43k Mechanicus: Surviving the Imperiums Fall

or we spend whole turn asking people for stuff?

maybe find a inquisitor willing to empty out a few arsenal worlds like vrax?
 
Alpha-1 Ruins: Exploration Part 1
You are magos explorator Umala Quora and so far your endeavors on Zalam have proven fruitful. When you initially received your orders to travel to Zalam you believed that this planet would be a waste of your talents. You had tried your best to be reassigned back onto an explorator fleet surely you thought you would discover more by performing simple maintenance on an Ark Mechanicus than you ever would being sent to a back water forge world at the edge of the galaxy, oh how wrong you where. When fabricator general Almiz showed you the geological data you knew that this planet would make you famous.

Currently you are outside excavation cite Alpha-1. It had taken some time to secure from the curious and deadly wild life. However, with enough fencing and promethium based encouragement the creatures left your workers alone.

Alpha-1 is and underground facility of some form that appears to have belonged to a larger structure that is now long gone. You and your ten accompanying tech priests are about to enter the facility through its sole entrance.

The entrance of the facility is a set of adamantium blast doors which had taken months to uncover. Analysis of the doors showed that they and the facility were still powered despite being buried for millennia. Soon you would discover from what archaeotec the electricity was coming from but first you must choose your gear before entering the structure.

Choose 3: You can carry two primary weapons and a single secondary weapon.

Primary weapons

[]Arc lance
[]Arc rifle
[]Meltagun
[]Multi-Melta
[]Missile launcher
[]Plasma gun
[]Las-lock
[]Bolter
[]Write in

Secondary weapons

[]Plasma pistol
[]Laspistol
[]Arc pistol
[]Bolt pistol
[]Write in
 
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Alpha-1 Ruins: Exploration Part 2
You choose to equip a meltagun to deal with any armored enemies whether they be the creation of man or abominations made by this world's biosphere. But the meltagun is only good at close ranges so you choose a bolter gun given to you by the techpriest that taught you the ways of the machine cult to provide your arsenal with a ranged weapon. Lastly you choose an arc pistol as your secondary. You hope not to have to use it but if it gets to that point you know it will have the stopping power to save your life.

As you and your entourage begin the decent into the underground structure via a descending hallway you discover that nature has found a way to penetrate the structure. Roots some of them as thick as a man's torso block your progress. You order one of your accompanying techpriests to bring up a Heavy flamer to clear the way. After some time, the heavy flamer wielding techpriest reaches another set of blast doors.

You approach the new set of blast doors now sporting fresh scorch marks after millennia of being untouched and you begin reciting binaric chants known to work on many structures of the ancients. The chants work as a green light flashes at the top of the door and a second later they begin to slide open. Before you is a medium sized room but it is not empty. As your exploration party's lights flood the room you see at least two dozen creatures that resemble large balls of black fur that are half the height of a man. These creatures have used the structure as a nesting ground, and they begin to growl as they perceive an intruder near their young.

Suddenly one of the creature's lunges at the techpriest with the heavy flamer but he is too slow to react. You see a lash of flame hit the ceiling of the room as the techpriest is knocked to the ground just as he pulled the trigger. Sensing combat the other creatures begin to charge at your party. You make towards the cover of a builder that once was part of a short wall and begin to empty your bolters ammunition towards the nearest creature. One of your rounds hits a smaller creature center mass and it explodes into several chunks of meat.

The once dark room is now filled with flashes of light coming from the weapons of your fellow techpriests. Shortly after the combat begun you hear a roar come from the creatures nesting ground. The other techpriests where now busy obtaining their own kills as they had charged into the room behind you. So it is up to you to deal with the new threat.

In the Center of the room there was as large hole surrounded by a mound of earth. A much larger ball of fur had begun to climb out of the hole. As you kill your third ball of fur you turn your bolter to the creature and begin shooting. It stands up on its short stubby legs and roars in pain from the impacts of the bolt rounds, but it doesn't die. It begins charging at you but mid stride it is hit by two blasts from an arc rifle and it collapses to the ground in pain. You approach the wounded creature and empty the rest your bolters magazine into its head.

