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

[X]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
-[X]Make Mechandrandrites 4AP

Arial
[X]The Thing: You're fairly certain whatever he's planning is techheresy. Nobody is that happy without techheresy. You don't know what he's planning, except that it's going to take a lot of time, and enough meat to feed the whole ship for a month.
The Thing. Cost:4 AP


Cerritos Actions:
[X]Trapping Everything: In every battle, there's the risk of boarding, especially in a shiny cruiser like this. Perhaps you should let him secure some key position. And then everything else. With a month of concentrated work, it'll be a meat grinder even for Space Marines.
Cerritos secures everything. Cost: 4 AP.

Crew actions (3):
[X]Supervision: They can have their time wasted instead of you. That almost makes them useful.
Cerritos is supervised. Cost: 2AP
[]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. 1 Point.
 
There's three decent options for a plan:
1. 8 AP crafting crafting, others do whatever. We make best armor and weapons for ourselves and good equipment for everyone.
2. 8 AP vrafting, others do myrmidons, we make best armor and weapons for ourselves and something really good for myrmidons.
2. 2 AP shield generator, 6 AP crafting, other do whatever. We make armor and weapons for ourselves and sonic resitant helmets for the fighting force.

Making a plan will take me a lot of time with all crafting specs you can fit into 12 to 16 crafting AP, also there's a few things I'll need to ask.
 
So, a lot of crafting questions, @BurnNote
1. We don't have the self-repair and anti-sonic quality available in crafting rules summary, is the summary not updated yet or there's something to be done for it to appear?
2. Can we use simulation specialty for armor crafting?
3. How many armor suits are left intact that we can reuse for armor building as per Master Reuser perk?
4. Will the ~20 craft points armor crafting project break the Craft archmagos threshold? If so, can we use Craft archmagos benefits in craft projects the same turn (that's +4 craft points, not a small difference)?
5. How can we use does techpriests' help for crafting? Let's say I design the anti-sonic helmet with laser visor and want techpriests help to make it in bulk.
6. If I want to make enough stuff for all named characters I'd have to make +1 size, for all techpriests OR skitarii +2 size, for all techpriests AND skitarii +3 size, for all aerospace assets +3 size as well, is that right?
 
So, a lot of crafting questions, @BurnNote
1. We don't have the self-repair and anti-sonic quality available in crafting rules summary, is the summary not updated yet or there's something to be done for it to appear?
2. Can we use simulation specialty for armor crafting?
3. How many armor suits are left intact that we can reuse for armor building as per Master Reuser perk?
4. Will the ~20 craft points armor crafting project break the Craft archmagos threshold? If so, can we use Craft archmagos benefits in craft projects the same turn (that's +4 craft points, not a small difference)?
5. How can we use does techpriests' help for crafting? Let's say I design the anti-sonic helmet with laser visor and want techpriests help to make it in bulk.
6. If I want to make enough stuff for all named characters I'd have to make +1 size, for all techpriests OR skitarii +2 size, for all techpriests AND skitarii +3 size, for all aerospace assets +3 size as well, is that right?
1. Added self-repair. You only know how to reproduce to headset, not how to apply the idea to other technology.
2. No.
3. None of them are intact, but you have enough spare parts to count for two.
4. You can use it as the archmagos project, though I would like to have some flavor about what makes the armor special. You can use the bonus on this turn.
5. You can use their AP for things with complexity<2, or 3 if a magos is also working on it. Not for you're archmagos project though.
6. Yup.
 
Crafting technical sketch.
We have 12 or 16 crafting AP + up to 3 points from the crew. While they sure are procrastinators as well, they are not in a productive way, so I doubt their AP will be doubled. 19 AP top.

1 AP is for making level 3 tools (currently we have level 2 only)
6 AP (Craft+ IT + AT + 4 pts of Research) on armor
2 AP on hotshit laser pistole
Helmet is probably size 3 and made with two skills. Making enough for every combatant and a few to gift to allies' commanders is 4 AP. 8 AP if it's made with three skills, which I doubt.
So far most likely we're spending 13 AP total.
That's 12 our AP + 1 priest's AP. If we're making walking sheild generator and supervise Cerritus, that's it. Otherwise we can, for example, make a small group of skitarii (~5 of them) a little tougher than dreadnoughts and packing a similar punch for 4 AP. Or we can over-equip our myrmidons, if we go that route, that's fine too.
 
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Crafting technical sketch.
We have 12 or 16 crafting AP + up to 3 points from the crew. While they sure are procrastinators as well, they are not in a productive way, so I doubt their AP will be doubled. 19 AP top.

1 AP is for making level 3 tools (currently we have level 2 only)
6 AP (Craft+ IT + AT + 4 pts of Research) on armor
2 AP on hotshit laser pistole
Helmet is probably size 3 and made with two skills. Making enough for every combatant and a few to gift to allies' commanders is 4 AP. 8 AP if it's made with three skills, which I doubt.
So far most likely we're spending 13 AP total.
That's 12 our AP + 1 priest's AP. If we're making walking sheild generator and supervise Cerritus, that's it. Otherwise we can, for example, make a small group of skitarii (~5 of them) a little tougher than dreadnoughts and packing a similar punch for 4 AP. Or we can over-equip our myrmidons, if we go that route, that's fine too.

