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

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Turn Six Results New
Turn Six Results
Eight hundred and eighty-nine years since the Founding of Avernus
One thousand seven hundred and twenty years since the Death of the Emperor


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
Stunt: Each time someone was promoted, from PDF to Helltrooper, Helltrooper to Helguard, there was retraining. Different technology, different methodology, different assumptions. All that added time. If some those could be made more similar, or trained in advance..

Complete
d100=70+37(Martial)+5(stunt)=112: Fail
Re-roll d100=31+37(Martial)5(stunt)+52(The Blind Seer)=125: Bare Success
Increase Jeager recovery rate from 0.2%/year to 0.25%/year
Increase Helguard recovery rate from 0.2%/year to 0.3%/year
Increase Helltrooper recovery rate from 0.4%/year to 0.6%/year
Increase PDF recovery rate from 0.8%/year to 1.1%/year

With the assistance of High Grandmaster Ridcully, Lord-General Rakes was able to rework the Avernite promotion and training systems to address the issues revealed by recent campaigns. These fixes primarily involved better identifying soldiers who had proven themselves on the battlefield and streamlining the retraining process at multiple stages. While these improvements may not be enough to recover from the losses suffered at Fort Cosford quickly, they should allow you to maintain your tempo notably longer between pauses.

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

Complete

Lord-General Rakes spent six years integrating the Corvus Scout Knight into the Helguard Infiltrator Division. He discovered that while the knight itself and the heavy firepower it provides to the division are valuable, what is even more useful is the mere threat of its existence. By introducing a completely new type of threat to your stealth units, it forces enemies engaged with them to be much more conservative with their heavy and superheavy vehicles, thereby limiting their options.

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)

Complete

Lord-General Rakes has taken control of an entire continent on the world of Eruyeal III to establish an Avernite forward operating base. In addition to a significant logistics hub, barracks, and an administrative centre, he has relocated a considerable amount of industry to the world to help maintain and repair his army's equipment, as well as to set up a massive hospital complex for his men. Finally, he has constructed enough fortifications to make attacking New Fort Cosford a fool's errand.

Expeditionary Force: Realm of Death (Rakes, Hajek, Herman, Stumpf)- 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

Complete

You continued applying pressure on the Realm of Death by deploying a substantial force under the now legendary Lord-General Rakes. However, you decided to pull back Generals Ozolinsh and Ericson to give them a respite from the front lines.

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

Complete

General Ericson was tasked with overseeing the rollout of Laser Sheaths for your Helguard's weaponry. This took nearly a decade, partly because it required replacing several billion weapons and partly because new training regimes and standard operating procedures had to be created to accommodate the new capabilities of your weapons.

Over the last decade, the population growth in the Helheim system has averaged 0.45% p.a., with around two-thirds of that growth being on Avernus itself.

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

Time: 38 years

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

In Progress- Seventeen out of Twenty-Seven years completed
Large and Huge Hives completed

Your work on upgrading the Hives of Avernus has continued apace, with five of the remaining seven Hives fully upgraded. This leaves just the final two Hives, the truly gargantuan Dis and Mag Mell, currently under reconstruction. You have already noted a significant increase in the average productivity and birth rate in the upgraded Hives, demonstrating just how much impact a better living space can have on people

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

Time: 8 years (repeatable)

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

Complete

It took Martinus another eight years to double the scale of your asteroid mining in the outer Helheim system. While your asteroid mining still provides a fraction of the metal that your lunar mines pump out, it's still a significant amount.

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.

Complete

Martinus took a few years to plant a significant Evergrowth Forest in the Primal Warp near your Tallship Shipyards. This will provide the Shipyards with readily available sources of high-quality Primal lumber for constructing your Tallships.

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

Complete

Kent Cline and his office were deeply engaged in arranging for the construction of New Fort Cosford and integrating it into the theatre Joint Command as a major node.

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

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

Complete

The Artificial Intelligence that makes up the Silver Tide is one of the Grand Conclaves' experts on mass production. As such, Archmagos Tranth has requested their assistance in several projects to ensure that his designs can be easily produced in large quantities. Kent Cline found negotiating with the Silver Tide to be rather strange, both due to their total lack of tells and their emotionless way of viewing the world. Despite his issues, he was able to successfully arrange for a Terminal of the Silver Tide to assist Archmagos Tranth for the next century.

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

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

Complete

The Remnant Kingdom's mastery of Transmutation is built on an understanding of both the scientific and magical properties of various materials to a level unrivalled on Avernus. Kent Cline's request for them to assist Archmagos Tranth in his research project was readily agreed upon, as the opportunity to work alongside the legendary engineer was seen as a sufficient reward.

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

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

Complete

Your efforts to make contact with the Necrons to gain assistance for Archmagos Tranth's research were more straightforward than expected, as you were directed to the local Atum Dynasty, who have been appointed as the Silent King's diplomats. They were willing to have one of their Crypteks provide Archmagos Tranth with basic assistance regarding the power armour's self-repair capabilities in exchange for the opportunity to observe his efforts at creating hybrid technology.

Personal Attention: Request for Avernus (Giant Population) — 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

Complete

You recently made a request to Avernus for some of the newly created giants to be raised in Avernite society. After a few days of deliberation, your request was denied, mainly due to the enclosed nature of your Hives and the fact that giants would be significantly limited in their ability to participate in Avernite society.

Understanding the Trust (State of the Mechanicus and their current culture/politics) — Developing a better understanding of the culture and systems of the Imperial Trust and its components will only help your work.

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

Complete

Integrating the Vestri League into the Imperial Trust added several hundred worlds with advanced technology and no Adeptus Mechanicus presence. This signaled the death knell of the Adeptus Mechanicus' attempts to maintain a monopoly over high technology, though a faction within it still refuses to accept the change. The main debates within the Adeptus Mechanicus in the current era are whether it should focus more on the Quest for Knowledge and uncovering the secrets of reality or on being the priesthood that mediates between the common man and the holy Machine-Spirits he interacts with.

Power LevelTotalPureChaosDealt withCaused Damage% damage inflicted
a+362610821%
a7,2155,9461,26999027925%
b119,634107,25812,37610,1982,17848%
g598,171568,58329,58825,6823,90622%
d2,900,2232,859,67840,54536,9773,5685%
e6,344,2386,344,238
z8,156,8788,156,878
Minor744,716,291744,716,291
LossesMilitia/ Hunter/ Psy-HunterPDF/ Veteran Hunter/Master Psy-HunterHelltrooper/Elite Hunter/Grandmaster Psy-Hunter/ Last HunterHelguard/Master Hunter/ Primaris Psy-HunterGrandmaster HunterExemplar Hunter
Soldier9,996,415,32332,488,3503,609,817360,982
Psyker Hunters818,706136,45117,544797442
Witch Hunters1,619,419269,90334,7021,576884
minor Psy-hunters29,7746,07428914
major Psy-Hunters1,48930471
Last Hunters1437
Voids54,6689,1111,519253
Nulls21,8673,645607101
Thunder Hunters26,2416,560

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

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

Cost: Free
Reward: Kill selected target/s, gain 1 Unchained minor favour per 5 Unchained Choice actions
Stunt: Daemon Princes, Sorcerers, Champions, Monsters. Those targets were well known. But to this recently it was added: Inquisitors, Propagandists, Spies. A quirk of her archetype let Jane appear as an allied Inquisitor-Lord, a Trusted Servant of Malcador - Whichever was most useful, or was more disruptive.

