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

[x]Join up. Sounds like there's already shit going down, you'd rather like to have a fleet to get kicked around for you. You'll just need to make sure they can't take your stuff.

Our ship wants battle. This seems like a good way to give it battle.
I wasn't going to go for this, even with the bandwagon... but your argument is compelling.

[x]Join up. Sounds like there's already shit going down, you'd rather like to have a fleet to get kicked around for you. You'll just need to make sure they can't take your stuff.
 
That map tells me we need to work on <Expand Forest> only half of our territory is covered in forest that is unacceptable, see this is why maps are important. #ExpandForest #ForestIsBestWaifu
 
[X]Join up. Sounds like there's already shit going down, you'd rather like to have a fleet to get kicked around for you. You'll just need to make sure they can't take your stuff.
 
[X]Join up. Sounds like there's already shit going down, you'd rather like to have a fleet to get kicked around for you. You'll just need to make sure they can't take your stuff.
 
[X]Join up. Sounds like there's already shit going down, you'd rather like to have a fleet to get kicked around for you. You'll just need to make sure they can't take your stuff.

Oh shit I just realized that since Vandire's little tantrum hasn't happened yet there arn't any SoB's.
*Hides Mech-sister plans where the priests can't find them*
 
Update 75: To Numa, First Month
Update 75: To Numa, First Month

[X]Join up. Sounds like there's already shit going down, you'd rather like to have a fleet to get kicked around for you. You'll just need to make sure they can't take your stuff.

One of the nice things about flying about in a Cruiser: People just don't say "No, you can't join our fleet". Though Johnny clearly wanted to. Only the intervention of Mr Bland prevents that. He's unreasonably reasonable. If your mind wasn't a bastion impervious to man and daemon alike, you'd suspect he was doing weird psyker shit.

The other priest guy send you a recording of Johnny trying to make space for the Undying in the formation. Supposedly to keep you informed about the tactical situation. That would be more believable if the vidcaster spent more than a few seconds away from Johnny's face. Still, you appreciate a good laugh, so you don't hold the accompanying text on the glory of the Emperor against him. Priest will preach.

Navi reports that the expected travel time of two months to Numa is still valid, despite the poor state of the pilgrim vessels. Something about a strange stability in the warp currents, but she couldn't say anything more precise.


Personal actions (8 AP):

[]Direct supervision: You can't say giving him his body back has made him less annoying, but it has made him more productive. So now you have to spend a little less time with him to get results. That counts as a success.
Cerritos doesn't pull Passive-Aggressive bullshit, those AP are freed up. Cost: 1AP
[]Talk to Rasputin: He's a shouty bastard, and he gives you a killer headache, but you should probably talk to it at some point. Didn't get to do that last time. It's just a matter of figuring out what you want to talk about.
Figure out what it wants. Cost: 1 AP per topic
[]Production Line Design: Your ship has a pretty decent voidcraft wing, but it can't replace losses on it's own. For an Explorator ship operating on its own, that's not good. Fortunately, you're a genius and can just make a nice, compact production line.
Lychinus designs a voidcraft production line. CR 60 Imperial Tech. Cost: 3 AP
[]Production Line Production: Your ship has a pretty decent voidcraft wing, but it can't replace losses on it's own. For an Explorator ship operating on its own, that's not good. Fortunately, you're a genius and can just make a nice, compact production line. Since you have the space now, you can also just directly built it.
Lychinus designs a voidcraft production line, and then builts it. CR 60 Imperial Tech. Cost: 5 AP

[]Armor Testing: You have a big pile or armor laying about. You're going to figure that out, and in proud Heretek your going to do it without regard to the safety or sanctity of the tech in question. In less proud but smart heretek tradition, you'll do it where nobody is looking to closely. Or blame it on your master.
CR 90 Research+Archeotech, large increase in Archeotech cap, unique technology on success. Cost: 3 AP
-[]Use X extra AP for X*5 bonus to roll
[]Mysterious Headset: There was that headset you swiped. You still don't know why it's important, but you should look into that, because you know it is. You really should figure it out one of these days.
CR 90 Research+ Archeotech, figure out the headset on success. Cost: 2 AP
-[]Use X extra AP for X*10 bonus to roll

[]Ship tactics: You are the captain of the ship. You are going into a void battle. Perhaps now would be the time to brush up on you void combat? Shouldn't be an issue for a man of your talents and skill.
No penalties due to unfamiliarity. Cost 2AP

[]Training: You are your single most useful asset, and certainly among to most brilliant men in existence. But even you can, and should be, better. That's what the Quest for Knowledge is all about, after all.
Gain 30 XP per AP used
-[]Train [Skill] for X AP
[]Crafting: You enjoy making neat stuff as much as the next guy, and you can do it better. There's always neat stuff to be made. Or you could upgrade something you already have.
Make something. Cost: 1+ AP
-[]Make [Write in]

Arial actions (4 AP):

