increasing the pressure on the Dragonfront, deploying more powerful and lethal formations to test the defences keeping it contained, even as numerous attempts to breach the blockade are made. So far, the current forces stationed at the Dragonfront have been able to hold their ground and have even had the additional resources to further strengthen their fortifications.
Things have not been going well for the Unchained, with a series of well-timed assassinations and propaganda campaigns leaving entire sectors in chaos and preventing them from mounting much resistance to theocracy assaults or from reinforcing those formations under attack. By the time the dust settled, four entire sectors had fallen, and another half dozen were on the verge of falling. To make matters worse, many of the Unchained's most veteran formations have been destroyed, a loss that will hurt them for decades to come.

While Abbadon has been able to bring the final third of the Black Imperium under control, he could not do so without inflicting major damage to it, damage that will take decades to recover from at the least.
The conflict between the forces of Rot and Change seems to have come to an end, with the final assault by the hosts of Change petering out against the defences of Rot.
While the fight between Sin and War has only continued, with the great fortresses of War falling one by one to their Sinful attackers.

In more local news the Blood Crusade launched at the Kigdom of Confusion is coming to an end, with only a few holdouts remaining of the mighty forces launched not that long ago. This has been taken as the signal for the Imperial Trust to launch its assault, with Navy Battlefleets moving on on a dozen targets as the Imperial Trust Guard starts assaulting worlds.
The Raid on Cicuris Secondary
A sudden push by a newly deployed fleet of the Imperial Trust Navy easily defeated the orbital defences of Cicuris Secondary and posed a formidable enough challenge that it would take three weeks to gather and dispatch sufficient reinforcements to overcome them. As such, General Ericsson only had three weeks at the most to crush the Death Guard Fortress Monastery and kill all who lived within.
While most of the Helltroopers kept the rest of the planet's garrisons at bay and hunted down the various groups of Aspirants and Neophants currently outside the Fortress Monastery, General Ericson focused the remainder on cracking the fortress. For over a week, the Macro Artillery and Titans concentrated their fire on a segment of the defences, and psykers exchanged spells and rituals with the defending sorcerers as the defences held firm. Then, a burst of fire from a dozen NSPR's created a breach in the walls, one soon expanded upon by concentrated fire.
As the artillery moved to suppressive fire and attempted to create a new breach, the next phase of the battle began as Helguard and Heljeagers advanced to assault the newly opened weak point in the walls. This was bloody work, fighting against the Death Guard in a situation where numbers could not be brought to bear and you had to confront them at their strength. However, your troops were up to the challenge, and within another week, all but the heart of the Fortress Monastery had fallen.
The core of the Fortress Monastery lay buried deep within the earth, accessible through only a single narrow entrance, which was defended by extensive wards, summoned Great Unclean Ones, and the remaining Death Guard, most of whom were heroes or veterans. Behind them was a precious reserve of Geneseed, which was becoming increasingly difficult to replace for the Legions of Chaos. General Ericsson unleashed his carefully conserved Primaris Execution Forces on these defences, taking a mere three days to bring down the final defenders and destroy the Geneseed repository.

The War for Sub-Sector Aruum
General Hajek worked alongside Shas'O Shoka in the war for Sub-Sector Aruum and found her and her forces to be a far cry from the skilled professionals for which the Fire Caste is known. Soon enough, he decided to have the Tau focus entirely on defending their admittedly formidable fortified Sept world (perhaps the Earth Caste lives up to its reputation where the Fire Caste does not) and use his own forces to take control of the rest of the Subsector.
This led to his five army groups fighting against almost a hundred times their number of cultists, supported by chapters of Astartes and covens of Sorcerers spread across fourteen worlds. What followed was a demonstration of the power of force concentration and mobility, with General Hajek using superior speed to engage in battles where his forces were outnumbered merely two or three to one- battles in which they could quickly triumph and prepare themselves for the next engagement. The campaign took years, but by the end, the Sub-Sector was firmly in the hands of the Tau. Well, as firmly as those incompetents can hold it, anyway. You hope that particular world was unusually bad rather than that being what the Tau Fire Caste has been reduced to.

Attacking Sub-Sector Necroho
As General Strumpf launched her assault on Sub-Sector Necroho, she found that Plague Captain Morbous Boilborn, one of the better generals among the Death Guard, and his retinue were currently moving through the Sub-Sector. As such, she faced off against a superior general over a sub-sector-scale theatre and suffered far more losses than expected.
Despite this, the technological edge of your troops once more carried the day, with General Strumpf's forces able to move faster and hit harder than the defenders, slowly crushing the Sub-Sector over the course of a three-year campaign.

The Battle of Reaper's Rift
Mortarion the Reaper, Daemon Primarch of the Death Guard and one of the greatest servents of Plague in the galaxy was planning on personally leading a full seventh of his legion against the Krork world of Fort Cosford. Against him stood a world built for war, with entire continents covered in military factories ringed by fortresses that could be mistaken for mountain ranges.
Countless Nameless were garrisoned around the world, training for deployment on the front, accompanied by their Krork trainers and a few battered Army Groups that were rebuilding after suffering catastrophic losses at the frontline. This garrison was further supplemented by various Workers manning the emplaced defences of Fort Cosford, where they could compensate for their lack of training with sheer firepower. Lord-General Rakes reinforced this by bringing in a dozen army groups of trained soldiers and three additional High Command-rated generals, including Rakes himself.
The invasions began with Mortarion tearing a massive rift into the world from the Warp, as his armies marched into one of the larger empty areas on the planet. What followed was a two-year conflict during which fortress after fortress was besieged by daemonic legions and the lesser forces of the Realm of Death before ultimately succumbing to surgical strikes by the Death Guard. In the end, only a single fortress, the ten million square-kilometer Fort Cosford itself, remained.
Fort Cosford was far better defended than previous targets, featuring massive coastal defence batteries capable of leveling anything that approached, along with several corps of Krork Veterans hastily assembled from the cannibalised remains of the 236th Foot Army Group "The Young Guard, " the 233rd Tank Army Group "The Strikers, " and the 38th Landers Army Group "The Divers. " Combined with the three Army Groups of Avernites, this force would make the Death Guard suffer either years of effort or massive losses to defeat, even when led by their Primarch.
As such, Mortarion decided to break the defences with a Grand Ritual, one that utilized the newly acquired Domains of Obsession and Freedom. Given that the constraints of the ritual required it to be set near the target, Lord-General Rakes led a sally to disrupt the ritual, which was believed to be doomed from the start. However, Mortarion made a key mistake when conducting the ritual and became overwhelmed by Obsession, resulting in the power of the ritual beginning to spiral out of control and harm the nearby defenders. This provided Lord-General Rakes with an opportunity to get within sight of the Daemon Primarch, an opportunity he seized to fire a trio of shots supplied to him by High Grandmaster Ridcully for this very moment.
The first shot was a shieldbreaker round and created a momentary gap in the powerful force fields, both magical and technological, that surrounded the Daemon Primarch.
The second was a heavily runed armour piercing shot, and a narrow hole was drilled through both the Barbaran Plate and the thick outer skin of the Daemon Primarch.
The final shot contained a powerful bacteriophage provided by the Child of Hate for this purpose, and when injected into the Daemon Prince of the Rotfather started consuming him from the inside out.
In a feat of marksmanship that defies belief, Lord-General Rakes fired all three of these shots within a second and landed the second and third shots in the holes created by the first previous shots.
The Child of Hates bacteriophage ravaged Mortarion, breaking his concentration and causing the entire ritual to go out of control, releasing dozens of devastating blasts that hit Fort Cosford, the Death Guard, and in the case of a single blast, Mortarion himself. While enough to hurt him, this was in no way enough to kill the Reaper, or even banish him and Lord-General Rakes had a moment of impending demise when the Reaper's eyes focused on him across the battlefield.
Which is when a group of daemons of Combat, led by the King of Knights, who was for some reason on this side of the galaxy rather overseeing the last gasps of his Blood Crusade against the Kingdom of Confusion, were summoned through the battered veil and mobbed him.
While in normal circumstances a the Exalted Daemon Prince would easily be able to see off a force like this, that had only a pair of Honoured, Mortarion was caught offguard and heavily wounded and soon went down, with the King of Knights personally tearing out one of his hearts and eating it as his battered essence was cast deep within the Warp to recover over the next hundred and one years.
While enough damage was done to Fort Cosford to make its fall inevitable, without Mortarion's presence, the defenders could fight on for two more years as they slowly evacuated from the battered planet.

One hundred and thirty-five total (13.5 per year)
Thirty-four actions locked
Thirty-five actions locked by advisors (this number will go down as prestige and your stats increase, hitting thirty by 80 prestige)
Sixty-six actions available

