A Heretek on the Quest for Knowledge [40k] [Complete]

And I'd also like to remind everyone that this quest is set in 32k. That's the chosen start-date. So they can actually still make and understand things.
That's why I was confused.

32k is over a 1,000 years after the Horus Heresy in which most of the forward thinking Admech sided with birdboy and Mars got blown up all over again. The remnant that stayed with the Imperium were mostly the "No innovation/understanding ever!" crew and should be in firm control of just about everything by the time the quest is set in.
 
That's why I was confused.

32k is over a 1,000 years after the Horus Heresy in which most of the forward thinking Admech sided with birdboy and Mars got blown up all over again. The remnant that stayed with the Imperium were mostly the "No innovation/understanding ever!" crew and should be in firm control of just about everything by the time the quest is set in.
Huh. I guess I'm declaring an AU then. For me, there are too many other Forgeworlds for that to completely shift things.

Here then, it was something else: Economics. After breaking the Heresy, and then facing the largest Ork Waagh they'd ever seen, they had to rebuild, restock above all else. And right around this time, they found a huge cache of STC patterns at Caan. Since this stuff is basically better than a lot of what they have, and they need artisans more than researchers, the focus of the mechanicus as a whole shifts. And with that comes new attitudes and justifications of why they are doing this, and why clearly everybody should be doing it.
 
[x] Plan Counter-Ackbar
Ork Psychology means they don't like to fortify. So set a trap to counter their trap.
Find a T Junction that leads to the Temple. On one arm, hide the DuneCrawler with lots of debris with a Skitarii squad under a techpriest. On the other arm, the remaining 2 skitarii squads, the 2.5 Vanguard, and 12 Combat Servitors (focused on AOE Weapons) Fortify up under command of our useful local Magos Prime. Give her a Tech-priest to help.
We then send in the 4 Rangers squads for a frontal assault, keeping careful note of position and maximizing cover, but being loud and fireing for effect. When the orks counter, lure them out, and retreat down the hallway to the T. Turn and proceed past the troops under the Magos, and take position. Meanwhile, once the orks have turned the T, have the CuneCrawler charge up behind them.
While all that is going on, We, that is I, the Myrmidons, 5 combat Servitors with mostly laser cannons, and the last 4 lesser techpriests go around to the auxiliary storage loading dock, and sneak in. Killing the orks left behind, and taking over the internal defense systems to kill more orks. Once we are done inside, we go out and help out with the rest of the battle if that other Magos is not good enough to have ground them into paste with the troops we left her.
We are the Elite, she is the distraction, but we still expect her to be able to kill orks.
 
I'm contemplating our forces and it's a a slow process, especially because we've got a mix of three different forces and I'm not really familiar with the wargame. I expect to be done today, though.
 
Okay, it's really not that easy, our forces don't really translate well into wh40k troops

[x] Equipment plan I've had enough.
-You - well, you've got plenty of weapons and you know all of them to the last tiniest screw. No need to reexamine it again.
-Onager Dunecrawler
The only reason a man intelligent enough to be Magos Prime (that is, not very intelligent, but still capable of comparing dimensions of heavy tank to width of an average Hive passage) would bring a mule on this expedition is to have it act as a super-strong looting appendage. Also there's plenty of space for some sensors that are not useless for exploration. So, it has
-Eradicator beam
-Mindscanner probe
-Cognis manipulator

3 Skitarii squads are the dregs we were given so they have basic Skitarii equipment and nothing more​
-radium carabines

Skitarii vanguards are the best Werten could get, so they are armed and equipped to the teeth: Plasma Calivers, Arc Rifles, Transuranic Arqebuses, you name it.

4 Skitarii Rangers squads were primarily reconnaissance units and as such got Omnispexes and a pair of Phosphor Blast Pistols per squad.

You have one of your original combat servitors, equipped with lascannon and heavy bolter,
6 more scrounged ones that have servo-arm and heavy bolter
4 more armed with multi-meltas
5 have flamers and chainswords
2 of them even have plasma cannons in working order.

Magos Prime Anna Markov has a truly impressive number of mechanodendrites. Maybe too much of them, there has to be a reason they screech constantly. You can't see everything she brought, but is this a statis field generator? Can you loot it too? Also, you see a pretty neat power fist and a rotor cannon.