[X]More Minions, in Theory: Arial has had success with making you more meatshields, and that is nice. But what you really need is techpriests, and that's a much more difficult proposition. Brains are delicate. He's confident he can do it, and solve one of you're bigger supply issues. It'll just take a bit of time, and maybe a drop of blood.
Gene works on cloning techpriests. CR 70 Biologis. Cost: 2AP for two turns
[]Bad Chems: Arial suggested brewing up a few chemical agents and corresponding delivery systems. Douse it all in something nasty, and walk in unopposed. That sounds like a very nice option if you end up facing a fortified position.
Arial builds a stockpile of chemical weapons. Cost: 2AP
[]Good Chems: The use of combat drugs is accepted, though not widespread, especially the more interesting ones. Sounds like a nice option to give the Skitarii a small boost, or make the Emperor fanatics into better meatshields.
Arial makes a stockpile of combat drugs. Cost: 2AP

[]Brain probes: Armed with a basic understanding of augmentation, and an unsettling interest in rooting around in other peoples egos, Arial wants to detect the influence of the warp. Well, everybody needs dreams. For now, just getting a general sensor suit up will be enough.
Arial probes some brains. Able to detect rudimentary things in brains. Cost: 2AP

[]Crafting: Arial can also make stuff. Not as well as you, but that goes without saying. He should put his talents to use.
Gene makes stuff. Cost: 1AP
-[]He should make [write-in]
Cerritos Actions(4 AP):

[X]Passive-Aggressive bullshit: He's wasting the majority of his time with petty bullshit. Not a surprise, he's always done that. The issue is that he's still wasting the portion that belongs to you on petty bullshit. And only constant browbeating can stop that.
Cerritos wastes time. Locked unless actions to motivate him are taken. Cost:1 AP
[X]Reorganizing: You put as much of his stockpile on your ship as reasonably possible, and then you put in a bit more, because you are not bound by the reason of lesser minds. However, that has left things disorganized. And you just know half of it will mysteriously explode if you organize it yourself.
Cerritos starts reorganizing his hoard so that it can be useful. Cost: 2AP, locked for 2 turns

[]Equipment Scavenging: The armies of the Mechanicus are renown for their exotic weapons. You have radcarbines. That's just about it. Except you also have a huge pile of scrap. You'll send Cerritos to dig out some more interesting options. He'll bitch, but that's why the Omnissiah gifted you with audio filters.
Roll 3d100 for discovered artifacts. Cost 2AP

[]Boring Repetitive Work: That's what underlings are for. And since Cerritos is your underling now, you can make him do all the tedious things that actually require a modicum of skill. Checking the Dune Crawler, the plasma reactor, the lance array, and so on. All the helpful but dispensable preparation for combat.
Cerritos makes sure the finicky bits of tech are in perfect repair. Cost: 2AP

[]Craft Something: As a magos, Cerritos can make some decently useful things. Granted, it's best given to your enemy, because then the inevitable remote off actually has a point, or underlings, where the embedded explosive can be used in worst case scenarios. If you keep his… foibles in mind, you can get some use out of him.
Cerritos makes something. Cost:1AP
-[]He should make [write-in]


Crew actions (3):

[]Support: They can make themselves useful, just a little.
Gain +7 to action. Cost: 1AP
[]Training: It's an ongoing fight, and not one they'll win anytime soon. Which just means they should get to it.
+11 to quality of Techpriests per AP.
[]Craft:They can make things. Simple things. That can still be useful
They make stuff. Cost: 1AP
-[write-in what to craft]


Assets:
-smallish (0/100), below average (0/100) facilities
-smallish (0/100), below average (7/200) team of Techpriests
-below average (0/200), sub-par (50/100) force of Skitarii
-small (0/100), sub-par (--/200) vehicle pool
-average sized (-/1500), below average(-/750) voidcraft wing

Special Assets:
-small Genetor lab
-large cloning bays
-high-quality Cogitator Banks
-1 Onager Dunecrawler
-a shouty machine spirit​
-IraCAD (1 reroll for armor research projects)


2 slots of free space available
resource storage is nearly full
a small fortune in thrones
a huge pile of scrap of unknown value


AN: After some reflection, I've realized that the quest will be going on a hiatus after the current arc is wrapped up. It's become a chore, and that's not a good attitude.

Vote by plan, vote locked for 2 hours after posting.

 
@BurnNote sorry to hear that I hope you come back someday buddy.

So I am thinking we build the ship line, go over tactics, and supervise. That way we can the trash man to do something worthwhile these turn.
 
@BurnNote sorry to hear that I hope you come back someday buddy.

So I am thinking we build the ship line, go over tactics, and supervise. That way we can the trash man to do something worthwhile these turn.
I plan to. I still have ideas for two separate arcs, and I am rather fond of Lychinus and the other characters. But by now I've essentially written a novel about them, and I want to do something else. I understand now why some authors have half a dozen quests or so at the same time. I just don't want to do that because it slows down getting anywhere so much.
 
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I kind of want both Production Line Production and Armor Testing this turn, so that we can both produce fighters and build armor next turn. Wish there was some way to both get that *and* ride Cerritos, but we haven't managed to fit in that crew-assist.

On Arial, I'm thinking one of the Chems options. We'll probably want them both. Knocking one out is a good thing.