Your armies are rather proud of the beating they have given the Death Guard over the last decade, especially Lord-General Rakes, who played a major part in banishing Mortarion himself with three impossible shots. Despite this pride, casualties are starting to build up, and at some point, you will need to lower your engagement tempo to prevent losses from getting to extreme.
Lord-General Rakes gains trait High Commander (+2M, +5 to all forces under his grand command)- Lord-General Rakes is learning how to command armies scattered across entire fronts and sectors.
General Rakes upgrades trait Grandmaster Marksman (+2M, +3I, +8C, +80 to ranged combat rolls) into Paragon Marksman (+3M, +5I, +1W, +12C, +80 to ranged combat rolls)– General Rakes's accuracy is impossible, being able to his tiny weaknesses in a foes defences with rapid fire outside his weapons prefered engagment range.
General Rakes gains Paragon Marksmanship Trait: Triple Tap (double penetration when using rapid fire weapons, triple critical damage, double effective weapon range)- Lord-General Rakes banished the Daemon Primarch Mortiarian himself by landing three prepared shots at exactly the same place. While he was moving. At double the longest recorded hit for that rifle.
General Herman gains trait Allied Commander (+1L, +2D, +10 to allied forces under her command)- General Herman has learned how to command forces from outside the Imperial Trust and use them as they should be used not like Trust formations.
General Ozolinsh upgrades trait Skilled Defender (+1M, additional +1M when defending, +10 to the morale of force under her command when defending) into Expert Defender (+2M, additional +2M when defending, +20 to the morale of force under her command when defending) - General Ozolinsh combines solid defences with hit-and-run tactics to rep a bloody toll on her enemies.
General Ozolinsh upgrades trait It's All About Positioning (+2M, +2I) into Right Place, Right Time (+4M, +2I, +1C) — At its most simple, both stealth, war and sniing boil down into being in the right place at the right time. Everything else is about getting there.
General Strumpf upgrades trait Tactician (+1M) into Skilled Tactician (+2M)- While she prefers the grander scale, General Strumpf is no slouch at commanding a single battle.
General Ericsson upgrades Skilled Swordsman (+2C, +20 to melee combat rolls) into Expert Swordsman (+1M, +3C, +30 to melee combat rolls)– General Ericsson is developing himself beyond a merely trained swordsman and stepping into the realm of the masters.
General Ericsson upgrades Strategist (+1M, +5 to all forces under your overall command) into Skilled Strategist (+2M, +10 to all forces under your overall command)- General Ericsson is at his best when commanding an entire threater rather then a single battle.
General Ericcson gains trait Avernite Administrator (+2A, +1C)- General Ericsson follows the rather uniquely Avernite preconception of administration, which includes being just as skilled with a sword as with a pen.
General Hajek upgrades the trait Master Tactician (+5M) to Grandmaster Tactician (+8M)- General Hajek has a deep understanding of how to apply the principles of military command on the battlefield, which is evident through a mastery of tactics that few can dismiss.
Minimum ten action-years, Maximum seventy action-years
Sixteen years locked by General Rakes

Improve training systems: General Rakes believes that the recent prolonged period of heavy casualties has revealed several issues within the Avernite military's training systems, particularly regarding the advancement of soldiers to higher tiers. He seeks the opportunity to conduct a comprehensive study of these systems and subsequently revise them to align with the demands of the current era.

Time: 10 years
Difficulty: 120

Cost: 20,000,000 Thrones
Reward: Improve training systems for Avernie military

Ten years Locked by Lord-General Rakes

Corvus Scout Knight: Helguard
— The Corvus Scout Knight is one of the most advanced Knights that you currently have access to, and as such one of the most expensive. This price prevents it from being used for massed deployment, but a small number added to Helguard Infiltrator Divisions should provide a level of heavy firepower that Infiltrators currently lack.

Time: 6 years

Cost: 1,100,000 AM, 11,000,000 EM, 170,000 RM, otherwise negligible
Upkeep per year: 27,000 AM, 130,000 EM, 850 RM, otherwise negligible
Reward: Add a hundred Corvus Scout Knights to each Helguard Infiltrator Division

Six years Locked by Lord-General Rakes

Build Expeditionary Command: Realm of Death
- It seems you will be warring against the Realm of Death for several decades to come. As such, Lord-General Rakes would like to establish a substantial Expeditionry Command Base in the region to station his forces. This would significantly simplify your logistics and reduce the administrative burden of waging war on the other side of the galaxy, albeit at the risk of providing a target for the Realm of Death to attack. Which might actualy be a benefit.

Time: 5 years (requires Set up Expeditionary Command)

Cost: 25,000,000 Thrones, 5,000,000 Material, 5,000,000 Promethuim, 10,000,000 Advanced Material, 5,000,000 Exotic Material, 2,000 Relic Material
Reward: Build Expeditionary Command Base near the Realm of Death, reduce action year cost of Expeditionary Force: Realm of Death by 50%, reduce cost of Expeditionary Force: Realm of Death by 10% (takes effect the turn after it is finished)

Advanced Power Armour: PDF- Your economy is starting to reach the point where upgrading the PDF to wear advanced power armour will someday be viable. Lord-General Rakes has put a proposal before you to do so, for when it is finally possible.

Time: 35 years

Cost: 7,500,000 Thrones, 50,000 Promethium, 630,000,000 Advanced Material, 3,700,000,000 Exotic Material
Upkeep per year: 380,000 Thrones, 25,000 Promethium, 13,000,000 Advanced Material, 37,000,000 Exotic Material
Reward: Upgrade the Basic Power Armour being used by the PDF to Advanced Power Armour

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

Time: 12 years

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

Phase Creators: Jeagers: The added mobility provided by Phase Creators 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. Still might be worthwhile though.

Time: 2 years
Cost: 10,000 Thrones, 3,700,000 Advanced Material, 220,000,000 Exotic Material, 190,000 Relic Material
Upkeep per year: 520 Thrones, 170,000 Advanced Material, 3,900,000 Exotic Material, 900 Relic Material
Reward: Equip all Jaeger infantry with Phase Creators, added movement options, +50% HP vs attacks that cant hit phased targets

Blink Creators: Helguard Champions- The added combat and higher level mobility provided by Blink Creators would be a major advantage for the champions of the Avernite Helguard. While Lord-General Rakes would prefer to provide all of the Helguard Champions with this equipment, currently, she can only afford to provide it to Company Champions and above.

Time: 3 years

Cost: 10,000 Thrones, 7,400,000 Advanced Material, 450,000,000 Exotic Material, 1,100,000 Relic Material
Upkeep per year: 520 Thrones, 280,000 Advanced Material, 5,600,000 Exotic Material, 5,500 Relic Material
Reward: Equip all Helguard Company Champions with Blink Creators, +1 to Helguard rolls,

Blink and Phase-Creators: Helguard Infiltrators- Both Blink and Phase Creators offer several highly useful capabilities for stealth and infiltration. Lord-General Rakes has suggested providing one company in every regiment with both Blink and Phase-Creators, which he believes is the right balance of price and mass deployment.

Time: 3 years

Cost: 18,000 Thrones, 12,000,000 Advanced Material, 730,000,000 Exotic Material, 1,000,000 Relic Material
Upkeep per year: 850 Thrones, 300,000 Advanced Material, 9,100,000 Exotic Material, 5,200 Relic Material

Reward: Equip all a Company in every Helguard Infiltrator Regiment with Blink and Phase Creators giving new options and +2 to all rolls

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

Time: 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


Heljeagers: Laser Sheath- Laser Sheaths can give various other weapon types some of the benefits of Neutron lasers, though they benefit Ion Weapons the most. It would be pretty simple to give the Heljeagers access to laser sheaths, which their ample plasma weapons would greatly benefit from.

Time: 2 years

Cost: 70,000 Advanced Material, 47,000 Exotic Material.
Upkeep per year: 1,800 Advanced Material, 600 Exotic Material.
Reward: Jeagers upgrade their all relevant weapons with laser sheaths

Helguard: Laser Sheath- Laser Sheaths can give various other weapon types some of the benefits of Neutron lasers, though they benefit Ion Weapons the most. Unlike the Jeagers your Helguard make use of a wider range of weapons that would benefit, including Ion, plasma and lightning.

Time: 7 years

Cost: 900,000 Thrones, 22,000,000 Advanced Material, 15,000,000 Exotic Material.
Upkeep per year: 46,000 Thrones, 550,000 Advanced Material, 180,000 Exotic Material.
Reward: Helguard upgrade their relevant weapons with laser sheaths

City-Back Behemoths: Find- A young City-Back Behemoth would be an ideal command centre for a Primal Army. You just need to find one. General Rakes can have her scouts cour the bush and wilds in order to find one, and hope that there happens to be one in the right age range currently in the area.

Time: 1 year
Difficulty: 45/90/100 (straight d100, can't be re-rolled or get bonuses)

Cost: Negligible
Reward: Find 1-3 young Cityback Behemoths

Departmento Munitorum: Train Nurma- 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: Varies

Cost: Negligible
Reward: Improves Nurma Kessal's Martial

Armoursteel: Helguard — While it is not yet possible to equip the Helguard with Armoursteel weapons and armour, your economy has grown to the point where it may sometimes be viable, and as such, General Khol has costed it.

Time: 34 years

Cost: 550,000,000 Thrones, 310,000,000 Advanced Material, 18,000,000 Exotic Material
Upkeep per year: 570,000 Thrones, -11,000 Materials, 14,000,000 Advanced Material, 290,000 Exotic Material
Reward: +1 Helguard armour, +50% Helguard HP, +50 to Helguard rolls

Implement (Technology or Warbeast): Planning — A lot of the most important technologies that you have unearthed or that have been shared with you have already been implemented, but there are still many types that remain unused. General Khol could spend a few years deciding how to use a chosen technology best.

Time: 2 years

Cost: 39 Thrones, 8 Material, 1 Promethium, 85 Advanced Material, 10 Exotic Material
Reward: Plan on how to implement chosen technology or warbeast

Thunder Warriors — There is often a need for powerful forces that can be deployed immediately. By recruiting half a division of Thunder Warriors as soon as the facilities are completed, you should be able to field a powerful if inexperienced force to reinforce your ranks.

Time: 3 years (can only start after Thunder Warrior Facilities is completed, can be taken up to once a year)

Cost: 6,100 Thrones, 2,900 Material, 2,300 Promethium, 540,000 Advanced Material, 440,000 Exotic Material
Upkeep per year: 1,200 Thrones, 580 Material, 1,200 Promethium, 28,000 Advanced Material, 9,900 Exotic Material
Reward: Recruit 59 Regiments of Thunder Warriors

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

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

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

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)

Construct (Ships or instructions) — The shipyards over Deiphobe are large enough to construct new ships as well as maintain your current fleet. While you could sell ships to other worlds or the Imperial Trust, expanding your fleet is also an option. To expand your fleet, you could choose yourself or have Admiral Sarnow choose ships.

Time: Free

Cost: See Ship Price list, double price for warp-capable warships due to tithe
Reward: Gain new ships

Readiness Training: Defences — With the constant dangers of the galaxy, Admiral Sarnow would like to conduct some additional training and exercises with his orbital defences in order to prepare them better. This could provide a key advantage to your orbital defences, which represent the majority of your firepower.