Complete
1st d100=92+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=442: Greater Critical Success
2nd d100=70+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=420: Greater Critical Success
3rd d100=21+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=371: Critical Success
4th d100=42+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=392: Greater Critical Success
5th d100=49+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=399: Greater Critical Success
6th d100=85+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=435: Critical Success
7th d100=19+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=369: Critical Success
8th d100=63+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=413: Greater Critical Success
9th d100=35+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=385: Greater Critical Success
10th d100=62+108(combat)+212(traits)+20(Blade of the Tempest)+5(The Right Moment)+5(stunt)=412: Greater Critical Success

Unusually enough, the Unchained have requested that Jane stop hunting down her usual prey of Chaos sorcerers and switch targets to Assassins, particularly those of the Culexus Temple. She seemed enthused by the change of targets and was quite satisfied by the challenge of hunting down the most legendary killers of the Old Imperium. Sometimes you forget that, to her, the Old Imperium was what she grew up with, rather than a horror learned about in history class

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

Complete

It took half a decade for Jane to adjust her Psyker Hunters training and standard operating procedures to take into account Blink Creators. Given that their main foe almost always has Sa Senses, the use case for Blink Creators is quite different compared to normal battle psykers, so she had to create her own procedures rather than change existing ones.

Personal Attention: 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

In Progress- Four out of fourteen years completed

You have begun setting up the systems to dose large numbers of potential psykers with Warproot. When done in a controlled environment, this is one of the most reliable and safest ways to awaken latent psykers. As a result, it should reduce the number of uncontrolled awakenings that kill hundreds of millions of people each year.

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.

Complete
d100=31+48(stats)+80(traits)+80(buildings)+25(other)+5(stunt)+40(prepreation)=309: Success
Re-roll d100=95+48(stats)+80(traits)+80(buildings)+25(other)+5(stunt)+40(prepreation)+52(The Blind Seer)=425: Greater Critical Success

After twenty-five years of work, Archmagos Tranth has completed the Tranth Pattern Reactor, an Enchanted Plasmatic Dark Energy Reactor. You don't fully grasp the science behind it. Still, from what you can tell, it is a Dark Matter Reactor that converts Dark Matter into a plasmatic state to enhance the power-to-weight ratio, which is further improved by several enchantments. The real innovation lies in the reactor's cellular nature, which uses a resonance effect to split the power generation into multiple small cells without suffering from the economy of scale issues typically associated with doing so. This allows for exact control over the amount of power generated and prevents minor reactor breaches from becoming overly energetic or significantly impacting the reactor's output. This is further enhanced by his magical failsafe systems, which should neutralise any Dark Matter involved in reactor breaches. It's amazing what you can produce when you use magic to break the laws of physics.

The Tranth Pattern Reactor can be scaled down to power something as small as a battlesuit. While in theory it can be scaled up indefinitely, it becomes impractically expensive beyond the Titanic scale. Output and endurance-wise, it is notably superior to any other reactor in mass production, but several more exotic reactors surpass it in this regard. Its biggest strength is the combat endurance it provides, allowing a vehicle to continue fighting despite sustaining multiple reactor breaches that would at least cripple any other reactor system that Archmagos Tranth has studied.

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- Nineteen out of Twenty-Five years completed

Archmagos Tranth has dedicated the last decade to designing the layered field projectors that will constitute his defensive system and is fairly pleased with the outcome. He intends to spend the next few years testing it under various conditions and addressing the flaws that will inevitably be uncovered.

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

Time: 2 years
Difficulty: 290

Cost: Negligible
Reward: Find either new technology or path to new technology, the higher the roll the closer to what you asked
Stunt: Termite Weaponry had a strange elegance to it. The bolts fired elegantly evaded entire seams of defensive weapon countermeasures, and fell flat against others. Dealing with Termite countermeasures was a dominant theme, one Tranth could tell as each weapon answered a countermeasure before being answered in turn.

Complete
d100=37+48(stats)+65(traits)+80(buildings)+25(other)+5(stunt)=260: Fail
Re-roll d100=2+48(stats)+65(traits)+80(buildings)+25(other)+5(stunt)+52(The Blind Seer)=277: Fail, +5 to next attempt

Archmagos Tranth has spent several years going through the data archives of the termites' creations and has yet to gain anything significant. He tells you that too many of the Termites' designs are either overly specialised, to the point of being nearly useless in normal situations, far too unstable, or just plain stupid.

Technology Fundamentals: (Weapons) — With a good enough understanding of the fundamental principles behind a technology, Archmagos Tranth can work miracles. It does, however, take a decent amount of time for him to develop said understanding. Archmagos Tranth already understands the fundamental principles of haywire and stealth technology, among others.

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

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

In Progress- Three out of Nine years completed

Archmagos Tranth has spent the last few years delving into the state of weapon technology as a whole. This is a vast field, with nearly every technological base featuring a few unique weapons, in addition to the standard laser, plasma, and projectile weapons that almost everyone utilises.
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.

Complete
d100=70+245(stats and traits)+80(buildings)+25(other)+5(stunt)=425: Success
Re-roll d100=44+245(stats and traits)+80(buildings)+25(other)+5(stunt)+52(The Blind Seer)=451: Success
Reduce rogue psykers by 15%

After another fifteen years of study, Archmagos Biologis Maximal has pushed his understanding of human psygenetics as far as he can currently comprehend. He tells you that one of the key aspects of the relationship between souls and bodies that he missed was that it is two-way, and that many epigenetic markers are triggered by the soul rather than the body. This should make it easier to distinguish between those with genetic potential to be a psyker but lacking the right soul, and those who are actually psykers.

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.
Stunt: With the advancement in wealth, magic and biology, methods unthinkable became realistic. What was too expensive was cheap, psychic and non-psychic materials was in abundance, and the interactions between psykers and technology was well documented. The real issue was creating a method by which Magos lesser to Maximal could use to augment a psyker.

Complete
d100=32+245(stats and traits)+80(buildings)+25(other)+5(stunt)=387: Success
Re-roll d100=8+245(stats and traits)+80(buildings)+25(other)+5(stunt)+52(The Blind Seer)=415: Success

Archmagos Biologis Maximal has spent much of the last decade designing a set of biocybernetics that should be compatible with the magic that your psykers use. Given the variety of magics that you use, what he designed was less a suite of biocybernetics and more a large number of individual augmetics, a substantial number of tests, and a guide on how to best tailor each psykers augmetics to suit their particular magic, which the more experienced Magos Biologis should be able to follow.

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

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

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

In Progress- Three out of Ten years completed

Archmagos Biologis Maximal has spent the last three years examining how Avernus creates species with reliable innate psychic powers. He tells you that while genetics play a key role, there are also elements of narrative and legacy that both shape the particular power and Create? Attract? souls with the ability to wield this power.