6 Myrmidons compose one unit that is armed with graviton guns and Irad-cleansers​

6 lesser Techpriests are somewhat underarmed and you assign them to keep servitors and myrmidons in good order, build up defenses and generally not fight.
 
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Now for battle plan.
[x] Plan Triple Trap
Your greatest opponent as of now are not the Orks. Those you can take with half your forces. No, you have to be wary of the thing that goes for decapitation strikes, surprise-wiping out magos that lead reclamation forces. Because, you know, you are a leader of reclamation force and a magos. There is no way your scrap with Orks in the temple goes unnoticed, so you should be prepared for those traitors or whatever to have a drop on you in the middle of a fight.
The other thing you have to consider is collateral damage. Burning down the temple you're supposed to loot.. err, reclaim... that's exactly the thing you expect from your underlings. You will have to lure that Mek out and fight him in less important place. And while you're at it, why don't you prepare a trap? Two traps, actually. Well, three traps, because you want to trap Anna between first two traps and that counts as a trap too. You'd like to throw in a trap or two more, but you don't have enough enemies and trapping your underlings seems both excessive and too easy because they are already deeply trapped in their stupidity.
So, you have heavy fire support in excess but not enough cannon fodder. That means you have two potentially successful strategies.
Strategy A:
1) Dig in
2) Watch your enemies die trying to dig you out
Strategy B:
1) concentrate your enemies in one place
2) concentrate your firepower in the same place
3) see how deep a crater you made out of your enemies

You will go for both. You find a good straight street-like place and mentally divide it in two parts. Closest one to the temple will be Part A. Other half will be Part B. Your Enginseers (yeah, Wrench-Boy, START WORKING ALREADY) will construct some decent barricades. You make them leave an Onager-sized path that could be explosive-sealed in seconds. Anna with most of your servitors, Skitarii and Myrmidons will defend it, their (and most importantly, her) backs absolutely, totally unprotected. Meanwhile you with a couple Ranger squads silently fill buildings around Part B with explosives. When you press a button, they will fall on the road, crushing those who are standing there, flying nearby, crawling under etc. etc. And cutting their avenue of retreat. And giving cover to your troops. When this happens, you will fry them up.
Everything ready, you get on the Onager along with those rangers, go to the temple, overcharge your vox and shout:
-'HEY MEK BOY YOU'RE STUPID YOUR TECH IS SHIT AND ALSO SLOW AND STUPID NOW WATCH ME WALK AWAY NOT GIVING A FRAK'
And start your mule towards ambush site.

NB I'll rewrite the plan given good reasons, it's far from perfect. Though I'd like to keep the gist of it (i.e. triple trap part).
 
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Can I get a few more votes? I'd like to call the vote in a about 3 hours, but it's rather undecided right now.


Vote Tally : A Heretek on the Quest for Knowledge [40k] | Page 10 | Sufficient Velocity
##### NetTally 1.7.5

[x] Plan Counter-Ackbar
No. of Votes: 3

[x] Plan Triple Trap
No. of Votes: 2

[X] Plan Drop a Bridge on them
No. of Votes: 1

[x] Equipment plan I've had enough.
No. of Votes: 1

Total No. of Voters: 6
 
Counter-Ackbar is okay too, actually, though there is a decent chance that Anna will ride the frak away on our Onager.
 
Update 10: Assault on Ork base 1
Update 10: Assault on Ork base 1
[x] Plan Triple Trap
Your greatest opponent as of now are not the Orks. Those you can take with half your forces. No, you have to be wary of the thing that goes for decapitation strikes, surprise-wiping out magos that lead reclamation forces. Because, you know, you are a leader of reclamation force and a magos. There is no way your scrap with Orks in the temple goes unnoticed, so you should be prepared for those traitors or whatever to have a drop on you in the middle of a fight.
The other thing you have to consider is collateral damage. Burning down the temple you're supposed to loot.. err, reclaim... that's exactly the thing you expect from your underlings. You will have to lure that Mek out and fight him in less important place. And while you're at it, why don't you prepare a trap? Two traps, actually. Well, three traps, because you want to trap Anna between first two traps and that counts as a trap too. You'd like to throw in a trap or two more, but you don't have enough enemies and trapping your underlings seems both excessive and too easy because they are already deeply trapped in their stupidity.
So, you have heavy fire support in excess but not enough cannon fodder. That means you have two potentially successful strategies.
Strategy A:
1) Dig in
2) Watch your enemies die trying to dig you out
Strategy B:
1) concentrate your enemies in one place
2) concentrate your firepower in the same place
3) see how deep a crater you made out of your enemies