As the quiet begins to grip the room you examine its layout. It is an ancient security checkpoint. The short wall that provided you cover with its rubble was clearly part of system meant to heard people through scanners of some form. However, all the scanner technology was long ago destroyed by the creatures when the begun nesting in the room.

At the other side of the room you see another two blasts doors with one on each side. You must now choose what door to take at random as any identifying mark or information regarding their contents have long ago been erased or damaged.

[] Left
[] Right
[] write in
 
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Alpha-1 Ruins: Exploration Part 3
[x] Right Door

You Choose to explore the right door. As you approach you notice that this door has not fared as well as its brethren through the ages as it is unpowered. You order two of you accompanying techpriests to use their mechadendrites to force open the doors.

The blast door's do their best to refuse you entry but eventually their creaking metal protestations seize, and you enter the room.

You enter slowly looking for more creatures, but this room is intact. You can see many control panels, workstations and long dormant information screens.

Your order your techpriests to spread out into the large room and secure it its contents. You yourself head towards was looks to be the main control console in the center of the room. It is a circular holo tank. As you approach it you notice an information port along its edge, and it is of a design you have come across in your previous expeditions before you came to this planet.

You decide to plug in one of your mechadendrites into it in order to ascertain the purpose of this facility. But as you plug into the information port the room fills with red light and an alert siren begins to sound.

From the ceiling drop down armored turrets and they begin to fire on your party. You quickly pull out your meltagun and fire on the turret closest to you. You can recognize a similarity in its design to the many turrets of the imperium but this one however is far more advance than any design you have seen.

You aimed for its mounting point hoping to sever it from the ceiling in order to preserve it for future study. However, one shot is not enough, and it turns to wards you and fires a single lazshot in your direction. The shot is more accurate than anything you have ever seen as its strike precisely disables the mechadendrite still connected to the holo tank.

You say a binaric prayer of forgiveness to the defense turret as you have concluded that it cannot surgically disabled. You fire three shots from your meltagun, but it is still functional if just barely. Using its last bit of functionality, the turret fires a lazshot at your arm attempting shoot it off and preventing you from wielding your weapon. However, your previous hots have caused too much damage to its systems and it misses hinting the holo tank instead.

You take the opportunity this failed shot provides and empty another three shoots into its mounting point finally achieving what you set out to do. The turret falls to the ground unceremoniously and you proceed to turn around to look towards the rest of the room. Around you your techpriests are fighting their own battles. In total there are six turrets in the room. You have disabled one and your party has disabled two more.

The turrets have not been destroyed without doing their own damage in return as they have claimed the lives of four techpriests bring up the total dead of your party to five when you count the flamer wielding techpriests that died to the creatures in the security room.

Deciding that this attrition cannot be tolerated any more you aim your meltagun towards a turret in a far corner of the room that is currently busy attempting to neutralize a female techpriest taking cover behind a control station. You let lose four shots towards the turret. Your shoots fly true as all of them hit.

The techpriests stands up when she sees the turret fall to the ground like the others and you notice she is the same person that saved you from the charging creature in the security room. You decided to give a nod towards her, and she nods back in recognition of the returned favor.

With their brethren now destroyed or neutralized your party makes short work of the remaining two turrets and finally secure the room.

Your party originally consisted of ten techpriests and you as their leader but now only half of them remain standing. Their sacrifice however was not in vain as you are sure that the six turrets while heavily damaged can be analyzed for their secrets.

Now you must make a choice call in for support before exploring the next room or go in now.

[] Call in support
[] Go in
[] Write in
 
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[x} before calling support, check the disabled turrets,a superficial look might give you insight on how to disable or neutralize them
 
[x} before calling support, check the disabled turrets,a superficial look might give you insight on how to disable or neutralize them
 
so for some out of quest explanation these turrets are not peak dark age tech. They are what a mega Corp would put as security at a location tertiary importance and they aren't military grade. Military grade would have killed you just by looking at you

In short those are the mall cop equivalent of a turret for the DAOT and they are far better then imperial standard turrets
 
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[x] before calling support, check the disabled turrets,a superficial look might give you insight on how to disable or neutralize them

So it seams that the turrets we discovered where the orignal design from which all impeial anti personal turrets where created. Over time the oginal design must have been perverte to create what we have today.
 