TrialsAlpha PlusAlphaBetaGammaDeltaEpsilonZetaMinor
Passed82,54348,221266,9281,394,0713,207,0854,240,471450,542,652
Attempted103,08256,731305,0601,548,9683,467,1194,463,654504,448,132
Percent passed80%83%85%88%90%92%95%89%
PrimarisAlpha PlusAlphaBetaGammaDeltaTotal ChangeTotal Number
Regular51,38417,18746,819243,339308,7332,574,282
Veteran13504,51212,44165,09482,398514,792
Elite0172436963,7394,69533,632
Master00720113141926
Grandmaster00014621
Total Change61,75121,94959,977312,290395,973
Total Number4512,772167,415468,7832,474,6383,123,594
Battle PsykerBetaGammaDeltaEpsilonZetaMinorTotal ChangeTotal Number
Regular1,461-16,98277,245259,638205,67741,431,28841,958,328375,718,140
Veteran2,24310,326125,994423,881505,13437,683,75738,751,336171,087,719
Elite2921,61816,89059,17472,0934,629,3074,779,37326,535,632
Master282271,7216,0687,588303,177318,8091,821,785
Grandmaster17481682098,0248,45734,494
Exemplar000123135501
Paragon000000.2304
Total Change4,025-4,803221,899748,929790,70384,055,58485,816,338
Total Number31,789261,0841,843,9696,215,2547,871,549558,974,629575,198,275
SanctionitesBetaGammaDeltaEpsilonZetaMinorTotal ChangeTotal Number
Regular4,74252,213271,963887,2461,173,89591,709,10494,099,163665,809,251
Veteran2,08923,184121,228393,726520,56632,570,45433,631,248175,539,908
Elite1411,6168,55327,59636,3412,251,2372,325,48312,454,328
Master34122071495153,76055,688330,484
Grandmaster002694254423,380.5
Exemplar000001.2113
Total Change6,97677,053401,9661,309,2881,731,762126,584,980130,112,025
Total Number49,436553,9002,907,7799,433,11512,465,659844,874,368854,137,365

Neo-AstropathsBetaGammaDeltaEpsilonZetaTotal ChangeTotal Number
Neo-Astropaths-145-1,609-8,416-29,002-38,357-77,528240,584
Veteran Neo-Astropaths282931,4945,6017,45814,874365,489
Elite Neo-Astropaths232591,3554,6656,17512,477100,515
Master Neo-Astropaths2271444606021,2358,123
Grandmaster Neo-Astropaths014111429219
Exemplar Neo-Astropaths0000002
Total Change-91-1,029-5,420-18,265-24,107-48,913
Total Number1,33715,04779,142267,018352,388714,933
Witch FindersTotal ChangeTotal Number
Regular36,910,556263,483,597
Veteran16,424,27683,426,655
Elite1,451,1447,418,534
Master44,412237,497
Grandmaster4232,773
Exemplar111
Total54,830,812354,569,069
InquisitionAlpha PlusAlphaBetaGammaDeltaEpsilonZetaMinor
9,394,71803184,02311,12258,086133,629176,6869,010,853

Greater Divination (Dragon Front): Four Times— High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums, or even the activity and compositions of pantheons of gods.

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

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: Reality was fractured, and just as there existed travel bugs the allied forces were patching in competition with the Void Dragon who attempted to exploit, so too did there exist bugs that allowed for more effective divination that the Void Dragon was patching up in competition with countless seers attempting to exploit.

Complete
1st d100=3+56(stats)+120(traits)+10(Seer Council)-120(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=134: Success
1st re-roll d100=46+56(stats)+120(traits)+10(Seer Council)-120(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=189: Critical Success
2nd d100=19+56(stats)+120(traits)+10(Seer Council)-120(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=150: Success
2nd re-roll d100=68+56(stats)+120(traits)+10(Seer Council)-120(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=211: Greater Critical Success
3rd d100=34+56(stats)+120(traits)+10(Seer Council)-120(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=165: Critical Success
3rd re-roll d100=48+56(stats)+120(traits)+10(Seer Council)-120(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=191: Critical Success
4th d100=72+56(stats)+120(traits)+10(Seer Council)-120(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=203: Critical Success
4th re-roll d100=19+56(stats)+120(traits)+10(Seer Council)-120(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=162: Critical Success

High Grandmaster Ridcully has continued to dedicate a considerable amount of his time to supporting the forces on the Dragonfront. Currently, the primary focus is on detecting the composition and specialities of the Dragon's forces before they are revealed, enabling the deployment of better counters and helping to avoid traps.

Greater Divination (Unchained)— High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums, or even the activity and compositions of pantheons of gods.

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

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: Belakor's plans were not things of beauty. They were an expression of how influential a Great God could be if they could but put their heads together for more than a few minutes. What was deeply concerning was just how effective this was.

Complete
d100=38+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-40(wards)+5(stunt)=224: Greater Critical Success

High Grandmaster Ridcully spent a year identifying the targets of the Assassin Temples and, whenever possible, determining which Temple was dispatching agents. While the Temple Assassins are skilled enough that even forewarning is insufficient to reliably save their targets, Ridcully was still able to save dozens and orchestrate the deaths of thirteen Temple Assassins.

Greater Divination (Abbadons Plans)— High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums, or even the activity and compositions of pantheons of gods.

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

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: Although Abaddon was shrouded, there were things you could not hide with wards. Industral production - Geared to produce more factories? Weapons - Ideal against Krork, Eldar, Human, or perhaps Chaos? Rituals - The ingredients implied the outcome. And of course the Oathstone bound Abaddon down to certain paths.

Complete
d100=22+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-200(wards)+5(stunt)=48: Fail
Re-roll d100=33+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-200(wards)+5(stunt)+12(The Blind Seer)=71: Fail

High Grandmaster Ridcully was unable to gain any real intelligence over what Abbadon plans to go after securing his hold on the Black Imperium.

Divination (Realm of Death): Twice— High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the neighbouring sectors without putting any scouts at risk.

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

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

Complete
1st d100=31+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-10(wards)+5(stunt)=247: Greater Critical Success
2nd d100=23+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-10(wards)+5(stunt)=239: Greater Critical Success

High Grandmaster Ridcully was able to determine many of the Realm of Death's contingencies for their Primarch no longer being available, and several gaps opened up that they failed to account for.

Divination (Eldar Choice): Twice— High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the neighbouring sectors without putting any scouts at risk.

Time: 1 year
Chance of Success: 20%

Cost: 20 Thrones
Reward: Information on selected polity, location, etc.; the narrower the target, the more information
Stunt: With Precognition crippled under the Singularity, Ridcully was in more demand than ever. His vast talent for reporting entire enemy formations and strategies in real-time (or slightly ahead thereof) was invaluable to friendly generals, and the details of various plots in complex areas allowed grand manipulations with minimal effort.

Complete
1st d100=58+56(stats)+120(traits)+10(Seer Council)-120(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)=184: Critical Success
2nd d100=69+56(stats)+120(traits)+10(Seer Council)-120(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)=195: Critical Success

High Grandmaster Ridcully spent some time uncovering various attempts by the Dragon to bypass the blockade surrounding its territory. While he discovered several attempts, he mentions that they are progressing further each decade, and soon enough, one will go unnoticed long enough to gather strength.

Divination (Unchained Choice): Twice— High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the neighbouring sectors without putting any scouts at risk.

Time: 1 year
Chance of Success: 20%

Cost: 20 Thrones
Reward: Information on selected polity, location, etc.; the narrower the target, the more information
Stunt:Stunt: What was truly irritating was how Tjapans increased the number of contingencies that basically amounted to 'If we have been divined' to make up for how wards were insufficient against Ridcully.