You will go for both. You find a good straight street-like place and mentally divide it in two parts. Closest one to the temple will be Part A. Other half will be Part B. Your Enginseers (yeah, Wrench-Boy, START WORKING ALREADY) will construct some decent barricades. You make them leave an Onager-sized path that could be explosive-sealed in seconds. Anna with most of your servitors, Skitarii and Myrmidons will defend it, their (and most importantly, her) backs absolutely, totally unprotected. Meanwhile you with a couple Ranger squads silently fill buildings around Part B with explosives. When you press a button, they will fall on the road, crushing those who are standing there, flying nearby, crawling under etc. etc. And cutting their avenue of retreat. And giving cover to your troops. When this happens, you will fry them up.
Everything ready, you get on the Onager along with those rangers, go to the temple, overcharge your vox and shout:
-'HEY MEK BOY YOU'RE STUPID YOUR TECH IS SHIT AND ALSO SLOW AND STUPID NOW WATCH ME WALK AWAY NOT GIVING A FRAK'
And start your mule towards ambush site.


[x] Equipment plan I've had enough.
-Onager Dunecrawler
The only reason a man intelligent enough to be Magos Prime (that is, not very intelligent, but still capable of comparing dimensions of heavy tank to width of an average Hive passage) would bring a mule on this expedition is to have it act as a super-strong looting appendage. Also there's plenty of space for some sensors that are not useless for exploration. So, it has
-Eradicator beam
-Mindscanner probe
-Cognis manipulator

3 Skitarii squads are the dregs we were given so they have basic Skitarii equipment and nothing more​
-radium carabines
Skitarii vanguards are the best Werten could get, so they are armed and equipped to the teeth: Plasma Calivers, Arc Rifles, Transuranic Arqebuses, you name it.

4 Skitarii Rangers squads were primarily reconnaissance units and as such got Omnispexes and a pair of Phosphor Blast Pistols per squad.

You have one of your original combat servitors, equipped with lascannon and heavy bolter,
6 more scrounged ones that have servo-arm and heavy bolter
4 more armed with multi-meltas
5 have flamers and chainswords
2 of them even have plasma cannons in working order.

Magos Prime Anna Markov has a truly impressive number of mechanodendrites. Maybe too much of them, there has to be a reason they screech constantly. You can't see everything she brought, but is this a statis field generator? Can you loot it too? Also, you see a pretty neat power fist and a rotor cannon.

6 Myrmidons compose one unit that is armed with graviton guns and Irad-cleanser​

6 lesser Techpriests are somewhat underarmed and you assign them to keep servitors and myrmidons in good order, build up defenses and generally not fight.



All right. Your priorities are 1) don't get killed, 2) get sweet tech, 3) don't lose the sweet tech you've already gotten (and you suppose the people operating it) and 4) kill the Orks.

Now, number 4 would've been an issue before Werten's noble sacrifice, but as it is they are completely outgunned. No, your opponent is not the Orks. They are merely an obstacle, one you have to overcome without giving an opening to the thing that goes for decapitation strikes, surprise-wiping out magos that lead reclamation forces. Because, you know, you are a magos leading a reclamation force.

The other thing you have to consider is collateral damage. Burning down the temple you're supposed to loot.. err, reclaim... that's exactly the thing you expect from your underlings. You will have to lure that Mek out and fight him in a less important place.
You haven't had the chance to turn your brilliance on military tactics, but it's obvious that a trap is good, and more traps are better. So, hmm, one trap for the Mek, one for the mysterious magos-murderer, and that makes two. Well, three traps, because you want to trap Anna between first two traps and that counts as a trap too. You'd like to throw in a trap or two more, but you don't have enough enemies and trapping your underlings seems both excessive and too easy because they are already deeply trapped in their stupidity.

You go find a nice straight road. It's not too hard in the region around the temple. The half towards the temple will be the Ork trap, the other half will be for the mysterious magos-murderers.
You order the construction of barricades, with an explicit order that the mysterious.., that the MMM side must be completely open and unprotected. Then you tell Anna she gets to hold the barricades with a completely open and unprotected backside. You don't think she appreciates your tactical genius.
You tell her it's a chance to imitate her former master. You don't think she appreciates that either.