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

Cost: 2,000 Thrones,200 Material, 200 Promethium, 20 Advanced Material
Reward: +5 to all combat rolls for defences the next decade, can be taken multiple times


Martinus' recent efforts have brought you to a stage where you're not about to run out of Thrones just yet, although your reserves are nearly dry. He suggests you build a substantial buffer and monitor your psychic production to determine when to ease up on your focus regarding Advanced Materials again
Minimum ten action-years, Maximum seventy action-years
Twelve years locked by Martinus Argall
Ten years locked

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

Time: 38 years

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

In Progress- Seven out of Twenty-Seven years completed

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

Time: 8 years (repeatable)

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

Seven years locked by Martinus Argall

Primal Evergrowth
- Now that you know how to grow Evergrowth trees in the Primal Warp, it is time to plant a forest near your Tallship Shipyards. This forest will notably reduce the build time of your Tallships by providing them with an accessible source of high-quality timber.

Time: 5 years

Cost: 5,000,000 Thrones
Reward: Evergrowth Forrest in the Primal near your Tallship Shipyards, -20% build time for Tallships.

Five years locked by Martinus Argall
Reduce Advanced Materials Focus
- Your ability to produce Advanced Materials is increasing at a rate that will soon render it impossible to afford to make them at full capacity. Martinus informs you your current production focuses entirely on boosting production rate regardless of expense. Starting to care more about cost efficiency will notably reduce the expense of producing Advanced Materials at the cost of lowering the production rate.

Time: 3 years (repeatable)

Cost: 12,000,00 Thrones
Reward: decrease Advanced Materials Production by 10% (-20m Advanced Materials), decrease the amount of Thrones needed for Advanced Materials Production by 10% (+25m Thrones)

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

Time: 5 years

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

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

Time: 8 years (repeatable)

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

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

Time: 12 years

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

Administratum: Colossal Tallship Shipyard — Tallships are second only to the Webway in creating a fast, reliable, and safe logistics network. Building new Colossal Tallship Shipyards will allow you to produce a massive number of Tallships, enough that the limiting factor will be Narwhales for a period.

Time: 10 years (must be taken with Adeptus Astra Telepathica: Colossal Tallship Shipyard, must wait until current shipyard expansion is finished)

Cost: 60,000,000 Thrones, 2,500,000 Metal, 250,000 Advanced Material, 50,000 Exotic Material, 2,500,000 Food
Upkeep per year: 2,900,000 Thrones, 120,000 Metal, 3,000 Advanced material, 500 Exotic Material, 40,000 Food
Reward: Build a new Colossal Tallship Shipyard, build 256 Tallships per decade

Build Orbital Grav-Relay (Hive)- 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 Hiveby 5% (700k for Dis), reduce promethium upkeep by 200k, reduce build time for orbital structures on planet with Orbital Grav-Relay by 20%

Upgrade Factories- Developed by Tau research teams based on technologies used by the First Worldship, these factories are able to produce a truly prodigious amount of high quality consumer products. It would take some time to upgrade your existing factories to this model, but would massively increase your productivity of basic materials.

Time: 12 years

Cost:160,000 Thrones, 31,000 Material, 31,000 Metal, 6,300 Promethium,92,000 Advanced Material, 330,000 Exotic Material,
Upkeep per year: 57,000 Thrones, 5,700 Material, 5,700 Metal, 6,300 Promethium, 5,000 Advanced Material, 6,000 Exotic Material,
Reward: Upgrade all of your factories, +200% building factory production (+1.0mil), +100 productivity (+0.7 mil)

Massive Strategic Weapons Production- Building a massive amount of Strategic Weapons Production would allow you to near instantly build up a large stockpile to use in important campaigns, while making heavy use of them lesser campaigns. This would take a thousand manufactoriums and be unaffordable at the moment.

Time: 17 years

Cost: 250,000,000 Thrones, 50,000,000 Material, 5,000,000 Promethium, 690,000,000 Advanced Material, 410,000,000 Exotic Material, 10,000 Relic Material
Upkeep per year: 26,000,000 Thrones, 5,000,000 Material, 3,000,000 Promethium, 75,000,000 Advanced Material, 38,000,000 Exotic Material, 1000 Relic Material
Reward: Build a thousand Strategic Weapons Manufactorium, produces 1000 Divisions worth of Strategic Weapons per year

Adeptus Administratum: Train Nurma- 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: Varies

Cost: Negligible
Reward: Improves Nurma Kessal's Administration

Build Iron Wombs: Large Scale — Now that you have adapted the Bastet Kin to the Avernite genome, it is possible to begin using Iron Wombs to add them to your population. The large scale option is to set up enough Iron Wombs to birth ten million Bastet Kin a year, allowing their numbers to reach a billion within a century.

Time: 5 years

Cost: 230,000 Thrones, 23,000 Material, 2,300 Promethium, 620,000 Advanced Material, 7,500 Exotic Material
Upkeep per year: 23,000 Thrones, 2,300 Material, 230 Promethium, 34,000 Advanced Material, 130 Exotic Material
Reward: 10,000,000 Bastet Kin born a year

Build Iron Wombs: Grand Scale — Now that you have adapted the Bastet Kin to the Avernite genome, it is possible to begin using Iron Wombs to add them to your population. If you make it a major focus, you should be able to build enough iron Wombs to birth a hundred million Bastet Kin a year, allowing their numbers to reach tens of billions within a century.

Time: 20 years

Cost: 2,500,000 Thrones, 250,000 Material, 25,000 Promethium, 6,900,000 Advanced Material, 83,000 Exotic Material
Upkeep per year: 250,000 Thrones, 25,000 Material, 2,500 Promethium, 380,000 Advanced Material, 1,500 Exotic Material
Reward: 100,000,000 Bastet Kin born a year

Simplified Forges: Colossal — Expanding the Simplified Forges of Dis even further will make them major production centres for your Advanced Materials, able to match the production of all but the largest of Forge-Hives. While only a small boost to your economy as a whole, it would still be a worthwhile action.

Time: 10 years

Cost: 13,000,000 Thrones, 130,000 Material, 6,600 Metal, 33,000 Promethium, 730,000 Advanced Material, 5,000 Exotic Material
Upkeep per year: 220,000 Thrones, 22,000 Material, 660 Metal, 16,000 Promethium, 77,000 Advanced Material, 440 Exotic Material
Reward: Expand the Gargantuan Simplified Forges in Dis into Colossal Simplified Forges, increase building AM production by 1350 (310k after tech), increase base AM efficiency of Dis 40 (around 200,000)

Upgrade Forges: Supreme Cathedral of the Machine God — The Supreme Cathedral of the Machine God in Meg Mell is the largest, most advanced forge in the Imperial Trust, but there is still the capacity to upgrade it. Doing so will take decades and cost a decade's worth of your GDP, but would allow you to mass produce humanity's most advanced technology.

Time: 23 years

Cost: 72,000,000 Thrones, 8,900,000 Material, 3,600,000 Metal, 360,000 Promethium, 2,500,000 Advanced Material, 39,000,000 Exotic Material, 48,000 Relic Material
Upkeep per year: 3,600,000 Thrones, 18,000 Promethium, 200,000 Advanced Material, 3,100,000 Exotic Material, 3,900 Relic Material
Reward: Upgrade your Supreme Cathedral of the Machine God in Mag Mell, increase RM production by 600 (4.2k),

Reduce Working Hours: 21 hour weeks — Reducing standard working hours from 28 hours a week to 21 hours a week should have a notable impact on your population growth, but an even bigger one on your productivity, forcing you to rely even more on importing Thrones and Material.

Time: 1 year

Cost: Negligible
Reward: Reduce base production of Thrones, Material, Metal, Promethium and Food by 25%, increase base population growth by 2% (+0.02% end population growth)

Administratium: Ultra-Dense Material Production — Expanding your Ultra-Dense Material production facility at Mefits that takes advantage of the Helheim system's accelerated timeframe would be a good way to help the Trust Navy. Doing so will be a major orbital construction project, however, and it will take several more projects to get production up to a reasonable level.

Time: 16 years

Cost: 100,000 Thrones, 125,000 Material, 10,000 Advanced Material, 2,500 Exotic Material
Upkeep per year: 10,000 Thrones, 2,500 Material, 500 Advanced Material, 50 Exotic Material
Reward: Large Ultra-Dense Material Production Facility, 20 Ultra-Dense Material per year for 20,000 Thrones and 10,000 Metal

Huge Titan Manufactorum — Now that you have a Large Titan Manufactorum, it is possible to expand it. With a bit under four decades work, Fabricator-General Scott believes that she will be able to build another twenty Titan production lines, allowing you to create a Warlord Titan every two years. This will be enough to form a full Legion for the Imperial Trust given some time.

Time: 14 years

Cost: 220,000 Thrones, 22,000 Material, 4,400 Metal, 2,200 Promethium, 39,000 Advanced Material, 250,000 Exotic Material, 920 Relic Material
Upkeep per year: 20,000 Thrones, 2,000 Material, 400 Metal, 200 Promethium, 2,100 Advanced Material, 5,100 Exotic Material, 8.4 Relic Material
Reward: Expand Large Titan Manufactorum into Large Titan Manufactorum with 50 production lines (no more than 1 per Huge Forge-Hive, currently 5/5)

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

Time: 6 years

Cost: 35,000 Thrones, 3,500 Material, 550 Metal, 350 Promethium, 6,400 Advanced Material, 47,000 Exotic Material, 150 Relic Material
Upkeep per year: 3,200 Thrones, 320 Material, 50 Metal, 32 Promethium, 290 Advanced Material, 850 Exotic Material, 1.4 Relic Material
Reward: Expand Small Titan Manufactorum into Large Titan Manufactorum with 10 production lines (no more than 1 per Large Forge-Hive currently 0/1)

Small Titan Manufactorum — Now that you have the schematics for the Avernus-Pattern Warlord Titan, you only need to build a Titan Manufactorum before you can begin producing them. This will take over a decade and be rather expensive, but will allow you to start making the most potent ground units known to humanity.