Complete
1st d100=63+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-40(wards)+5(stunt)=249: Greater Critical Success
2nd d100=81+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-40(wards)+5(stunt)=267: Greater Critical Success

High Grandmaster Ridcully also spent time working on identifying incoming attacks on the Unchained, who led them and their preferred tactics. This information provided the Unchained and their allies a significant advantage in countering the constant assaults from the slaves of the Tyrant.
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

Complete

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.


The Hunter's Moon is one of the more complex Cataclysm Spells. As such only Master Primaris Psykers and Exemplar Battle Psykers who wield the Wind of Beasts can use it, currently numbering around a hundred and fifty in total.

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
Stunt: Tamia had much to simplify, in her communications ritual. She cut down and merged, complicated steps turned into simple steps. The unitary nature of Culture Spirits allowed steps that were impossible, and other steps usually critical to be skipped entirely.

Complete
d100=27+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)=249: Fail
Re-roll d100=77+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)+52(The Blind Seer)=351: Success

After another half dozen years of study, Tamia has simplified the ritual needed to use Cultural Spirits for communication to something that only requires a trio of ritualists with no particular skill and a few hours. This is a significant improvement from her previous ritual, but it is still far from the goal of reducing it to a spell. She notes that the only reason she could simplify it to a trio of ritualists rather than half a dozen was by taking advantage of the mark on the Warp created by the Triumvirate.

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

Time: 7 years
Difficulty: 350(uses learning)

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Tamia improves the method of using culture spirits to boost learning, hopefully to a level usable outside of the Telepathica .
Stunt: Culture Spirits bore in them the knowledge of a culture. Really, what Tamia wanted to do was to help do what a Culture Spirit already wanted to do. Surely there was a way to tune the warp more in line to the Culture Spirit..

Complete
d100=46+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)=268: Fail
Re-roll d100=9+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)+52(The Blind Seer)=283: Fail

Tamia has spent six more years trying to simplify her ritual to enable Culture Spirits to assist with learning but has not succeeded. While she is certain that there is something she is missing that would improve the process, she just can't pinpoint it. She will keep looking for another half a dozen years, and may put it aside if she continues to make no progress.

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.

Complete
d100=99+152(stats and traits)+35(Roke Island)+15(Lizardmen)+5(Khoswe Archives)=306: Success

It took Tamia a year to design a bracelet inlaid with TrueCrystals that serves as the optimal casting focus for control. She explains that these casting foci are particularly useful for those requiring greater precision in their spellwork, such as individuals attempting to cast Cataclysm Spells.

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.

Complete
d100=46+152(stats and traits)+35(Roke Island)+15(Lizardmen)+5(Khoswe Archives)=253: Fail
Re-roll d100=77+152(stats and traits)+35(Roke Island)+15(Lizardmen)+5(Khoswe Archives)+52(The Blind Seer)=336: Success

It took Tamia a year to design a tiara inlaid with TrueGems that serves as the optimal casting focus for power. She explains that these casting foci are particularly useful for those requiring more power behind their casting, which ironically tends to be the weakest of psykers, who gain access to whole new sets of spells, and the most powerful, who gain the largest increase.

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

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

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

In Progress- One out of Two years completed

Centuries after the initial series of breakthroughs that made Warp breakdown simple enough that the Winds could be a mainstay of the Telepathica Tamia has once more turned her attention towards the spell, in the hopes of refining it even further.
Ka-Sa Melding: The Next step: Twice- 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)
Stunt: Aria dove deep into her self, her entire being focused on her Sa and Ka. The rules by which Ka and Sa interacted by themselves was well known, and ripe for exploitation was exploiting loopholes by using Ka to move Sa in positions where Sa was 'impossible' to move, and the opposite.

Complete
1st d100=29+25(stats)+20(traits)+5(stunt)=79: Fail
2nd d100=67+25(stats)+20(traits)+5(stunt)=117: Success

It took Aria eight years of practice to change her Ka-Sa ratios and form specific patterns within herself before she began to see results, and another four years to understand what she was doing. She tells you that the patterns and ratios are the base flow shape or spellforms for the combined energy, and that if she develops enough of an understanding of how they work she should be able to create effects using the combined Ka-Sa energy rather then merely allowing one energy to work past its repulsion for the other.

Ka-Sa Gellar field- The Void beacon uses Sa-tainted Ka to create a Gellar field as it travels. Aria is confident that she can copy this and that doing so will help expand her knowledge of combining Ka and Sa.

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

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

In Progress- Two out of Four years completed

Now that she has the very basics of controlling mixed Ka and Sa in a less crude way Aria is trying to use it to copy how the Void Beacon creates a Ka based Gellar Field.
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

Complete

While Grandmaster Xavier himself did not join them until the second year of the campaign, your Battle psykers were still deployed to fight the Realm of Death for the last decade, or five years depending on where you stand.

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

Complete

Over the last eight years, dozens of different methods for farming Warproot have been tested, utilising both Primal and conventional farming techniques. It has been found that even the slightest non-primal assistance to the Warproot's growth hinders it, so soon enough, purely Primal methods were emphasised. The best of these methods have now been disseminated throughout your Warproot farms, which are now growing five times as much Warproot as you are importing.

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

Complete

You have begun supplying refined Warproot to the top Telepathica's Minor Psykers to enhance their powers. Currently, all of the Exemplars have received their doses, along with about a third of the Grandmasters- a number you anticipate will skyrocket now that the Warproot farms are starting to produce.

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)

Complete

Building a Telepathica Campus in New Fort Cosford has allowed a substantial number of psychic artisans to relocate to the fort, providing a comfortable recovery space for your Battle Psykers. This ensures that you have personnel available to repair even heavily damaged magical gear and hybrid technology on-site, rather than needing to send it back to Avernus.

Personal Atttention: Create Psyker Order (Minor Psyker Attack Craft Pilots) — 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

Complete

You managed the expansion of the Order of the Void to include Minor Pskers, who employ their powers to enhance their roles as Attack Craft Pilots. Abilities such as combat precognition and danger sense serve as significant force multipliers for both fighters and bombers. Once the Order of the Void has perfected their skills, you anticipate they will produce some of the finest Aces in the Imperial Trust.

Personal Attention: 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%

Complete

It took six years for you and the Order of Training to implement Tamia's new culture spirits learning enhancement ritual throughout the Telepathica, and it is already having a significant impact at all but the highest levels. In addition to allowing students to grasp the fundamentals better, it can also be utilised by experts in their fields to exchange knowledge and learn from true masters.

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

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

Complete

While Navigators are a work of art, given the knowledge level of those that created them, Archmagos Biologis maximal tells you that at their core, they are a crude creation limited by the precepts of their makers. He could do far better and is eager to prove it.

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

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

Complete

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

Feasibility Study (Mass producing lesser military equipment for the less advanced sane powers) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

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

Complete

Currently the limitation on mass producing lesser military equipment for the less advanced sane powers is the transport capacity of the Deva World Network, and the Imperiall Trust is already using its capacity to the limit.

Feasibility Study (Instituting cross training for the military with other factions sent to the Realm of Death) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

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

Complete

Organising large-scale cross-training with the other militaries deployed to combat the Realm of Death would require significantly more time and diplomatic contacts than you currently possess. Additionally, it would demand considerably more downtime for the forces stationed in the area compared to the current situation for Avernites.