On Cerritos... both of his 2 actions are decent, but the only 1 action he's got is crafting. What would we have him craft with only one action? Hmmm.
 
[] Plan Tentative

[]Direct supervision: You can't say giving him his body back has made him less annoying, but it has made him more productive. So now you have to spend a little less time with him to get results. That counts as a success.
Cerritos doesn't pull Passive-Aggressive bullshit, those AP are freed up. Cost: 1AP

[]Production Line Design: Your ship has a pretty decent voidcraft wing, but it can't replace losses on it's own. For an Explorator ship operating on its own, that's not good. Fortunately, you're a genius and can just make a nice, compact production line.
Lychinus designs a voidcraft production line. CR 60 Imperial Tech. Cost: 3 AP


[]Armor Testing: You have a big pile or armor laying about. You're going to figure that out, and in proud Heretek your going to do it without regard to the safety or sanctity of the tech in question. In less proud but smart heretek tradition, you'll do it where nobody is looking to closely. Or blame it on your master.
CR 90 Research+Archeotech, large increase in Archeotech cap, unique technology on success. Cost: 3 AP
-[]Use 1 extra AP for X*5 bonus to roll


Arial actions (4 AP):

[X]More Minions, in Theory: Arial has had success with making you more meatshields, and that is nice. But what you really need is techpriests, and that's a much more difficult proposition. Brains are delicate. He's confident he can do it, and solve one of you're bigger supply issues. It'll just take a bit of time, and maybe a drop of blood.
Gene works on cloning techpriests. CR 70 Biologis. Cost: 2AP for two turns
[]Bad Chems: Arial suggested brewing up a few chemical agents and corresponding delivery systems. Douse it all in something nasty, and walk in unopposed. That sounds like a very nice option if you end up facing a fortified position.
Arial builds a stockpile of chemical weapons. Cost: 2AP

Cerritos Actions(4 AP):

[X]Reorganizing: You put as much of his stockpile on your ship as reasonably possible, and then you put in a bit more, because you are not bound by the reason of lesser minds. However, that has left things disorganized. And you just know half of it will mysteriously explode if you organize it yourself.
Cerritos starts reorganizing his hoard so that it can be useful. Cost: 2AP, locked for 2 turns

[]Equipment Scavenging: The armies of the Mechanicus are renown for their exotic weapons. You have radcarbines. That's just about it. Except you also have a huge pile of scrap. You'll send Cerritos to dig out some more interesting options. He'll bitch, but that's why the Omnissiah gifted you with audio filters.
Roll 3d100 for discovered artifacts. Cost 2AP

Crew actions (3):
[]Support: They can make themselves useful, just a little.
Gain +7 to action. Cost: 3 AP Armor testing

Ok Here is a tentative plan I will make any adjustments in the morning when I am not so tired.
 
@BurnNote just checking: taking anti-blackboxing perk will not help us in analyzing armor and helmet?
Also, all, remember that next turn we can make some things (that we can justify are needed right on arrival on Numa) twice as fast. We've got the perk.
 
I think we don't need production line right now. We'll need it after battle. We should focus on improving our chances in battle right now. Also between with a +50 Research bonus and a reroll we have pretty good chances of figuring out armor/headset. I wonder if our archeotech perk applies to Equipment Scavenging action.

[x] Plan Prepare Your Armor

You immediately put IraCAD to work. A couple of your techpriests man the research lab door, welding it shut as Cerritus tries to take it down. You order to others to distract him by going through his pile of crap trying to find something useful. That'll teach him how to distract you!

Your actions(8AP)
[x]Direct supervision (1 AP)
[x]Armor Testing (3 AP)
[x] Mysterious Headset (2 AP)
[x] Ship tactics (2AP)

Arial actions (4 AP):
[X]More Minions, in Theory (2 AP)
[x]Bad Chems (2 AP)
Cerritos Actions(4 AP):
[X]Reorganizing (2AP)
[x]Equipment Scavenging (2AP)

Crew actions (3):
[x]Support (Direct supervision) X2
[x] Support (Equipment Scavenging)
 
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@BurnNote just checking: taking anti-blackboxing perk will not help us in analyzing armor and helmet?
Also, all, remember that next turn we can make some things (that we can justify are needed right on arrival on Numa) twice as fast. We've got the perk.
No, they are hard to figure out because Archeotech, not because someone went out of their way to make it difficult.
I think we don't need production line right now. We'll need it after battle. We should focus on improving our chances in battle right now. Also between with a +50 Research bonus and a reroll we have pretty good chances of figuring out armor/headset. I wonder if our archeotech perk applies to Equipment Scavenging action.
You mean Luck? Well, you're not doing it, but they are doing it for you, so sure.
 
[x] Plan Prepare Your Armor

Just one question; Why
Crew actions (3):
[x]Support (Direct supervision):
? It doesn't have a DC for it.
[]Direct supervision: You can't say giving him his body back has made him less annoying, but it has made him more productive. So now you have to spend a little less time with him to get results. That counts as a success.
Cerritos doesn't pull Passive-Aggressive bullshit, those AP are freed up. Cost: 1AP
Seems a waste of a crew action
 
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