Time: 5 years

Cost: 6,700 Thrones, 670 Material, 110 Metal, 67 Promethium, 1,200 Advanced Material, 10,000 Exotic Material, 30 Relic Material
Upkeep per year: 610 Thrones, 61 Material, 10 Metal, 6 Promethium, 58 Advanced Material, 980 Exotic Material, 0.28 Relic Material
Reward: Build Small Titan Manufactorum with 2 production lines (no more than 1 per Forge-Hive currently 0/4)

Expand (Huge Forge Hive) — Currently the population of the moons of Cumea is at the point where population pressure is starting to become a regular issue. By expanding one of your Huge Forge Hives into a Gargantuan Forge Hive, this issue will be dealt with for centuries to come, and you will have an opportunity to build even more massive Forge Cathedrals.

Time: 14 years

Cost: 21,000,000 Thrones, 22,000,000 Material, 13,000,000 Metal, 5,000,000 Promethium, 170,000 Advanced Material, 510,000 Exotic Material, 550 Relic Material
Upkeep per year: 140,000 Thrones, 77,000 Material, 44,000 Metal, 18,000 Promethium, 1,900 Advanced Material, 1,400 Exotic Material, 3 Relic Material
Reward: Expand the selected Huge Forge Hive into a Gargantuan Forge Hive

Continuous Education — Martinus Argall tells you that a continuing education system for your population would, over time, notably improve the education and productivity of your citizens. In the short term, however, it would notably reduce productivity, as time that would otherwise be spent working is instead spent on education. Setting up such a system will take quite some time, and it will take centuries to make its worth known. The main issue is that the lower life expectancy of Avernites compared to what you put into them may result in many citizens dying off before the additional education pays for itself.

Time: 12 years
Cost: 3,000,000 Thrones
Reward: Begin Continuous Education for all citizens, reduce productivity by 10%, increase productivity by 1% per decade for between 10 and 20 decades

Expand (Small Hive) — Currently the population of Avernus is expanding fast enough to fill your hives within a few decades. As such, it would be a good idea to expand another one of your Small Hives into a Large Hive. While not a permanent fix, each such expansion should buy another decade or so until the population expands to fill it.

Time: 10 years

Cost: 1,500,000 Thrones, 1,100,000 Material, 390,000 Metal, 83,000 Promethium, 89,000 Advanced Material, 120,000 Exotic Material, 43 Relic Material
Upkeep per year: 22,000 Thrones, 12,000 Material, 3,900 Metal, 1,100 Promethium, 1,200 Advanced Material, 1,400 Exotic Material, 0.4 Relic Material
Reward: Expand selected Small Hive upgraded into Large Hive

Waitwoods Planting: Avernus — Planting Waitwood Forests in all of your Hives on Avernus should give you access to another type of transport system, though given Avernus' weight in the Primal, it could be argued that on-world Waitwoods are superfluous.

Time: 6 years

Cost: 1,200 Thrones, 120 Material
Upkeep per year: 12 Thrones, 1 Material
Reward: Small Waitwood Forest planted in every Hive on Avernus.

Cathedral of the Mechanicum: Nechtan — The Cathedral of the Mechanicum created by the Primarch Guilliman has seen considerable inefficiency in relying on Cathedrals of the Machine God for the production of war-vital Exotic Materials that his space marines' equipment relies on. Designed from the ground up using Conclave technologies and focusing entirely on mass production of Exotic Materials without any thought given to the production of relics, the Exotic Material forge is of considerable aid against the Conclave powers' current resource bottleneck.

Time: 6 years

Cost: 110,000 Thrones, 28,000 Material, 11,000 Metal, 650 Promethium, 1,100 Advanced Material, 14,000 Exotic Material, 13 Relic Material
Upkeep per year: 10,000 Thrones, 2,500 Material, 1,000 Metal, 59 Promethium, 100 Advanced Material, 1,300 Exotic Material, 1.2 Relic Material
Reward: increase base EM production by 150% (currently +100%), increase EM production by 550 (8,250), can have either Cathedral of the Omnissiah, a Cathedral of the Machine God, or Cathedral of the Mechanicum

older actions moved here

Kent Cline informs you that he has integrated Avernus into the alliance of disparate powers facing the Realm of Death as one of the core members. Normally, a force the size of yours would be viewed as auxiliary at best, but your troops have shown that they are far more powerful than mere numbers, or even equipment would suggest.
Three actions
Does not use up action years

Set up Expeditionary Command—Part of setting up an Expeditionary Command near the Realm of Death will require coordination with your local allies and other forces that have deployed to the region. The Diplomatic Office is best able to handle this to ensure that there are no mistakes.

Cost: 1,000,000 Thrones
Reward: allows setting up a Expeditionary Command near the Realm of Death

Psyker Tradition Analysis- Given the current stage of your psychic development, you would not gain much for the Telepathica by analysing other psychic traditions used by other sane powers. It could be helpful information for fighting beside them.

Cost: Negligible
Reward: Write up of the main psychic traditions used by the other members of the Grand Conclave

Initial Research Collaboration (Ally, Tranth Pattern Project)- 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

City-Back Behemoths: Buy (up to 5)- 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

Diplomatic Office: Train Nurma- 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.

Difficulty: Varies (can be taken multiple times, diminishing returns if taken multiple times)

Cost: Negligible
Reward: Improves Nurma Kessal's Diplomacy

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

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

Questions for Avernus (2 questions) — Now that Avernus can use less secure forms of communication, you have the option to ask it questions. This will mostly be working through Lizardmen intermediaries and a limit to how many questions you can ask at a time has been imposed.

Cost: Free
Reward: Ask Avernus selected questions, get answers if it provides them

Questions for Imbac (2 questions) — Mage-Priest Imbac is one of the most knowledgeable beings in the galaxy, and the inheritor of the wisdom of the Old Ones. While he is too busy for most activities, you could still ask him questions. Again, you will be working through Lizardmen intermediaries and have a limited number of questions at a time.

Cost: Free
Reward: Ask Imbac selected questions, get answers if it provides them

Request for Avernus — Now that you can better communicate with it, you can make requests to Avernus itself, though it is up to it—and Mage-Priest Imbac you suppose—if they are fulfilled.

Cost: Free
Reward: Make a request to Avernus

Contact (uncontacted People) — It is possible to make contact with some of the Peoples of Avernus that you know of but are not in contact with. This is a dangerous task, however, and Kent Cline expects to lose several diplomatic teams in order to contact all but the closest Peoples of Avernus.

Cost: Diplomats' lives
Reward: Make contact with selected People, allows trade

Avernite Mercenary Defenders — Hiring some of the Peoples of Avernus to help defend your Hives would be a viable option, with the skills and power of most of the Avernite People being a valuable addition. Kent Cline cannot be certain what forces he will be able to hire, however, and how much effect it'll have.

Difficulty: 60 (does not use stats, can't reroll)
Cost: 100,000 to 10,000,000 Thrones
Reward: -0-3 civilian casualties , -0-3 military casualties, lasts between 1 and 5 turns

Understanding the Trust (topic or QMs choice, topic by preference) — 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)

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

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

Research Trading (People) — 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

Alkahestry Project (target and aim) — The Nynye owe you assistance with several major Alkahestry projects. Now that you know enough to follow along, you could cash in on one of those projects.

Reward: Have Nynye begin the proposed project

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

Reward: Trade

Request Information (Write-In) — Inquisitor Klovis-Ultan has suggested that you try requesting information from one of the other planets before conducting an in-depth investigation that they may take offence to. He is more than willing to try to convince a world to give you specific information such as the exact organisation of Muspelheim's education system or Asgard's mines, which seem to be able to function with surprisingly little trained labour.

Difficulty: Varied
Reward: Gain requested information

Jane reports that while her security forces are currently managing rogue psykers better than ever in Avernite history, the escalating number of psykers will eventually strain the system. At some point in the next century or two, you'll need to bolster the security forces further.
Minimum five action-years, Maximum twenty-five action-years
Seven years locked by Jane Oakheart

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

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

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

Locked By Arbitrator Jane Oakheart

Blink Creators
- Providing Blink Creators to mid-level Psyker Hunters would greatly enhance their mobility and ability to dodge. This would both minimise the losses they incur from the untamed psychic power they frequently encounter and offer them more options for handling the rare, more controlled psyker.

Time: 5 years

Cost: 730,000 Advanced Material, 45,000,000 Exotic Material, 110,000 Relic Material
Upkeep: 130,000 Advanced Material, 5,500,000 Exotic Material, 9,900 Relic Material
Reward: All Elite and above Psyker hunters equipped with Blink Creators, +20 to dealing with rogue psykers, +20 to dealing with Betas and above, -10% losses suffered

Warproot: Psyker Detection: Light- Small quantities of Warproot that have been refined correctly can be used to help identify latent psykers. Now that you have a supply, Jane has put forward a range of plans to use varying levels of Warproot to help find powerful psykers before they awaken their powers. Her first plan will only use around five thousand doses a year.

Time: 5 years

Cost: Negligible
Reward: Use 5,000 doses of Warproot a year to help identify psykers, reduce chance of each psyker going rogue by 10% of the current chance

Warproot: Psyker Detection: Moderate- Small quantities of Warproot that have been refined correctly can be used to help identify latent psykers. Now that you have a supply, Jane has put forward a range of plans to use varying levels of Warproot to help find powerful psykers before they awaken their powers. Her second plan will use ten thousand doses a year.

Time: 8 years

Cost: Negligible
Reward: Use 10,000 doses of Warproot a year to help identify psykers, reduce chance of each psyker going rogue by 20% of the current chance

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

Time: 11 years

Cost: Negligible
Reward: Use 30,000 doses of Warproot a year to help identify psykers, reduce chance of each psyker going rogue by 25% of the current chance

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

Time: 14 years

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

Warproot: Psyker Detection: Excessive- Small quantities of Warproot that have been refined correctly can be used to help identify latent psykers. Now that you have a supply, Jane has put forward a range of plans to use varying levels of Warproot to help find powerful psykers before they awaken their powers. Her final plan will use eighty thousand doses a year, and may barely be worth it once you get production up high enough.