The walking shield generator could be useful, but doubling down on Myrmidons I like more.

In that spirit here is a wishlist load out. I know the effect of this stuff will averaged out for rolling purposes but still.

Main weapon: Two handed Omnisian Axe

Mechandrites:
1 rapid firing Hell Gun
1 melta or plasma weapon
1 heavy duty mechandrite
1 utility mechandrite
They only have four because they are still "baby" tech priests

Armor:
Light power armor
-inbuilt spring loaded wrist mounted power dagger

Augmentics:
Basic tech priest implants
Superior optical implants
-rangefinder
-prey sight
-night vision
-wider field of vision
Targeting Implants (more narrow version of logis implants)
-target painting
-trajectory analysis
Bionic lungs
Skeletal bracing
Subdermal armor
Cranial plating
Bionic hips (allows for 360 rotation)
Vat Muscle Grafts (could be done in growth phase)

Gear:
Personal shield
Gas grenades
Plasma grenades
Red Robe
-Made out of high end flak weave with threads of adamatium alloy woven in

Aesthetically each myrmidon will be uniform except for their face plates which will mimic various predators from around the galaxy (I view that as a last minute touch from Arial). They would be sleek (for a tech priest) and hide their combat mechandrites under their robe.
 
Mechandrites:
1 rapid firing Hell Gun
1 melta or plasma weapon
1 heavy duty mechandrite
1 utility mechandrite
They only have four because they are still "baby" tech priests
Huh, we only have four mechandrites, and we are a magos.

Of course, it's not the number of mechandrites that counts, but how you use them (or misuse in the case of our minions).

And we likely need more skills to actually create most of the proposed equipment. But it can be a shortish term goal to strive for.
 
I've chosen Ariel's project over myrmidons because it's way cooler and is probably at least Knight-sized. If you want to make a different plan, you can use craft and story snippets from this one.

[x] Plan Metal Box

You contemplate your assets. Rasputin and fighter-bombers aside (and getting those was pure luck), you're even worse off than you were in your first clash with The Inquisitor. You don't even have proper assembly lab.

Well, you refuse to come unprepared. You don't remember when was last time you were so energized by work. First you make a few portable omnitools that can double as a decent lascutter in a scrap.

Code:
Cutting Edge Implanted Omnitool
It's a servoarm with a multitude of miniaturized tools, including cutting edges and laser torches, which makes it somewhat useful in melee.
 
Size 3 Complexity 2 Tools 3 Damage 2 Range 0.5 Total 6 Skill = Craft + Imperial Tech= 6.  Craft a small amount for total size 4.  AP to craft 1, resources to craft 6

With that sorted out, you start your next masterpiece. Lesser mind don't understand why IraCAD is so good. No wonder, given that you've made it impossible to understand by lesser minds. But this? This they will understand, even if it's the last thing they do.

Code:
Juggernaught Power Armor
Size 4.5
Complexity 7, researched to 3 (4 AP)
Skills Craft 3 + IT 3 + Archeotech 3, 2 AP to make
Sacrifice the remaining power armor suits for +2 craft points due to Master Reuser
Craft points 22, AP 6
Armor 4.5 (THERE'S NOTHING THAT TOUGH IN THE CHARTS) 9 points
Health 4.5 (Teenage Primarch) 9 points
Self-repair 2 points
Dodge 1  2 points
It's quite a complex thing. Man-shaped piece of ceramite bonded with adamantium - you're quite sure it could hold an alpha of a smaller titan, if you're lucky. Numberless heat-hardened gel capillars closing any breach fast enough for battle damage (that don't kill you outright) to rarely be an issue. You make huge pauldrons - you suppose that was the running joke in mechanicum of old ("hurr hurr look at me I'm such a manly man that I can't move my arms") and now everyone does them just because. A great mind would just drop them because they are not only useless but actually hinder combat capabilities. The greatest mind uses them as a piece of active defense. It's quite a useful compartment for thermal decoys, haywire waive emitters and smoke generators. Also it's making you look a little less heretekal and that's mildly useful in a crusade.

Overall it's a thing of beauty and you feel good donning it and kicking down reinforced door that Cerritus tried to cut through for two days now.

You need a weapon that would be as good at breaking things as your vestment is at taking damage. You'we got a few ideas how to improve your first piece of tech-heresy. You think it'll be roughly as good as twin-linked lascannon by the time you finish. You need the slightly longer barrel though.