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

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

Complete

Archmagos Tranth designed the munitorum's current cybernetics long ago, under very different cost limitations. With his enhanced knowledge and a more favourable economy, he could create significantly better cybernetics.

Feasibility Study (Improving the equipment of our best psykers (Grandmaster, Exemplar) with Orichalcum APA and similar (Microalloy-Orichalcum APA).) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

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

Complete

It should be entirely viable to equip the very best of your psykers with Orichalcum grade wargear.

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

Time: 1st Free (1 action otherwise)

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

Complete

Over the last decade, you spent much of your time handling various diplomatic matters and helping organise several projects within Telepathica. Which you suspect may be technically illegal.

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

Time: 1 action

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

Complete

Now that you have a bit more free time, you have been able to arrange to spend substantial amounts of time doing things other than your duty. Naturally, you started off spending more time with your immediate family, who, while understanding that duty comes first- as it must- were still feeling a bit neglected. Spending time with your spouses both helped remind you why you push yourself so hard, and gave you a chance to take a step back and let others make the decisions for a while.

You also took the opportunity to properly meet your two newest grandchildren, Fred and Florence, who are fourteen and six years old, respectively. While you feel sad that you missed so much of their growth over the last few years, you won't miss the rest.

Year IncomeThronesMaterialMetalPromethiumAdvanced MaterialExotic MaterialFoodRelic MaterialPopulation
Starting8,368,75228,535,98411,873,0694,211,3521,742,670,0881,584,082,48399,083,853887,4501,388,945,349,565
Net Income227,145,625-4,713,37344,919,422-2,158,046512,382,613655,801,47119,469,030111,89262,527,049,376
Percent of Income used20.25%269.14%0.00%175.94%7.94%13.00%0.00%72.53%
Remaining235,514,37723,822,61156,792,4912,053,3062,255,052,7012,239,883,954118,552,883999,3421,451,472,398,941
Percent Growth2,714.21%-16.52%378.33%-51.24%29.40%41.40%19.65%12.61%0.45%
 
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New questions and answers.
1) Does the Great Game feed Malal?
1) yes

2) If they wanted to, would the Sane have the means to turn a deamon into a mortal like Bel'akor did to Skarbrand?
(I ask for "solving the Void Dragon problem by turning Solariel into Tzeentch" reasons)
2) no

1) As he has a proven track record of being able to do so, would Bel'akor be willing to turn Solariel mortal for "getting rid of the Void Dragon by turning Solariel into Tzeentch" purposes?
1) he might be able to
itn would be a bad idea letting him have the option

3) would there be a notable diffrence for the impactions of Ojounou being a companyh champoin vs a battalion champion
3) not raelly

4) What's more likely, Khornate sorcerer spies existing, or the Silver Prince going for an encore and beating up Mortarion?
4) both are nbelivasble

2) Would Solariel be willing to become Tzeentch? Provided the fact that it would ensure the Void Dragon's defeat at this point.
2) probebly

4) is their even anything Solarien wouldn't do to ensure the vd defeat
4) nothing
even altruism

1) Can a Daemonhost ascend to become a god?
1) in theory yes

2) In terms of general power and survivability, how does a daemon compare to a full god of the same powerlevel?
2) power on par
but gods tend to have an edge elsewher

3) Do the strength of wards affect the odds of a psyker going rogue any?
3) not anymor

1) Has Solariel been shifting Fanaticism away from its original emphasis on the lack of understanding rather than strength of devotion, to something that's almost Obsession? Or is the domain expression shifting something only full gods can do?
1)something nly full gods can do

2) How "fire purifies" is plasma?
2) not very

3) if we figued out a how, would the sane be willing to acsend solarial as tezzentch
3) no

4) Is Soleriel's Narrative enough that he could be split off from Tjapa, possibly as 'The God of Hating Void Dragon'? Maybe with a lot of ritual/magic support from our end? (ex: Animancy to alter Soleriel so that this can work, Slann Ritual to make him his own god)
4) in theory yes

5) considering the death of the vd would probably result in soleriel losing any purpose in his life, would that qualifie under won the war but wished he didn't.
Aka the widowmaker curse
5) maybe

6) On the Dragon Front, is there anyone else besides Soleriel with the sort of monomaniacal hatred for the Void Dragon that would have Them-Tzeentch turbo focus on killing the Void Dragon?
6) yes quite a few

1) Aside from those guys still having competition in the form of all the Tzeentch candidates in the Principalities, and all the people who'd show up to try and stop the ascension ritual, are there any other obvious in-universe issues with operation "Baby Tzeentch Has Void Dragon Hate Boner"?
1) all the other tzeenchains outside the principalites

7) How significant is our medicine and magical healing in terms of our veterancy (as opposed to simply popgrowth)?
7) very

2) how long is it going to take the Child of Hate to make that anti-Ninefold plague now that she has plenty of test subjects?
2) a decade or two

3) If the time war wasn't a thing, would it have been possible to alter Tzeentch's true identity? Or would his true identity become a singularity the moment he was actually born?
3) unknown

4) How popular is the Ninefold blessing among combat focused (So a combat paragon as opposed to being a really good psyker) Tzeentchian chaos champions?
4) very

5) Is the Eldar pantheon having their true names be the same as their use-names something normal for religious gods, or was it changed/added in by the Old Ones when they were modifying them?
5) mix of both

6) Does Molech still exist?
6) yes

7) What TL would the Vogon construction fleet be in TLN?
7) 30+ IIRC

8) How popular is it on Avernus to name babies after other members of Frederick's family?
8) not very

9) does the alpa leagion seem to know the ghst leagion is a seperate thing, or do they mostly seem to think they are just an alpa leagion cell playing a long con?
9) they mostly think its art of them playing a long con

10) Which cultures are more closely derived from/connected to Old Imperial culture, those of the Imperial Successor polities, or of the various Human Chaos polities? (With and without counting Tjapans in the average)
10) Tjapans
and therefore chaos
its a lot closer when comparing the rest of chaos to the succesorstates
but probebly the Imperial Remnants

11) We know that Sa and Ka both have native realms - the Immaterium and Materium, respectively. The two known remaining realms seem to be the Veil or Spiritual Interface, and the Primordial Sea.
I could construe Chaos as having lots of Ba, and Ba resists the Primordial Sea. Then again, the natural place for "that which combines Sa and Ka" is "right between them," so clearly it's the Veil.
In-universe, are there any particular indicators suggesting one or the other? Or any reasons my arguments don't make sense?
11) no real indications on way or the other

12) In-Universe is Granalf getting -2L from putting time into his actual position as opposed to crafting considered negative?
12) by some yes

13) Actually when Granalf creates his items these days does he benefit from Ridcully's +52 rerolls?
13) no

14) Between assorted bonuses what level of Artefact can Granalf reliably create?
14) low
basicly no one relibly creates above that

15) Are Vulkan and/or Vaul part of the Anti-Void Dragon Project?
15) Vaul is
Vulkan is callled on to craft bits and peices but not part of the main project

16) How much % better are Eldar Ships these days with Vaul and Hoeth both back?
16) 30%ish

17) On Avernus, how hot of take is it to say that Rotbart has a bad haircut?
17) mildly