Time: 17 years

Cost: Negligible
Reward: Use 80,000 doses of Warproot a year to help identify psykers, reduce chance of each psyker going rogue by 35% of the current chance

Security Forces: Train Nurma-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: Varies

Cost: Negligible
Reward: Improves Nurma Kessal's Intrigue

Jane: Train Nurma-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: Varies

Cost: Negligible
Reward: Improves Nurma Kessal's Combat

Hunting (Target, faction goal or Eldar Choice) — 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

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

Time: 1 year (limit 10 Jane actions a turn)
Difficulty: 465 (5%)
Cost: Free
Reward: Make another step on the Path of the Witch Hunter, risk of death, chance of Eldar minor favour

Ultimate Psyker Hunting — Jane is incredibly skilled at hunting down and killing powerful psykers, and has killed even Alpha Plus psykers in her time. Given that they are the only psykers able to overwhelm the terrifyingly effective psyker hunting force that she has put together with the aid of various allies, hopefully she can repeat her feat. Multiple times.

Time: 1 year. (limit 10 Jane actions a turn)
Difficulty: 110 (100%)

Cost: 2 Throne
Reward: +40 to rolls to deal with Alpha Plus Chaos Psykers for each success, can be taken multiple times

Archmagos Tranth is in the final stages of designing his new Plasmatic Dark Matter Reactor, which he anticipates will be the first in a series of innovative designs that will revolutionise warfare for the Avernite Helguard, and quite possibly the Helltroopers.
Minimum twenty action-years, Maximum forty action-years
Ten to Twenty in Each Category
Fifteen Explorator years locked
Nine Biologis years locked
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- Twenty out of Twenty-Five years completed

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

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

In Progress- Nine out of Twenty-Five years completed

Orichalcum Psy-Knights: Tranth- You now have enough Oricharlcum production to make building Oricharlcum Psy-Knights for the utter best of the Order viable, though incredibly expensive. Archmagos Tranth would be able to design a Psy-Knight worthy of the materials involved if he did it himself.

Time: 4 years
Difficulty: 200

Cost: 3,000 Relic Material
Reward: Have Archmagos Tranth design an Orichalcum Psy-Knight

Orichalcum Psy-Knights: Students - You now have enough Oricharlcum production to make building Oricharlcum Psy-Knights for the utter best of the Order viable, though incredibly expensive. Archmagos Tranth thinks that if he hands it off to his students they will be able to make an acceptable design.

Time: 1 year
Difficulty: 200 (only use half of Tranth's bonuses)

Cost: 5,000 Relic Material
Reward: Have Archmagos Tranth set his students on designing an Orichalcum Psy-Knight, will finish in 2 turns

Adeptus Mechanicus: Improving Psy-Thrones- They are pretty sure that between them, Trnath and Tamia could improve the efficiency of Psy-Thrones enough to lower the skill levels required by users.This will massively boost their use for your navy by allowing your far more common basic Primaris psykers to handle Light Cruisers and Corvettes.

Time: 6 years (requires Adeptus Astra Telepathica : Improving Psy-Thrones)
Difficulty: 300

Cost: 10,000 Exotic Material, 100 Relic Material
Reward: Improve psy Thrones, reduce the skill levels required by a step, ??


Tranth Pattern Weapon- Archmagos Tranth has a plan to design the best possible weapon that he can. He is currently thinking on basing it on Neutron lasers, as one of your most flexible weapon types

Advised support: Exotic Fundamentals (Hybrid), Explore Termite Archives (Weapons), Exotic Fundamentals (Weapons), Krork Aid (combo-weapon), Frigid Sea Sirens Aid (Hybrid), Telepathica Aid (Hybrid)
Other Support: Ynnari Aid (Laser), Silver Tide Aid(mass production), Secondus-Tau Aid (Anti-Dragon), First Worldship Aid(High Technology)

Time: 25 years
Difficulty: 300 (18%)

Cost: 5,000,000 Thrones, 5,000,000 Advanced Material, 10,000,000 Exotic Material, 10,000 Relic Material
Reward: Tranth designs a weapon costed for Helguard use

Tranth Pattern Power Armour - Archmagos Tranth has a plan to design the best possible suit of power armour that he can. He currently is thinking of basing it on Elite Power Armour, as the most used variant.

Advised support: Exotic Fundamentals (Hybrid), Explore Termite Archives (Power Armour), Exotic Fundamentals (Power Armour), Frigid Sea Sirens Aid (Hybrid), Telepathica Aid (Hybrid), Remnant Kingdom Aid (Materials), Krork Aid (Heavy Armour), First Worldship Aid(High Technology)
Other Support: Necron Aid(Self-Repair), Calamus Aid (Machine-Spirit), Silver Tide Aid(mass production)

Time: 25 years
Difficulty: 300 (18%)

Cost: 5,000,000 Thrones, 5,000,000 Advanced Material, 10,000,000 Exotic Material, 10,000 Relic Material
Reward: Tranth designs a set of power armour costed for Helguard use

Hybrid Technology: Tranth Pattern Engines-Archmagos Tranth has a plan to design the best possible vehicle scale engine that he can. He is currently looking into Grav technologies as the most agile.
Advised support: Exotic Fundamentals (Hybrid), Explore Termite Archives (Engines), Exotic Fundamentals (Engine), Frigid Sea Sirens Aid (Hybrid), Telepathica Aid (Hybrid), Ynnari Aid (Agility), Quartus Aid(Speed)
Other Support: First Worldship Aid(High Technology)

Time: 25 years
Difficulty: 300 (18%)

Cost: 5,000,000 Thrones, 5,000,000 Advanced Material, 10,000,000 Exotic Material, 10,000 Relic Material
Reward: Tranth designs a vehicle engine costed for Helguard use

Gravatic Array- Archmagos Tranth believes that he can reverse engineer enough of the Gravatic Array to make it possible to create a far more limited version of the Gravatic Array with a far shorter range, and possibly higher power requirements.

Time: 7 years
Difficulty: 300 (18%)

Cost: 1,000,000 Thrones, 1,000,000 Advanced Material, 2,000,000 Exotic Material, 1,000 Relic Material
Reward: Tranth designs lesser version of the Gravatic Array

Looking for holes — Going through your entire technology base to look for holes would be time consuming, but it is near certain that Tranth would find some. This could have a notable boost, though exactly what benefits there will be remain unknown.

Time: 1 year (can be taken multiple times)
Difficulty: 80 (no modifiers, reduces by 1% each success)

Cost: Negligible
Reward: Find a hole in your tech base that Tranth can patch

Heavy Slow Accelerator — It should be possible to adapt Slow Accelerators for the Heavy Accelerator, which will produce an even more expensive but notably more powerful weapon.

Time: 5 years
Difficulty: 300

Cost: 200,000 Thrones, 50,000 Advanced Material, 120,000 Exotic Material, 20 Relic material
Reward: Design heavy slow accelerator

Warpfighter — It should be possible to design ships for combat in the Warp, though getting use out of them against Chaotic forces will be very hard given how hard Warp interceptions of faster ships is. There would be some notable adjustments in the various fundamental technologies of the ship that Archmago Tranth would need to make first, however.

Time: 3 years
Difficulty: 260

Cost: 6,400 Thrones, 13,000 Material, 640 Promethium, 11,000 Advanced Material, 32,000 Exotic Material
Reward: Unlock the design of Warpfighter specced ships

Psychic Creator: Charging Psychic Architecture — While it should be possible to use psy-creator effects to charge psychic architecture, designing one to create the steady trickle of Warp energy needed would be a major challenge.

Time: 3 years
Difficulty: 350

Cost: 640 Thrones, 640 Material, 64 Promethium, 15,000 Advanced Material, 32,000 Exotic Material, 4 Relic Material
Reward: Design a Psychic Creator that will charge psychic architecture

Dual-Use Void Shields — Creating void shields that can act as both conventional void shields and reflex shields simultaneously is theoretically possible, but practically challenging. Archmagos Tranth believes that it may be possible, but it would be a major project and still have a good chance of just not working.

Time: 6 years
Difficulty: 350

Cost: 25,000 Thrones, 1,000 material, 5,000 Advanced Material, 15,000 Exotic Material
Reward: Create dual-use void shields or prove that they can't be created

Larger Ragnarok Cannon Generators — Archmagos Tranth does not believe that there are any feasible ways to boost your antimatter generation for Ragnarok Cannons without either compromising their safety or taking up a lot more room. If you are willing to accept bulking up the generation facilities, he will be able to notably boost generation, and therefore rate of fire.

Time: 4 years
Difficulty: 260

Cost: 25,000 Thrones, 1,000 material, 5,000 Advanced Material, 15,000 Exotic Material
Reward: Improve Ragnarok Cannon rate of fire in exchange for more space taken

Upgrade Nova Cannon Ammo — You are told that while there may be a few possible improvements that can be made to Nova Cannons themselves thanks to some of the Remnant Kingdoms technology, the main source of possible improvements for Nova Cannons is developing more powerful but still affordable ammunition.

Time: 5 years
Difficulty: 280

Cost: 25,000 Thrones, 1,000 material, 5,000 Advanced Material, 15,000 Exotic Material
Reward: Improved Nova Cannon ammunition

Twist Alloy: Armour — Khoswe Twist Alloy is also used to produce armour that is both insanely tough and liable to explode at the first crack. You are unsure if it is worth using, but between Archmagos Tranth and your military theoreticians, are sure that its use can be determined.

Time: 3 years

Cost: Negligible
Reward: Learn what whether using Twist Alloy Armour is worthwhile, and if so where

Termite Archives: Explore (Goal) — 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

Orichalcum Alloy Terminator Armour —The Remnant Kingdom's method of micro-alloys and their ability to combine the strengths of multiple materials is one of the greatest improvements to armour materials ever. This can even be used with orichalcum to provide some of the benefits of orichalcum at a fraction of the cost, despite this, the cost will limit the use of Orichalcum Alloy Terminator Armours greatly. The result will probably be a compromise between Orichalcum Alloy Terminator Armour and Mirco-Alloy Terminator Armour, and should be cheap enough that a bit more than the greatest of heroes can be equipped with it.