[x] before calling support, check the disabled turrets,a superficial look might give you insight on how to disable or neutralize them

So it seams that the turrets we discovered where the orignal design from which all impeial anti personal turrets where created. Over time the oginal design must have been perverte to create what we have today.

essentially yes
Basiclly someone on terra or mars a few thousand years ago needed to build a turret from a damaged version of the turret you guys found. they couldn't replicate it exactly so they did the best they could without a STC and out came the current pattern turrets the imperium uses today
 
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[x] before calling support, check the disabled turrets,a superficial look might give you insight on how to disable or neutralize them

This gives me flashbacks to the Adeptus Mechanicus strategy game
 
Apha-1 Ruins: Exploration Part 3 Conclusion
This facility has not released its secrets without a fight, and you are no longer willing to go on without any information. Lucky you have multiple examples of the enemy to analyze. You have the remaining techpriets haul one of the less damaged turrets back up to base camp for a cursory analysis.

In the meantime, you send a message to fabricator Almiz for more support. The answer you received was quite unexpected. The fabricator not wanting to be miserly despite his limited resources offers to send you a full regiment of militia, twenty more techpriets and Magos Dominous Kermalov.

You thank the fabricator for his generosity, but you tell him such a force would be unwieldy in the confined spaces of the bunker. So you choose instead the magos and the twenty techpriests to come reinforce you.

While you wait for your reinforcements arrival you begin the analysis of the archaeotech in a field workshop. The turret is a beauty of technology clearly showing the abilities of the ancients.

A hermetic armored skin keeps all the electronics protected from any environmental hazard. You can also tell that the rotation mechanism for the turret is far more advanced than those used by imperial designs allowing for faster response times.

Eventually after a long and methodical analysis you discover that the targeting system is the best area to aim for. The targeting module is a bulbous protrusion on the left side of the turret. While it is armored its skin is thin enough and its sensors sensitive enough that two precise melta shots could penetrate and disable it.

It takes a day for the transport to bring Kermalov and the techpriest reinforcements. When the craft begins its landing in a clearing at the center of the camp kermalov jumps out of before its wheels have even touched the ground. You can see he is equipped with som form of shoulder mounted lascanon and has to bolter gauntlets as his primary weapons.

Kermalov approaches you and greats you with the standard binaric greeting of the mechanicaus but with a strong accent that even a binaric translator cannot compensate for (hes basically a Russian).

After formalities are over, he begins to speak. Explorator Umala I am happy to be of service. Despite the entertainment the wildlife of this world provides one always must seek out a new challenge.

You nod your head and reply well I must certainly believe that we have a new challenge before us as the secrets of the ancients are never unguarded. Now let us finish this exploration.

The both of you and your twenty-five strong force of techpriests head back down into the bunker and approach the blast door. However, this blast door is different as it is made of ceramite rather than adamantium like the others.

Like the other door this door is unpowered, so you follow the same procedure and order two techpriest to force it open like the other. Inside is another descending hallway and it like the door is made of ceramite.

The other end cannot be seen from this end of the corridor, but scans show the hallway ends at another ceramite door. After some travel time you reach the other ceramite door. After a cursory analysis the purpose for the use of so much ceramtie is revealed.

The blast door is showing an elevated temperature to the rest of the environment however it is not beyond tolerable parameters. You repeat your previous order to forcefully open the blasts but this time you level your weapons towards the opening in preparation for an ambush.

As the doors are pulled apart a gust of hot air hits you and your party. Inside you can see the source of the heat. A giant crystal glowing a faint blue that is seven floors tall is resting in a suspended cradle. The cradle is attached to the walls of a spherical room by cables as thick as a man is tall. Around the cradle is a hanging catwalk as wide as a chimera with an attached pathway of the same size leading down towards your door. Bellow the crystal and the walkway is a large green poll of what can tell is coolant.

However, the room is not undefended surrounding the crystal are four turrets of a similar design to those in the control room but of a much larger variant. Also, there are many turret emplacements of the original variant protruding from the ceiling of the spherical room. Lucky all of the turrets are dormant, but you doubt that will last.

At this moment magos Kermalov decides to break the silence griping your party. Magos explorator I believe I can neutralize the larger turrets with my lascanon buy I will need covering fire once I begin my work.

You like his plan as you don't need to preserve any more turrets for study, so you decide to approve it. Kermalov you respond we will do as you say.