18) Can defence ships be refitted with a Warp Drive?
18) usually no

19) As Nurma has now ruled (the human portion of) Avernus for 20 years as Governor, how much of a disconnect is there between the people older than 20 and kids who grew up with Nurma as their Governor?
19) not that much

20) Do you have an ETA on the next update?
20) Tuesday
my next day off

1) When will you close the vote?
1) tomorrow

1) Thoughts? Proposal: Soleriel Ascendant
1) intersting idea

2) Did Rakes get a Super-Exitus-Rifle, or is he more comfortable with his current?
2) more comftable with his current laodout

3) If Rakes is more comfortable with his current gun, is it possible to upgrade it without ruining it for him?
3) nah, its already at the limit there
near paragon generals get the good shit

4) Is that duel with Ignis/the possessed Phaeron enough to make Jacob roll for C transcendent or at least paragon?
4) no

6) Are there equivalently powerful blessings the Chaos Gods have to Tzeentch's 9-Fold blessings? What are they?
6) no as impactful

7) Have the sane gods worked out Culture Spirit Blessings?
7) no

8) Is pyrite constantly being mistaken for gold just an Earth thing, or is it pretty common in the galaxy?
8) pretty common

9) Who's a worse commander to be under in terms of throwing away subordinates' lives, Perturabo or Solariel if you're not going with him to the Dragon front afterwards back when he was sometimes pulled to non-Dragon wars?
9) Solariel

10) How does Dark Eldar technology compare to Ynarri Eldar technology?
10) on average its lower tech
but more masterworks

11) Can something be made out of the incredibly powerful machine spirits which must inhabit the Craftworlds of the Eldar? (14k+ Years Old)
11) dont exist
the infanity circut displaced them
and then was fed to Ynead

5) Have any formed since the Birth of Ynnead?
5) no

12) Does the Webway have a Machine Spirit or equivalent?
12) no one has found it
if it did it might just be too big to see
making evern World Spirits seem tiny

13) Are Exodite World Spirits something like a Machine Spirit/World Spirit hybrid thing?
13) throw in afterlife and deva to fillt he set

14) are any of the muntsi or jacob getting a paragon roll for starlight?
14) yes

16) With the current tech level, what's the maximum age a boy can still be turned into a space marine without the geneseed rejecting them?
16) 17ish
end of pubity

17) Which of the following would be the worst case scenario?
Ancient One-Tzeentch
HWWO-Tzeentch
Termite with a Learning Transcendent-Tzeentch
17) probebly 3
because odds are it ould blow up the galaxy by mistake

18) By how much did acquiring PANTS increase the Ancient One's odds of beating the Apocalypse Wolf in a fight?
18) a few percent

19) In white room conditions, how would the Void Dragon fare against the Ancient One if the Ancient One also somehow had the Ninefold Blessing? (So Void Dragon vs 9 AO's then)
19) Ancient One dies

20) Is the whole "it not being possible to turn people over a certain age into space marines" thing a issue that comes down to biology or soul stuff?
20) mix of both

1) Is it possible to get around those limitations with a tailor made blessing from the Everchild?
1) maybe

2) Can Faust create Munetsi-Style Ninefolds via the Unity domain?
2) no

3) Is Numerology a possible Slann discipline?
3) yes

4) How hard would it be for such a Slann to make 12 a Sacred Number of the Sane?
4) inmpossible

6) Is Jane only asexual, or is she also aromantic?
6) aromantic too

7) Is the last 30 years or so has Nurgle developed an obsession with anything in particular?
7) Isha

8) Next turn (7) will we get an option to expand our psyker districts? My projections say that we run out of living space for psykers on turn 9 (at most turn 10)
8) yes

9) Do we think Khorne be very upset if Jane got a divine blessing from a non-Khorne source?
9) unknown

10) I was thinking, after our recent actions, the space around the Imperial Trust will be very empty of enemies. Could we fill them up with colonies - Not Trust Colonies - But with say, Triumvirate Ork Colonies who are tolerant of being raided in a way that the Trust is not? This would provide the Trust with buffer space if say the BI invaded.
10) maybe

11) Since innocent children are able to use magic in ways which are impossible, can the Everchild use the Innocence domain to do something similar?
11) no

12) Can the Innocence Domain be used as blanket protection against Chaos?
12) yes but its easy to break the protection from the inside

13) Can the Everchild use their own personal narrative as a being freed from chaos to dechaosify other chaos beings?
13) sometimes

14) Regarding the Trust's Defence Ships, could they be towed to a nearby Devaworld and added to the Devaworld Defence Network?
14) yes
the trust as a whole has nearly 1 full abttlefleet of defence ships
mostly at Vanaheim

15) Imbac: Given Tzeentch is apparently time travelling like 60 million years through at least one Singularity what are the odds that this breaks a lot of important reality-parts?
15) high

16) Does the Everchild have any priests that are also children? Or does even the god of childhood think "Nah, don't hire children, their stats are bad"
16) it does

17) In quests similar to this one like Torroar's Ostland dynasty quest, the stat penalty for being a small (Human) child is typically all your stats getting cut in half.
Do small (Human) children in this quest get similar penalties? Or is there a weird alternate timeline somewhere where 5 year old Rotbart somehow gets put in charge of an imperial army and does amazing?
17) something like yeah
depending on exact age
its more start at a third at 6
reach full by 18

18) Do you already have an idea of how CoH's 9fold Soul Plague will work or are you open to suggestions?
18) open to suggestions

1) How strong is the "Chaos is a disease" Narrative?
1) pretty

1) Will the update still come out today?
10 no tomorrow
things came up

1) Soleriel and his assorted goons aside, are there any other chaos champions who stuck around to fight on the Dragon Front?
1) yeah a few groups
funnily enough include one daemon prince of Slaneesh
with a Dragonslayers badge

3) I'm assuming they were still mortal when they got it and only fell to Slaanesh afterwards?
3) yep

1) Is that one as dangerous as the khornate great game exalted prince?
1) no

2) When you first made this quest, were you lowkey expecting Abbadon to fall flat as Failbaddon the Harmless?
2) when I made the quest I expected him to make a Black Imeprium
and then have it collapse under him
or be destoyed by one of the rising galatic thraets
I did not expect him to fight the dragon to a standstill for centuries
and crush rebbelions like this

4) Would a Daemon unsummoning itself be considered an esoteric effect for Arbiter of Fate?
4) no

5a) would it be possble for the COH to give the ninefold plague life cycles where its not considred a plague for part of it? such as needing to inhale two diffren kinds of spores, and each spore is harmless on its own, so its not a plague spore.
5b) if possible, how useful would that be for getting around contaiment methods?
5) yes but it adds to the complexity and moving parts
5b) not very
two part piosons are a calssic

6) Would Munetsi particularly benefit from a Unity blessing once this is over and she no longer needs to pretend to be Tzeentchian?
6) yes

7) Do Krork form Culture Spirits, or does the Warfield displace them?
7) warfield displaces it

8) Can we use Culture Spirits to find unawakened psykers?
8) you have not tired

9) Is the production by the Replicator Factories a perfect substitute for our regular factory production or are there areas of non-overlap?
9) there are a few areas of non overlap

10) Feasibility: Buildings and infrastructure we just plain no longer require due to tech/magic/social advancements? Viable?
10) viable

11) Would an artificial god with the domain of 'Economics' actually be able to understand economics or would it just be the warp's conception of economics?
11) the latter