Time: 3 years
Difficulty: 285%

Cost: 3,200 Thrones, 6,400 Material, 320 Promethium, 108,000 Advanced Material, 320,000 Exotic Material, 130 Relic Material
Reward: Orichalcum Alloy Terminator Armour designs

Design Ship: (Proposal, as much or as little detail as you want) — While the Bureau of Ship Design is able to create highly effective ships, Archmagos Tranth's deep understanding of technology will allow him to create designs notably more effective than the Bureau, even at its best.

Time: (1 year escort, 2 years small cruiser, 4 years cruiser, 5 years large cruiser, 7 years pocket battleship, 8 years battleship, 10 years pocket dreadnought, 11 years dreadnought, 13 years superdreadnought)
Difficulty: 90

Cost per year : 80 Thrones, 160 Material, 8 Promethium, 900 Advanced Material, 2,000 Exotic Material
Reward: Suggested ship designed by Archmagos Tranth, notable to major improvements

Focused Shipyards — Your suggestion to see if the single-use forge idea could be scaled up to create shipyards led to a great deal of thought and research by Archmagos Tranth. He eventually concluded that it would be possible, but that it would require a major research project to create and have only limited value. It may be worthwhile, however.

Time: 18 years
Difficulty: 130

Cost: 2,000 Thrones, 95 Material, 38 Promethium, 620 Advanced Material, 6,200 Exotic Material
Reward: Create Designs for Focused Shipyards

Explorator Feasibility Study (Proposal) — You occasionally come up with new ideas for new technologies. Having these ideas adequately 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 technology-related action examined to determine if it would work. If it does will get further action.

Gravitic Engines Part Four: Upgrade — Archmagos Tranth has recently determined that it is possible to improve the Gravitic Engines you got from The Well of Urd. This would be a challenging research project, but any improvements to your Gravitic Engines would significantly boost the Imperial Trust's stealth fleets.

Time: 6 years
Difficulty: 220

Cost: 17,000 Thrones, 31,000 Advanced Material, 41,000 Exotic Material
Reward: Learn how to upgrade the Gravitic Engines you got from The Well of Urd, increase their speed

Technology Fundamentals: (Technology) — 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

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The Psychic Genes Part Five- Archmagos Biologis Maximal believes that with some more study he should be able to further refine his understanding of psyker genetics. Right now he is interested in detecting the epigenetic changes that indicate powerful psychic abilities, which he hopes will be a method to distinguish powerful psykers from weak or even subconscious psykers.

Time: 15 years.
Difficulty: 420 (30%)

Cost: 2,000 Relic Material
Reward: Discover more psykers young, reduce chance of each psyker going rogue by 15% of the current chance
Stunt: After centuries of study, Maximal looked at the psygenetics of humanity from very nearly the perspective of an Old Ones Psi-Biologist. And, from that lofty height, the problem suddenly looked surprisingly simple.
...Now to successfully explain it to a five-year-old. Then he would know he actually understood it.

In Progress- Six out of Fifteen years completed

Inbuilt Powers: The First Step- Archmagos Biologis Maximal believes that it should be possible to make humans able to use innate powers in a similar manner that many Avernite Poeples and Wildlife can. The first step will be understanding the magical and genetic underpinnings that Avernus uses to give these species these powers.

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

Cost: 2,000 Relic Material
Reward: Work out how Avernus gives species innate psychic powers.

Tailored Biocybernetics- Archmagos Biologis Maximal believes that he can design a set of biocybernetics that can give significant benefits to psykers. These biocybernetics will need a great deal of tailoring to fit the biological and magical traits of a given psyker, so their use will be limited to your greatest psykers.

Time: 8 years

Difficulty: 350(99%)

Cost: 2,000 Relic Material
Reward: Design advanced biocybernetics for use by your elite psykers.

Warproot: Ka?- It may be possible to have Ka Adets grow Warproot in order to bypass the limitations on intentionally growing it. It will only take a few years for Archmagos Biologis Maximal to determine if its at all possible, but doing so will likely be a far more involved process.

Time: 4 years
Difficulty: 0, 450 (100%, 1%)

Cost: Negligible
Reward: Find out if its possible to use the Ka Adepts to bypass the limitations on growing Warproot, (make it work anyway)

Abhuman Creation (Type) — There were several forms of abhumans in the Helheim Data-Jewel that could be a useful addition to the population of Avernus. The first step to adding them to your population is for Archmagos Biologis Maximal to make the needed template adjustments to account for the changes that Avernus has made to your people.

Time: 5 years

Cost: 200,000 Thrones, 1,000 Material, 15,000 Advanced Material, 20,000 Exotic Material
Reward: Adjust selected abhuman genome for modern humans, prepare facilities to start birth

Complete Examination (Species) — 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

Biologis: Embryo Modifications — Between them, Archmagos Maximal and Tamia believe that they have a chance of being able to find out how Avernus changes the DNA of embryos. They are pretty sure that they will not be able to reproduce the method, but they may learn something from it.

Time: 5 years (requires Telepathica: Embryo Modifications)
Difficulty: 400

Reward: Discover how Avernus modifies embryos

older actions moved here

The Telepathica is currently in the middle of revolutionising teaching psykers yet again and replacing Astropaths as a concept. You wonder what it will be next?

High Grandmaster Ridcully combines the following traits:
Seer of the Grand Incursion (+4W, +5C, +2 Control, +50 to all rolls against daemons, +20 to divinations meant to manipulate others, less likely to die, +2,000 Prestige, +3,000 Fame)- High Grandmaster Ridcully has survived many Daemonic Incursion, often as a secondary target. It was the Grand Incursion where he had the biggest impact though, saving the life of Russ and guiding a scheme that saw Lorgar take several Exalted and go AWOL, a scheme which is credited to have brought the Grand Incursion to a premature end.
Advisor to Generals (+2M, +4 to any re-rolls provided to military rolls)- High Grandmaster Ridcully has spent much of his career providing advice for general and admirals as they wage battle, giving him a rather unusual form of military insight rare to see outside of the Farseers of the Eldar.
Adviser of Heroes (+2 Control, +25 to fateweaving rolls, increases bonus granted to others by +8)- As the Blind Seer High Grandmaster Ridcully is best when he is assisting heroes in their work rather then acting in his own right. This assistance can range from the slightest of nudges to the most obvious enchantments.
Into A Seer's Advice (+3M, +4W, +5C, +4 Control, +50 to all rolls against daemons, +20 to divinations meant to manipulate others, +50 to fateweaving rolls, increases bonus granted to others by +16, less likely to die(10))- High Grandmaster Ridcully knows exactly what advice to give to turn success into failure, and how to manipulate fate itself to support his gaols.
Total change (+1M, +25 to fateweaving rolls, increases bonus granted to others by +8, -4 to any re-rolls provided to military rolls)
Grandmaster Xavier combines the following traits: "The Ash Hound" (+4M, +3I, +1A, +3C, +3 Power, +2D when dealing with Avernites, boost to pyromancy, +30 to locating rogue psykers and cultists, loyal to Governor Rotbart)- Gerald Xavier has earned the epithet "The Ash Hound" from his actions during and after the First Daemonic Incursion. This title comes from his old title of "The Governor's Hound" and from the dozens of times he attacked cultist strongholds single-handedly, reducing highly fortified city districts containing millions of well trained Avernites to ash in a matter of hours.
Avatar of Destruction
(+50 bonus to pyromancy, +2 Power, massive bonus to intimidation, far better at acting as conductor of psychic choirs)- Grandmaster Xavier burned the entire Hive of Manavik to the ground in a single night after exploding the plasma reactor and then walked out of the inferno. While this remains his most impressive feat of sheer destruction many other impressive feats of destruction can be laid to his feet.
Master Saboteur
(+2M, +5I, +50 to all rolls to sabotage)- Primaris Xavier is a master saboteur and can inflitrate even highly secure strongholds and cripple them though sabotage. He has developed his ability to spot key locations to sabotage to such an extent that he can now apply it to the battlefield where he can spot key oints in the enemy lines.
Hero of the Grand Incursion
(+2M, +3I, +7W, +5C, +1 Control, +30 to all rolls against daemons, +50 to all stealth rolls vs psykers and daemons, +8 Prestige, +24 Fame)- Grandmaster Xavier has been one of your greatest heroes in many Daemonic Incursions, including the Grand Incursion where he led his battle psykers to kill the Honoured Keeper of Secrets Shoraar Suppleblade.
Into The Blazing Tiger (+9M, +12I, +1A, +8W, +8C, +5 Power, +2 Control, +2D when dealing with Avernites, +75 to pyromancy and Fire magic, +50 to all rolls against daemons, +50 to all stealth rolls vs psykers and daemons, far better at acting as conductor of psychic choirs, +50 to all rolls to sabotage)- Grandmaster Xavier, 'The Blazing Tiger" is and always has been the face of the Battle Psykers of Avernus, the terrifying psykers that changes the course of entire wars with sheer psychic might and far to much fire.
Total change (+1M, +1I, +1W, +1C ontrol, +25 to pyromancy, +75 to Fire Magic -boost to pyromancy, +50 to all rolls against daemons, -30 to locating rogue psykers and cultists, - massive bonus to intimidation
Aria gains trait Solar Ka Consuption (+1L, +1 Ka Control, +2 Ka Power, can absorb Solar Ka, double maximum Ka)- Aria finds it easy to absorb solar ka and convert it into her own, allowing her to both recharge Ka far faster and store twice as much as she could produce by herself.
Does not use up actions
Have ten years of hero action per Grandmaster (40 years total)
Can spend up to twenty-five non-hero action years on the Other category only
Two years in each category locked by Telepathica
Seven Other years locked by Telepathica
One Tamia year locked
Two Aria years locked
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

Locked by High Grandmaster Ridcully
Greater Divination (Focus)
— 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. 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 (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.

Lesser Divination (Target) — 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.
Cultural Spirits: Communication Part Two- Tamia has created a rather long and involved ritual that uses 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. Now, all Tamia needs to do is simplify matters to enable more people to use the ritual.