Now you turn towards the rest of the party and speak to them. We will provide cover for the dominus pick a turret and when kermalov fires his first shoot all of you fire at their targeting sensors.

When you fish speaking Isas Kermalov takes a knee and the lascanon on his back activates and begins to rotate on a mount that is attached to kermalovs back taking aim at the closet's turret. After a short moment you see the canon flash and then the targeting module of the first turret explodes. With the explosion of one of its brethren the other turrets activate taking aim at the intruders and begin unleashing volleys of accurate lasfire.

The first volley proves ineffective against your techpriets are currently entrenched behind the railing the entry platform and at the first opening you see them return fire. You yourself had chosen a turret emplacement at the for side of the room. When you unleash your first shoot you see it miss by a meter, so you adjust your aim and fire again this time hitting true. However, one shot from your meltagun is not enough so you unleash two more causing the turret to release a shower of sparks that falls down into the poll of coolant.

You pick another turret and repeat the same procedure with success. You do this two times more and then you see the techpriest next to you have his right arm amputated by a returning shoot. By this time Isas has destroyed two more of the mega turrets and is relocating to fire at the last.

When he finds a workable angle Isas again takes a knee and begins charging his canon to fire. But as he does this you see one of the smaller turrets turn towards him. You level your gun in its direction and begin firing frantically attempting to beat it to the punch.

It takes you four shots but finally the turret ceases it function but not before firing one last time. Lucky your first hits damaged it enough that it misses hitting a few meters behind Kermalov. Without even noticing that he was in danger Isas Kermalov fires his shoulder canon killing the last mega turret. A moment there after the room falls silent as the last smaller turret is destroyed by the same female techpriet that saved your life earlier.

It takes two days to repair the control room but after that you discover the purpose of the seven-floor tall crystal. The crystal is an energy capacitor crystal capable of storing five times the output of a small plasma reactor. It is meant to be charged at times of low power usage and the energy released when there are spikes in the need for electricity causing you to wonder what sort of facility that used be above the crystal bunker would need such quantities of power.

Apparently before the facility above was destroyed the crystal was undergoing a charging cycle and thus had enough energy to sustain the bunkers functions for millennia. The facilities data also revealed that the turrets where designed for accuracy so as to prevent a shot breaking the crystal and causing a massive explosion. And the quantity of security was there in order to prevent an intruder from causing the same explosion.

After you were finished analyzing the facility you felt curious about the techpriest that had saved your life, so you approached her. Her name is Mashka Silas and is only 30 years old. During your introduction you see promise in her so you ask fabricator Almiz for permission to take her under your wing for further education.

Results
New hero unit Mashka Silas
Mega Energy buffer crystal: +125,000 energy
Loses: -7 techpriests
 
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so @Moist Bread how much will it cost for us to build more of these power crystals

A lot i suposse

The problem is that having sample of tech isnt enough

You meed to understand how to build the components of said tech as well

Even if we have the crystals,we dont have the machines that created them

Tho even if currently we lack the means to crack the proces of creation of the crystals

We can analize them and use them to boost the efficiency of our industry

You migth not be able to build a machine gun,but a medieval society can use it as inspiration for their own primitive guns
 
so @Moist Bread how much will it cost for us to build more of these power crystals

it will cost somewhere between a lot and a small fortune haven't decided

I will also say you people choose well had you chosen to not call for backup you would have gotten cut down. The mega security turrets where meant to be the boss battle but you had Isas and his big ass lascanon

p.s. I still need a plan for this turn. I know most quests would do a story segment like this after a turn but i could help myself.
 
since there are no plans yet i volunteer as tribute
[x] Plan Education
-[x] Techpriest education and apprenticeship program
-[x] Small Forge
-[x] Strip mine small
-[x] Build Biologis Forge Temple to the Omnissiah
-[x] Survey continent 1 of 8
-[x] Survey planet: solum 1
-[x] Survey planet: solum 2
-[x] Trade with Cuprum
-[x] Create Tech Guard (infantry 1 regiment)

We need to start getting more techpriets stat. We can hold off a couple turns on food and build more alloys instead.
 
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Watched. Once i see the 30th thread I'll commit until that point I'll watch and like
 
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