12) Can we do a variant of the Grand Ritual, possibly with Chaos Support, where we convert the various Warpstorms around the galaxy to selectively weaken the veil just over the Void Dragon front?
12) no

13) Can Psyker Choirs cast more than one spell at a time? I had this thought of an Alpha or Alpha Plus in a choir where they provide power and the 300+ other psykers in the choirs cast 300+++ spells at a time with way more power than they normally have access to. So like a spell-machine gun
13) generaly no

14) Is the Emperor still a Constant?
14) not tested

2) I assume the only way to test it is the oblivious one (aka trying to kill him)
2)pretty much

15) fesability idea, faust gives each muntsi a small blessing that combine together to have a massive impact, essentially, giving each one a +3 bonus they can share with their allies to effectively give each of them +36
15) no

16) Can one of psykers seal up their powers for infiltration purposes, if they wanted or needed to?
16) yes many psykers can

17) Are our psygenetics advancements enough to eliminate entire categories of chaos psykers on other Trust planets, potentially freeing up massive amounts of psyker hunting apparati?
17) theya re getting there

18) Could we expand Primal Shelters to our cities as a whole to reduce the odds of any rogue psyker becoming rogue before being found?
18) no

19) Would it be heresy for us to hire an Ensouled AI from the First Worldship to help us to psygenetics tests?
19) ask

20) Will you be able to update today?
20) yes

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.
1) Can this action be dedicated to build a focused shipyard-shipyard?
1) no

3) Can the CoH use this Narrative to design Plagues that consume Chaos taint? Or at least cause blassings to go out of control?
3) in theory yes
in practice is really hard
 
You have begun setting up the systems to dose large numbers of potential psykers with Warproot. When done in a controlled environment, this is one of the most reliable and safest ways to awaken latent psykers. As a result, it should reduce the number of uncontrolled awakenings that kill hundreds of millions of psykers each year.
Does this mean that we will start getting hundreds of millions extra psykers a year from them just not exploding? That will definitely push our housing capacity to the limits.
 
Feasibility Study (Upgrading the Navigators) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

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

Complete

While Navigators are a work of art, given the knowledge level of those that created them, Archmagos Biologis maximal tells you that at their core, they are a crude creation limited by the precepts of their makers. He could do far better and is eager to prove it.
Sometimes I'm still in shock at how far we come, trying to make better Navigators and having a solid shot of success is wild back in the early days.
 
Secure psyker housing for the next century
Dramatically increase psyker numbers
Secure psyker housing for the next century
Dramatically increase psyker numbers
So the eternal cycle continues
 
Man, we have Alpha plus psykers consistently passing trials now. Jesus, Pretty sure Avernus alone is the majority of high tier sane human psyker generation.
 
Personal Attention: Request for Avernus (Giant Population) — 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

Complete

You recently made a request to Avernus for some of the newly created giants to be raised in Avernite society. After a few days of deliberation, your request was denied, mainly due to the enclosed nature of your Hives and the fact that giants would be significantly limited in their ability to participate in Avernite society.
I'm personally disappointed in this one because it was one of my pet projects. Most probably don't care, but I thought it would be really cool.

Complete
d100=31+48(stats)+80(traits)+80(buildings)+25(other)+5(stunt)+40(prepreation)=309: Success
Re-roll d100=95+48(stats)+80(traits)+80(buildings)+25(other)+5(stunt)+40(prepreation)+52(The Blind Seer)=425: Greater Critical Success

After twenty-five years of work, Archmagos Tranth has completed the Tranth Pattern Reactor, an Enchanted Plasmatic Dark Energy Reactor. You don't fully grasp the science behind it. Still, from what you can tell, it is a Dark Matter Reactor that converts Dark Matter into a plasmatic state to enhance the power-to-weight ratio, which is further improved by several enchantments. The real innovation lies in the reactor's cellular nature, which uses a resonance effect to split the power generation into multiple small cells without suffering from the economy of scale issues typically associated with doing so. This allows for exact control over the amount of power generated and prevents minor reactor breaches from becoming overly energetic or significantly impacting the reactor's output. This is further enhanced by his magical failsafe systems, which should neutralise any Dark Matter involved in reactor breaches. It's amazing what you can produce when you use magic to break the laws of physics.

The Tranth Pattern Reactor can be scaled down to power something as small as a battlesuit. While in theory it can be scaled up indefinitely, it becomes impractically expensive beyond the Titanic scale. Output and endurance-wise, it is notably superior to any other reactor in mass production, but several more exotic reactors surpass it in this regard. Its biggest strength is the combat endurance it provides, allowing a vehicle to continue fighting despite sustaining multiple reactor breaches that would at least cripple any other reactor system that Archmagos Tranth has studied.
A greater crit instead of just a success is nice. It sounds like this ended up the most durable reactor period, but only the best for output and endurance that can be mass produced. Implementing this before the rest would likely give a +HP to our forces, but I expect it won't be worth rolling out until the whole series is done. Replacing reactors is a serious overhaul, and not likely worth doing on something we'll replace again right after.

Complete
d100=37+48(stats)+65(traits)+80(buildings)+25(other)+5(stunt)=260: Fail
Re-roll d100=2+48(stats)+65(traits)+80(buildings)+25(other)+5(stunt)+52(The Blind Seer)=277: Fail, +5 to next attempt

Archmagos Tranth has spent several years going through the data archives of the termites' creations and has yet to gain anything significant. He tells you that too many of the Termites' designs are either overly specialised, to the point of being nearly useless in normal situations, far too unstable, or just plain stupid.
This is going to push back the plan a little bit. We didn't count on outright failures.

Complete
d100=70+245(stats and traits)+80(buildings)+25(other)+5(stunt)=425: Success
Re-roll d100=44+245(stats and traits)+80(buildings)+25(other)+5(stunt)+52(The Blind Seer)=451: Success
Reduce rogue psykers by 15%

After another fifteen years of study, Archmagos Biologis Maximal has pushed his understanding of human psygenetics as far as he can currently comprehend. He tells you that one of the key aspects of the relationship between souls and bodies that he missed was that it is two-way, and that many epigenetic markers are triggered by the soul rather than the body. This should make it easier to distinguish between those with genetic potential to be a psyker but lacking the right soul, and those who are actually psykers.
Unfortunate that we only got a basic success. -15% is still good, but combined with the -30% from warproot this will only reduce rogue deltas by like 98%, not eliminate them entirely. The reduction math is weird.

Complete
d100=22+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-200(wards)+5(stunt)=48: Fail
Re-roll d100=33+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-200(wards)+5(stunt)+12(The Blind Seer)=71: Fail

High Grandmaster Ridcully was unable to gain any real intelligence over what Abbadon plans to go after securing his hold on the Black Imperium.
It's so strange for Ridicully to fail a divination. This isn't even of Belakor or the Deceiver. Abbadon's really stepped up his warding game.

Complete
d100=27+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)=249: Fail
Re-roll d100=77+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)+52(The Blind Seer)=351: Success

After another half dozen years of study, Tamia has simplified the ritual needed to use Cultural Spirits for communication to something that only requires a trio of ritualists with no particular skill and a few hours. This is a significant improvement from her previous ritual, but it is still far from the goal of reducing it to a spell. She notes that the only reason she could simplify it to a trio of ritualists rather than half a dozen was by taking advantage of the mark on the Warp created by the Triumvette.
This feels like it's good enough to get rid of astropaths.