Time: 8 years
Difficulty: 325 (uses learning)

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Tamia simplifies the ritual to allow people to communicate via Culture Spirits

In Progress- Five out of Six years completed

The Hunter's Moon- The Hunter's Moon is a Cataclysm Spell that conjures an ethereal reflection of the moon in the sky above the caster. All living allies who can see the moon are bestowed with some of the strength and speed of The Hunter. Once the spell is cast, the moon lingers in the sky for half a day, irrespective of the local day's length.

Time: 2 years

Reward: Psykers learn The Hunter's Moon Cataclysm Spell

Two years Locked by Grandmaster Xavier

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

Time: 7 years
Difficulty: 350(uses learning)

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Tamia improves the method of using culture spirits to boost learning, hopefully to a level usable outside of the Telepathica .

One year locked by Grandmaster Tamia

TrueCrystal Casting Foci
- According to the Remnant Kingdom, a TrueCrystal serves as an excellent casting focus, particularly for those who wield the Wind of Light or seek greater control over their power. It will take about a year for Tamia to design a Casting Focus that fully utilises these properties.

Time: 1 year

Difficulty: 275 (uses learning)

Cost: 2,000 Relic Material
Reward: Tamia designs a TrueCrystal based casting focus.

TrueGem Casting Foci- According to the Remnant Kingdom, a TrueGem serves as an excellent casting focus, particularly for those who wield the Wind of Metal or wish to enhance their spells. Tamia will take roughly a year to design a Casting Focus that fully utilises these properties.

Time: 1 year

Difficulty: 275 (uses learning)

Cost: 2,000 Relic Material
Reward: Tamia designs a TrueGem based casting focus.

The Prey's Fear- The Prey's Fear is a Cataclysm Spell that fills the caster's foes with the paralysing fear of a prey animal facing a predator. It affects all foes who can see, hear, or otherwise perceive the caster, regardless of the distance between them. Exactly how long the paralysis and fear last depends on both the courage and magic resistance of the caster, with the greatest and bravest being thrown off only for an instant, followed by seconds of disquiet, while the most cowardly are paralysed for minutes and panicked for days.

Time: 1 year

Reward: Psykers learn The Prey's Fear Cataclysm Spell

The Monstrous Regiment- The Monstrous Regiment is a Cataclysm Spell that imbues a division-sized group of allies with the strength and toughness of the wilds, massively boosting each member. The spell lasts for an hour before expiring, and repeated castings increase the duration additively up to a full day.

Time: 2 years

Reward: Psykers learn The Monstrous Regiment Cataclysm Spell

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

Time: 9 years
Difficulty: 250(uses learning)

Cost: 20,000 Exotic Material, 5,000 Relic Material
Reward: Tamia designs an improved, more expensive set of wards for your psyker cities that can allow a higher density of psykers to live within.

Warproot: How Does it Work- Warproot is one of three known ways to increase someone's psychic power, with the others being divine effects. Tamia would like to study it to try and figure out how it works.

Time: 8 years
Difficulty: 350 (uses learning)

Cost: negligible
Reward: Learn more about how Warproot works

Known TrueMaterials (Property or Material)-The Remant Kingdom uses a range of TrueMaterials and are willing to tell you their effects. You can either ask them about the properties of a single TrueMaterial or if they know any that have a particular property.

Time: 2 years
Cost: Free
Reward: If you select a property be told any TrueMaterials that the Remnant Kingdom knows that have that property, if you select a Material learn about its properties if the Remnant Kingdom knows it

Adeptus Astra Telepathica: Improving Psy-Thrones- They are pretty sure that between them, Trnath and Tamia could improve the efficiency of Psy-Thrones enough to lower the skill levels required by users.This will massively boost their use for your navy by allowing your far more common basic Primaris psykers to handle Light Cruisers and Corvettes.

Time: 6 years (requires Adeptus Mechanicus : Improving Psy-Thrones)
Difficulty: 300

Cost: 10,000 Exotic Material, 100 Relic Material
Reward: Improve psy Thrones, reduce the skill levels required by a step, ??

Initial Research Collaboration (Tranth Patten Project)- 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

Adeptus Astra Telepathica: Train Nurma-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: Varies

Cost: Negligible
Reward: Improves Nurma Kessal's Learning

Following a Hunch: Ideal Spirits — High Grandmaster Ridcully suspects that there is some sort of unknown spirit in some way linked to ideals. He is in no way sure that they exist, but thanks to an older divination at least has a direction to look in.

Time: 3 years (must also take a Greater Divination)
Difficulty: 350 (uses Learning)
Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Allows Ridcully to find ideal spirits if they exist

Third Part of the Soul? — Aria has come to the belief that there is a third part of the soul alongside Sa and Ka. Given how little evidence you have to support her theories, proving or disproving her will be hard and need several of the Telepathica Grandmasters collaborating to have a chance.

Time: 7 years
Difficulty: 350 (uses Learning, uses Ka Control, partially uses divination)

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Find out more about Third Part of the Soul or disprove it

Bypassing Void Shield — After consulting with Tranth, Tamia tells you that it should be possible to create psychic effects that bypass and disrupt Void Shields. She warns you that due to the sheer strength of naval void shields, dispelling them would take a major investment of psykers, but bypassing would be more practical. Her current theory on the best way to bypass them would involve finding the frequencies that the void shield operates on and phasing a munition to a different frequency. It worked for Phase-Tigers against you, it can work for you against your foes.

Time: 5 years
Difficulty: 130 (uses Learning)

Cost: 20,000 Thrones, 200 Material, 200 Advanced Material, 2,000 Exotic Material, 2 Relic Material
Reward: Figure out how to bypass void shields

Magic: Psychic Architecture: Design (Building or ship, purpose) — Now that Tamia has developed psychic architecture enough to make it possible, it is time to put it into wider use. While smaller uses will not need Tamia's direct oversight anymore, for the moment any designs on the scale of voidships or hives will require Tamia's time and energy to ensure that there are no mistakes.

Time: Variable (mostly 1–8 years)
Difficulty: Variable (mostly 90 to 150, use Learning)

Cost per year: 2,000 Thrones, 20 Material, 20 Advanced Materials, 200 Exotic Material
Reward: Gain a design for the selected type of building or ship for the intended purpose

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

Time: 3 years
Cost: Negligible

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

Telepathica: Embryo Modifications — Between them, Archmagos Maximal and Tamia believe that they have a chance of being able to find out how Avernus changes the DNA of embryos. They are pretty sure that they will not be able to reproduce the method, but they may learn something from it.

Time: 5 years (requires Biologis: Embryo Modifications)
Difficulty: 300

Reward: Discover what psychic techniques Avernus uses to modify embryos

Magic: Research: Destructive Resonances (Chaos Undivided) — Now that your psykers have discovered several of the exact frequencies that the Chaos Gods seem to rely on, it is possible to determine which frequencies resonate destructively with them. This is the next step on the path to creating specific anti-Chaos powers, which should prove very useful against the coming threats. While not as dangerous as finding the frequencies, this still runs a worrying risk of taint.

Time: 3 years (must be taken by Ridcully or Tamia, best done by the person who found the frequencies)
Difficulty: 110 (uses Learning)

Cost: 200 Thrones, 2 Material, 2 Advanced Material, 20 Exotic Material
Reward: Determine the Psychic Frequencies that resonate destructively with those that Chaos Undivided operates on

Magic: Ritual Creation (Ritual or purpose) — Tamia tells you that she is now confident in creating new Rituals and even Greater Rituals. An example of a Greater Ritual that she suggests is one to tear an incoming fleet out of the Warp into a prepared location.

Time: 2 years
Difficulty: 130 to 160(uses Learning)

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Ritual created, can be used in future

Warp Echo: (Material) – 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

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

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

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Improve Warp Breakdown power further

Psychic Cannons: Veil Hardening — Tamia's research suggests that part of how psychic cannons operate is by hardening the Veil for an instant. If your daemonologists could copy this, it would be a very valuable weapon against daemons and psykers. It would however take a major breakthrough to be copied.

Time: 4 years
Difficulty: 210 (uses Control, daemonology bonus applies)

Cost: 200 Thrones, 2 Material, 2 Advanced Material, 20 Exotic Material
Reward: Learn how to use Veil Hardening

older actions moved here
Ka-Sa Melding: The Next step- From her examinations of the Void Beacon, Aria has found that 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. She will need time to determine exactly what effects different ratios and patterns have.

Time: 6 years
Difficulty: 100 (uses Learning, uses no external bonuses)

In Progress- Four out of Six years completed

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

Two years locked by Grandmaster Aria

Pushing the Limits: Daemon Hunting
— 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 against various powerful daemonic foes that the Ynnari are planning on engaging, testing herself against the most powerful Sa users around.

Time: 1 year.
Difficulty: 130 (uses mix of all combat-related stats and traits)

Cost: Free
Reward: Notably increased trait gain

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
Growing Warproot- Archmagos Biologis Maximal has discovered that a skilled Shaman can utilise the Primal Warp to promote the growth of Warproot. It's best to begin farming Warproot with a small amount to figure out the best approach.

Time: 8 years

Cost: Negligible
Upkeep: Negligible
Reward: Build small Warproot farms, +51k doses of Warproot a year

Seven years Locked by High Grandmasters Secretary Zeno

Cultural Teaching
- Now that you can enhance learning with Cultural Spirits and a ritual, it's time to put this into use within the Telepathica. Tamia tells you that not only will this reduce the time needed for psykers to train before reaching the trials, but it should also increase both the number who pass and the speed at which your psykers get promoted in the early stages.

Time: 6 years

Cost: 780,000 Thrones, 340,000 Advanced Material, 17,000,000 Exotic Material, 3,400 Relic Material
Upkeep: Negligible
Reward: Reduce psyker training time by 20%, reduce chance of failing the trials by 10%, increase promotion chance of reglar psyker by 20%, increase promotion chance of Veteran psyker and Primaris Psyker by 10%, increase promotion chance of Elite Psyker and Veteran Primaris Psyker by 5%

Warproot Dosing: All Minor- Now that you know how to use Warproot and can grow your own, it's time to reap the benefits. The simplest approach is to start administering doses to your most seasoned minor psykers and progressively work your way down the list. It will require twenty-nine thousand doses for your current Exemplar minor psykers and an additional eight hundred and sixty thousand for your Grandmaster minor psykers if you are supplying Warproot to all of them.