You bugger off with a couple Ranger squads to fill buildings around the MMM side with explosives. When you press a button, they will fall on the road, crushing those who are standing there, flying nearby, crawling under etc, etc. And cut off the avenue of retreat. And give cover to your troops. A lesser mind might have given the detonator to Anna, but then she would hardly be trapped anymore and your glorious plan 33% less trapped-filled. As a pious Techpriest, you cannot abide such a drop in efficiency.

It takes a good three hours to get everything ready. It's mostly the lack of good building material. You resort to breaking out chunks of buildings, and fusing them together with multimelters. The most elaborate part is the entrance for the Onager. It could scramble over the barricade, but you don't want to do that while chased by a mob of Orks. Of course, you also don't want to have a hole in the barricade, so it has to be closed fast, without damaging the rest of the barricade.

But it's done now, so you clamber up on the Dunecrawler and trundle towards the Orks. You take the Rangers along, to make sure nothing sneaks up on you. The rest of your troops stay at the barricade to serve as a fallback and shiny target.

Nothing much has changed at the temple while you were aware. Time to get them moving. You activate the vox and initiate diplomacy. Ork diplomacy.

"Frak, I want to fight something now! If only there were some hard boys around for a scrap."

It's not working as well as you wanted. Well, with Orks increasing the volume always helps.

"ALL I SEE ARE GROTZ WITH SHIT TECH. NEVER SEEN A CHOPPER LESS CHOPPY OR A SHOOTA LESS SHOOTY. I WILL NOW WALK AWAY NOT GIVING A FRAK AND NOT FIGHTING. WOE IS ME!"

1d100+20 Lychinus is unbearable+10 Orks =62+30=92 vs 40, great success

It works. Pretty well actually, they are so eager to get at you that they clog the exit. That allows for an easy getaway. You still get shot at, but Ork marksmanship excels at missing the target. The worst is a bit of scuffed paint on the Dunecrawler. That's still an offense worthy of death, but the same goes for their very existence, so you don't sweat it. Imperial justice and Mechanicus guns will balance all accounts.

1d100+10 Fortifications + 30 hilariously outgunned+ 1/2 * 20 Anna's Combat Tactics= 65+50=115 vs 50, great success

They do. The first few Orks are just mown down. But Orks are tenacious, and they charge into the storm of fire. Two trukks come careening down the road, but they don't make it any closer than 500 meters to the barricades before the Arquebuses punch out their engine blocks. Then the riders get to slog on foot like the rest. They don't make it far.

At one point, a concerted charge using some form of energy shield makes it a third of the way to the barricade, before a shot from the Onager's Eradication Beamer overloads the shield, and the Myrmidon's graviton guns bring them to a stumbling halt. Then the Onager fires again, and 40 Orks are dust in the wind.

Then with a crack, the Mek stands amongst your men.

Anna said:
1d100+20 combat +10 close combat -15 surprise (she saw it coming) =68+30=98 vs 70, good success

Before he can get up to any mischief, her mechandrites grab him, and she punches his arm off. Then she throws him off the barricade. She's filled him with about fifty lasbolts before he even hits the ground.

The horde falters, almost broken by casualties and a hail of death and the brutalization of their boss.

A group of stormboys come charging out a side alley, and the withering fire wavers.

1d100-15 surprise-15 outflanked+1/2 * 30 hilariously outgunned + 5 combat servitors =28-10=18 vs 60, bad failure

They are amongst your Skitarii before they can bring their guns to bear. Two are killed before they can react, three more are injured. Then the servitors wade in, and take off some of the pressure. The fire on the pinned down orks resumes, if weakened. They make an attempt to get into melee, but a final shot from the Dunecrawler banishes that idea. Then the Dunecrawler joins the battle against the stormboys. A few seconds later, so does Anna.


Mysterious Magos-Murderers said:
1d100 +???+???+???=???+???=??? vs ???, ???

The orks don't last much longer after that.
(gain 10*2 combat XP)

Still, that last attack did a fair amount of damage. You lost 5 Skitarii, and 3 servitors. More are damaged and will need some repairs before they are fully combat capable. One Myrmidon also lost his right arm, but it doesn't seem to slow him down. All told, about two-thirds of your infantry is still fully combat capable.