Complete
d100=46+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)=268: Fail
Re-roll d100=9+157(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+5(stunt)+52(The Blind Seer)=283: Fail

Tamia has spent six more years trying to simplify her ritual to enable Culture Spirits to assist with learning but has not succeeded. While she is certain that there is something she is missing that would improve the process, she just can't pinpoint it. She will keep looking for another half a dozen years, and may put it aside if she continues to make no progress.
Oof, she's just going to hit it again next turn. We didn't even get a bonus to the next try.

It took Tamia a year to design a bracelet inlaid with TrueCrystals that serves as the optimal casting focus for control. She explains that these casting foci are particularly useful for those requiring greater precision in their spellwork, such as individuals attempting to cast Cataclysm Spells.
This sounds like it very well could reduce the skill requirement for Cataclysm spells, which would be an enormous boost to our number of them.

It took Tamia a year to design a tiara inlaid with TrueGems that serves as the optimal casting focus for power. She explains that these casting foci are particularly useful for those requiring more power behind their casting, which ironically tends to be tiehr the weakest of psykers, who gain access to whole new sets of spells, and the most powerful, who gain the largest increase.
This is just going to be a big boost to our psykers in general really. We'll have to see how much it costs.

You managed the expansion of the Order of the Void to include Minor Pskers, who employ their powers to enhance their roles as Attack Craft Pilots. Abilities such as combat precognition and danger sense serve as significant force multipliers for both fighters and bombers. Once the Order of the Void has perfected their skills, you anticipate they will produce some of the finest Aces in the Imperial Trust.
A little disappointed we didn't get numbers on the bonus it conveys here. Also sounds like they might be making up only a small fraction of pilots, when we had enough to make basically all the warship carried ACs minor psykers. I wonder if this will add another sort of unit to our ACs, or just give a roll bonus.

While Navigators are a work of art, given the knowledge level of those that created them, Archmagos Biologis maximal tells you that at their core, they are a crude creation limited by the precepts of their makers. He could do far better and is eager to prove it.
Even more warp speed.

Archmagos Tranth tells you that he does not know enough about what causes the issues with Knowledge Implantation Chairs to make a proper judgment of whether he can upgrade them. That is, of course, subject to change once he puts more time into studying the issue.
This answer is a bit odd to me because I don't know how else we would check whether he can. This basically sounds like a 'do a feasibility' answer to asking Durin, but as the result of a feasibility.
 
Do you think that going forward we might want to point a few more of Ridcully's lower-level divinations towards Dragon salients? It's mentioned that they're a growing issue and by my reading he's uniquely suited to sussing them out due to his lack of range penalty. Same way our swapping over to the Realm of Death freed others to move to theaters they were more suited to this should allow for more efficient force allocation, and by finding the salients sooner the amount of force needed (and lost) in eradicating them should go down.

Pity about the bare success on military replenishment, as we're looking at attrition losses limiting our deployment scale/numbers for the remainder of the quest by my read. At least our battle-ready psyker number, skill, and potency continues to shoot up—even with sharply limited utility on the Dragon front they should still let us provide significant support while rebuilding.

I'm a bit curious about our goals with Aria. We are spending a LOT of action-years on the Sa-Ka stuff, but outside of her own utilization I see very little opportunity for it developing into a relevant discipline or technology within the quest timeline. Are we hoping that breakthroughs will allow for potential improvements in general Sa use against Ka (with immense implications for the Dragon front), are we more trying to turn her into a supercombatant, or is there another potential use I'm missing?
 
I'm a bit curious about our goals with Aria. We are spending a LOT of action-years on the Sa-Ka stuff, but outside of her own utilization I see very little opportunity for it developing into a relevant discipline or technology within the quest timeline. Are we hoping that breakthroughs will allow for potential improvements in general Sa use against Ka (with immense implications for the Dragon front), are we more trying to turn her into a supercombatant, or is there another potential use I'm missing?

I sort of take it as the "investing in a miracle" gambit.

Basically, Avernus can only contribute so much to the war against the Dragon. Probably Aria's efforts won't yield anything that will matter, but there's a small chance she'll unlock some sort of brokeness that could save the day if all else is lost and the Dragon is winning. What that miracle might be, well if we knew then it wouldn't be a miracle. But it's a path that no one else is investigating.
 
Doesn't Aria have a small chance of helping to figure out if there is that 3rd part of a soul, and thus being able to do something with it as well. Specifically the Ka Control portion of this action.

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

The learning/divination are already covered by others in the telepathica, need to get Aria's Ka-Control as high as possible to make this action as viable as possible. Our current guestimate is that paragons/transcendence utilize this third part of the soul for their effect, and so being able to prove its existence and thus potentially interact with it? Has the chance to be absolutely game-breaking. That plus the above hope Aria figures out some specific ka-sa miracle thing or otherwise becomes effectively Superwoman are also hopes for it. Small chances of success there, but actual chance vs none at all.
 
its worth noting that Aria figuring something out is disproportionately effective because her odd's are additive to our other chances of winning conventionally, where as basically all of our other efforts only slightly improve our conventional odds.

That is, her having a 0.1% chance of figuring something out sounds bad compared to a 10% improvement to half our army.....but
that 0.1% odds are for us gaining a super-unit (whether her going from a hero-unit to a superhero-unit or turning a portion of our population into pseudo-hero units) that has non-zero chances of becoming the new center-point of our strategy; So she moves us from, say, 40.5 to 40.6%....which is far more then the 40.5000001% because "half our army" is a billionth of the total force of sanity even after takking into account the average skill/equipment gap
 
its worth noting that Aria figuring something out is disproportionately effective because her odd's are additive to our other chances of winning conventionally, where as basically all of our other efforts only slightly improve our conventional odds.

That is, her having a 0.1% chance of figuring something out sounds bad compared to a 10% improvement to half our army.....but
that 0.1% odds are for us gaining a super-unit (whether her going from a hero-unit to a superhero-unit or turning a portion of our population into pseudo-hero units) that has non-zero chances of becoming the new center-point of our strategy; So she moves us from, say, 40.5 to 40.6%....which is far more then the 40.5000001% because "half our army" is a billionth of the total force of sanity even after takking into account the average skill/equipment gap
To be fair Tranth can have a similarly disproportionate effect on the forces of humanity specifically.
 
The big thing about Aria is that while she's mostly unique, the potential exists for others like her to happen at any time and place, and in theory could even be induced if we wanted to spend the effort to refine the process into something useful. Furthermore she's the primary blank researcher we have, and while her discoveries don't seem to power up most avernights it does make the Nifleheimers far more dangerous, even if their obsession with infantry hurts my soul.
 
7) Is the last 30 years or so has Nurgle developed an obsession with anything in particular?
7) Isha
Well, that's very ominous, and potentially disastrous.

The Eldar are currently a major part of the coalition against the Void Dragon, and they are stretched very thin. If Nurgle attacks them to get isha back, and they pull forces back to protect her, the dragon front collapses. If they don't pull forces back and Isha gets captured, they lose one of their gods and the dragon front collapses. Even if they don't pull forces back and still manage to protect her, if they take damage to their industry the dragon front still probably collapses eventually.

I really hope he's gotten distracted by Mortarion's defeat.
 
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