Time: 5 years

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

Warproot Dosing: Minor Battle Psykers- Now that you know how to use Warproot and can grow your own, it's time to reap the rewards. If you concentrate on the Battle Psykers, you'll gain additional combat power more quickly, requiring just twenty-eight thousand doses for the Exemplars and seven hundred and eighty thousand for the Grandmasters.

Time: 4 years

Cost: Negligible
Reward: Start boosting all of your minor Battle Psykers with Warproot

Warproot Dosing: Minor Sanctionites- Now that you know how to use Warproot and can grow your own, it's time to reap the rewards. If you focus on the Sanctionites, you'll significantly boost your economy. You'll finish much faster, as you'll only need a thousand doses for the Exemplars and eighty thousand for the Grandmasters, which is less than what you have in reserve

Time: 1 year

Cost: Negligible
Reward: Start boosting all of your minor Sanctionites with Warproot

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

Time: 10 years

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

Warproot Dosing: Zeta Battle Psykers- Now that you know how to use Warproot and can grow your own, it's time to reap the benefits. Dosing all of your Battle Psykers of Zeta and below will take thirty-one thousand doses for the Exemplars and one point six million for the Grandmasters.

Time: 9 years

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

Warproot Dosing: Zeta Sanctionites- Now that you know how to use Warproot and can grow your own, it's time to reap the benefits. Dosing all of the Sanctionites up to Zeta will take a thousand doses for the Exemplars and a hundred and thirty-thousand for the Grandmasters, a low enough amount that you will have some doses remaining at the end of the decade.

Time: 3 years

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

Expeditionary Command: Telepathica Campus- Building a Telepathica Campus in your Expedinary Command near the Realm of Death will give the Battle Psykers a strong postion to base themselves in the region.

Time: 5 years (requires Build Expeditary Command: realm of Death)

Cost: 10,000,000 Advanced Material, 5,000,000 Exotic Material, 2,000 Relic Material
Reward: Build Expeditionary Command Base near the Realm of Death, reduce action year cost of Adeptus Astra Telepathica: Prepare Expeditionary Force: Realm of Death by 50%, (takes effect the turn after it is finished)

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

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

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

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

Time: 10 years (must be taken with Adeptus Astra Telepathica: Colossal Tallship Shipyard, must wait until current Tallship Shipyard action is finished)

Cost: 6,000,000 Thrones, 30,000,000 Advanced Material, 5,000,000 Exotic Material
Upkeep per year: 300,000 Thrones, 1,200,000 Advanced Material, 250,000 Exotic Material

Reward: Provide the psychic half of Colossal Huge Tallship Shipyard


Psykers: TrueMirrors — The TrueMirror is the best tool imaginable for developing self-knowledge, and one of the most dangerous tools as well. Over the course of Aria's research, dozens of psykers were driven mad, and hundreds were shaken enough to need years or even decades to recover. The results are clear, however, with carefully monitored use of TrueMirrors being able to massively increase the speed at which experienced psykers master themselves, though there is always a risk involved. Aria found that both the benefit and risk is highest at the Elite level, and that by Exemplar level both are negligible.

Time: 6 years

Cost: 83,000 Advanced Material, 8,900,000 Exotic Material, 33,000 Relic Material
Upkeep per year: 4,600 Advanced Material, 410,000 Exotic Material, 1,300 Relic Material
Reward: Increase death rate for psykers by 5%/2.5%/1.25% and promotion rate by 10%/5%/2.5% for elite/master/grandmaster psykers

Warp Forge — The Warp Forges needed for the Idra'Sakar Enchanting are masterworks in their own right, being an entire psychically enhanced forging complex capable of providing workspace for thousands of smiths at a time. While it will take some time for the added productivity to pay off the construction costs, long term Warp Forges will be a major boost to your psykers' productivity.

Time: 8 years

Cost: 7,300,000 Thrones, 4,000,000 Advanced Material, 10,000,000 Exotic Material, 5,600 Relic Material
Upkeep per year: 730,000 Thrones, 220,000 Advanced Material,170,000 Exotic Material, 44 Relic Material
Reward: Build 58 Warp Forges, Increase production of your Master level and above Sanctionites by 0.002 Thrones (25k), 0.016 Advanced Material (370k), 0.12 Exotic Material (400k), 0.0008 Relic Material (250)

Expand Psyker Hive: (Psyker City) — In two years' time, Tamia should have finished the designs to expand another psyker city into a Large Psyker Hive. While the estimates for price are incredible, work should begin as soon as possible so that you can finally have sufficient training facilities for your psykers. For a while.

Time: 17 years

Cost: 2,000,000 Thrones, 200,000 Material, 100,000 Metal, 20,000 Promethium, 300,000 Advanced Material, 13,000,000 Exotic Material, 2,000 Relic Material. (approximate)
Upkeep per year: 22,000 Thrones, 2,200 Material, 1,100 Metal, 220 Promethium, 3,400 Advanced Material, 140,000 Exotic Material, 22 Relic Material. (approximate)
Reward: Expand selected Psyker City to a Large Psyker Hive allowing it to house 100 million people including 20 million psykers

Advanced Wards (Infrastructure) — The Adeptus Astra Telepathica and the Order of Warding have grown to the point where they should be able to improve the wards against psychic attack on some of your key infrastructure.

Time: 9 years

Cost: 65,000 Thrones, 1,300,000 Advanced Material, 1,600,000 Exotic Material
Upkeep per year: 3,200 Thrones, 65,000 Advanced Material, 80,000 Exotic Material
Reward: Basic wards for selected infrastructure in all hives, significant resistance to psychic attack against said infrastructure

Build Psyker Hive: Region — With the recent rise in psyker numbers, building new Psyker Hives may be needed to create enough capacity to train all of your new psykers.

Time: 11 years

Cost: 290,000 Thrones, 29,000 Material, 19,000 Metal, 2,900 Promethium, 31,000 Advanced Material, 1,300,000 Exotic Material, 200 Relic Material
Upkeep per year: 2,200 Thrones, 220 Material, 110 Metal, 22 Promethium, 340 Advanced Material, 14,000 Exotic Material, 2 Relic Material
Reward: Build new Psyker Hive in selected region, allowing it to house 10 million people including 2 million psykers

Create Psyker Order (Purpose or Speciality, Department if Any) — It is possible for you to create an Order of Psykers within the Adeptus Astra Telepathica. This Order will either have a purpose and develop as needed to fulfil this purpose, or it will have a speciality and develop that speciality. For example, an Order of Healers would have the speciality of healing and focus on devolving your knowledge of Psychic Healing and teaching your Healers, while an Order of Daemon Hunters would have the purpose of combating daemons and would recruit those with the will and talent to combat daemons.

Time: 5 years

Cost: 600 Thrones, 6 Material, 5 Advanced Material, 40 Exotic Material
Reward: Allows the formation of an Order of psykers with selected purpose or speciality within the selected department, more options

Battle Preparations — You live in a galaxy of war, so Grandmaster Xavier has suggested putting the Battle Psykers through last-minute training in preparation. While this will have no long-term effect, in the short term it will hone the edge of their psychic abilities.

Time: 1 year
Difficulty : 60 (uses Martial, each success increases difficulty 5, this recovers at a rate of 1 per two years)

Cost: 200 Thrones, 1 Material, 1 Promethium, 20 Advanced Material, 20 Exotic Material
Reward: +5 to all Battle Psyker rolls for the next decade

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

older actions moved here

Choose six per turn
No more than two per category
Feasibility Study (Write-In) — 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 (first 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

Finally, you are not buried under the massive load of work that Fredrick took upon himself to do. Now that your workload has reduced to a far more sane sixty hours a week you actually have some time to do things that are not work.
+3 Fame
+2 Prestige
Four Hero Actions, bonus actions do not take up actions

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

Time: 1 action

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

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 Divination, Research or Ka , a diplomacy action counts as two years for this. This can exceed the maximun actions for that category

Train: Subject- You still have much to learn on countless subjects, and for the moment still have time to spend training in them.

Time: 1 action

Cost: Free
Reward: Allows Train Nurma actions to be taken this turn

Knowing Avernus (Write-In or QM's Choice, write in by preference) — In the years since founding, Avernus has developed in many ways, some of which you have not been able to pay attention to. It may be a good idea to spend some time learning about Avernite culture and the smaller organisations that make Avernus so unique.

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

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

Expedite: (Construction Project) — By assigning additional resources and careful management, you can significantly reduce the time needed for construction projects, though only at great cost.

Time: Bonus (1 per turn)

Reward: Reduces project time by 20% (rounding up, minimum time remains 1 year)

Troll Construction Assistance (Construction Project) — Thanks to their innate powers, large numbers of Troll workers can reduce construction time by almost a third. Due to how much debt the Stone Trolls feel they owe you this can be done for three projects at any one time.

Time: Bonus (3 per turn)
Reward: Reduces project time by 30% (rounding up, minimum time remains 1 year)

Further Studies (Course) — You have been forced to take any further educational courses out of your working hours rather than your time off. Despite this, it may still be worth it to do further studies.

Time: 1 action, 2 action-years
Reward: Do selected educational course

ThronesMaterialMetalPromethiumAdvanced MaterialExotic MaterialFoodRelic MaterialPopulation
Gross Income284,825,6252,786,62744,919,4222,841,954556,552,613753,801,47119,469,030407,2921,388,945,349,565
Current Reserves8,368,75228,535,98411,873,0694,211,3521,742,670,0881,584,082,48399,083,853887,4501,470,941,369,037
Current Admin Multplier28%28%28%28%79%89%99%
 
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I suggest more psy-creators types for feasibilities. We have a lot of potential types to get through, and I want to see what nonsense we can do with those.
 
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