You carefully make your way towards the shrine. The rangers shoot a few stragglers, and you have to gun down a horde of grotz, but it goes of without problems.

Well, you don't get ambushed and killed, which is good, but that also means there's still something out there waiting to ambush and kill you, so that's a problem. You didn't really expect nothing to happen.

Anyway, the forgetemple. It currently serves as the workshop of a dead Mek. Maybe he has some nice stuff. Maybe the forgetemple has some secrets still unspoiled. And maybe there's something neat in the huge scrap-piles, orks are despicable scavengers and looters after all.

Or maybe you should go while the going is good, and leave for your primary objective, because all that is going to take time.


Do you reclaim the temple?
[]Yeah, no Explorator worth his salt will pass up a chance to reclaim. You'll have to leave it to Anna, but at least you won't have to carry the wounded along. And you'll be stealthier with a smaller force. (Leave Anna and a part of your troops behind. Get loot, better chances with more Techpriests. Damaged units get healed.)
-[] how do you split your forces?
[]No, as much as it pains you, splitting the party while hunted by a mysterious force is how people die in bad holovids. (keep forces together and head for the primary goal. )
 
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[X]Yeah, no Explorator worth his salt will pass up a chance to reclaim. You'll have to leave it to Anna, but at least you won't have to carry the wounded along. And you'll be stealthier with a smaller force. (Leave Anna and a part of your troops behind. Get loot, better chances with more Techpriests. Damaged units get healed.)

In this quest we ARE the Boogie Man!
 
Nothing much has changed at the temple while you were aware. Time to get them moving. You activate the vox and initiate diplomacy. Ork diplomacy.

"Frak, I want to fight something now! If only there were some hard boys around for a scrap."

It's not working as well as you wanted. Well, with Orks increasing the volume always helps.

"ALL I SEE ARE GROTZ WITH SHIT TECH. NEVER SEEN A CHOPPER LESS CHOPPY OR A SHOOTA LESS SHOOTY. I WILL NOW WALK AWAY NOT GIVING A FRAK AND NOT FIGHTING. WOE IS ME!"
Ork diplomacy, I suppose it's fairly similar to their negotiation tactics.

[X]Yeah, no Explorator worth his salt will pass up a chance to reclaim. You'll have to leave it to Anna, but at least you won't have to carry the wounded along. And you'll be stealthier with a smaller force. (Leave Anna and a part of your troops behind. Get loot, better chances with more Techpriests. Damaged units get healed.)

Besides if worse comes to worst, the temple will be a place we can fall back to.
 
[X]Yeah, no Explorator worth his salt will pass up a chance to reclaim. You'll have to leave it to Anna, but at least you won't have to carry the wounded along. And you'll be stealthier with a smaller force. (Leave Anna and a part of your troops behind. Get loot, better chances with more Techpriests. Damaged units get healed.)
 
[X]Yeah, no Explorator worth his salt will pass up a chance to reclaim. You'll have to leave it to Anna, but at least you won't have to carry the wounded along. And you'll be stealthier with a smaller force. (Leave Anna and a part of your troops behind. Get loot, better chances with more Techpriests. Damaged units get healed.)
 
I forgot to add it in the original vote, but if you go with 'Split forces' there's also a subchoice for how you split your forces.

I also forgot to add the combat XP. That's now in there as well.

The reason you got outflanked so badly by the Orks is that A) you don't have the combat tactics skill, B) there wasn't anything in the plan to deal with that and C) you're too arrogant to take your enemies completly serious.
 
Just found this, loving it.

As I don't know which units are dead (equipment wise) or how large a squad is, I'm doing a general selection.
[X]Yeah, no Explorator worth his salt will pass up a chance to reclaim. You'll have to leave it to Anna, but at least you won't have to carry the wounded along. And you'll be stealthier with a smaller force. (Leave Anna and a part of your troops behind. Get loot, better chances with more Techpriests. Damaged units get healed.)
-[X] Magos Prime Anna Markov, 2 lesser Techpriests, 2 Myrmidons (1 is the injured), 0.5 Skitarii Vanguard squad, 7 Combat Servitors (2 servo-arm and heavy bolter, 2 multi-meltas, 2 flamers and chainswords & 1 plasma cannon) and 1 Skitarii squad.
 
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