Code:
Your hotshit Laspistole
Size 2.5
Complexity 3
Skills Craft 7 + IT 3 + Lastech 3
Total 19 CP, 2 AP
Damage 2.5 (+1 Legend = 3.5) (Exitus Rifle) = 5 CP
Range 2 (+1 Legend = 3) (500m, lasgun) = 4 CP
AP 2.5 (+1 Beam perk = 3.5) (OFF THE CHARTS) = 5 CP
AoE 2.5 (in that case it's representing rate of fire) (10m) = 5CP

A few times you are distracted by loud bangs from Ariel's lab. Whatever he's making here, it hits like a shipload of trucks. You bet it's reverse-engineered Biotitan and Navi thinks it's Megaservitor, whatever she means by that. Whatever it is, you agree it has at least a few fins and spits superheated poison acid.

Well, it's time to make the last thing you absolutely need. If you want to have some personal time with Inquisitor, use protection. In that case, protection from mind control. You'll make some for your minions too, and you'll have them help you because there's not time.

Code:
Mind protection helmets
Size 3 + 3 (from number made)
AP 4

Meanwhile Cerritus does boring maintenance jobs on critical pieces of technology and the most crucial strongpoints of the ship. After that, maintenance will never be boring. When he's done, you have to be very thorough and very exact in performing the designated machine rites. If you don't want to explode, that is. One misstep is enough to anger his security devices. Needless to say, this makes any possible assault across the ship an unlikely prospect, unless the assault is done at a very slow pace by extremely faithful adept.

[x]Bipedal Shield Harness: You have a really nifty shield generator, but it needs external power for optimal results. You can put a small power station on a sentinel variant, so it can follow into smaller passageways. You just can't let anybody else do it, since the shield is technically speaking xenotech, and people always get overly excited about that stuff.
mobile power source. Cost: 2 AP
[x]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: 6 AP
-[x]Make tools, armor and archeohelmets (12 Craft AP + 1 from crew)

Arial actions (4 AP):

[x]The Thing: You're fairly certain whatever he's planning is techheresy. Nobody is that happy without techheresy. You don't know what he's planning, except that it's going to take a lot of time, and enough meat to feed the whole ship for a month.
The Thing. Cost:4 AP
Cerritos Actions(4 AP):

[x]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

[x]Trapping Something: In every battle, there's the risk of boarding, especially on a shiny cruiser like this. Perhaps you should let him secure some key position. It should bog down any assault, and allow for reinforcement. You'll just have to make him take it down afterward, which will be a chore.
Cerritos secures key locations. Cost: 2AP

Crew actions (3):
[x]Supervision: They can have their time wasted instead of you. That almost makes them useful.
Cerritos is supervised. Cost: 2AP

[x]Craft:They can make things. Simple things. That can still be useful
They make stuff. Cost: 1AP
-Archeohelmets
 
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A few times you are distracted by loud bangs from Ariel's lab. Whatever she's making here, it hits like a shipload of trucks. You bet it's reverse-engineered Biotitan and Navi thinks it's Megaservitor, whatever she means by that. Whatever it is, you agree it has at least a few fins and spits superheated poison acid.
Are you reading my notes?


Anyway, since there are now plans, here's the current tally.

Vote Tally : A Heretek on the Quest for Knowledge [40k] | Page 145 | Sufficient Velocity
##### NetTally 1.9.2

[x] Plan Metal Box
[x]Bipedal Shield Harness: You have a really nifty shield generator, but it needs external power for optimal results. You can put a small power station on a sentinel variant, so it can follow into smaller passageways. You just can't let anybody else do it, since the shield is technically speaking xenotech, and people always get overly excited about that stuff.
[x]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.
-[x]Make tools, armor and archeohelmets (12 Craft AP + 1 from crew)
[x]The Thing: You're fairly certain whatever he's planning is techheresy. Nobody is that happy without techheresy. You don't know what he's planning, except that it's going to take a lot of time, and enough meat to feed the whole ship for a month.
[x]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.
[x]Trapping Something: In every battle, there's the risk of boarding, especially on a shiny cruiser like this. Perhaps you should let him secure some key position. It should bog down any assault, and allow for reinforcement. You'll just have to make him take it down afterward, which will be a chore.
[x]Supervision: They can have their time wasted instead of you. That almost makes them useful.
[x]Craft:They can make things. Simple things. That can still be useful
No. of Votes: 4
Plan: ◈Metal Box

jwolfe_beta
Klaus Wulfenback
Sirrocco
vsh

[X] Plan Get ready for war.
No. of Votes: 2
Plan: ◈Get ready for war.

Caerwen
godofsmallthings

[X]Bipedal Shield Harness: You have a really nifty shield generator, but it needs external power for optimal results. You can put a small power station on a sentinel variant, so it can follow into smaller passageways. You just can't let anybody else do it, since the shield is technically speaking xenotech, and people always get overly excited about that stuff.
[X]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.
-[X]Make weapons and armor for ourselves use rest of our Ap on this.
[X]Making Myrmidons: Arial can now make you some techpriests. Well, potential techpriests. Somebody who can use more advanced weapons with greater skill than your Skitarii, and provide additional direction. There should be enough time to clone and train a small honor guard.
[X]Personal Equipment: Arial wants some time to make more gadgets for his own use in battle. You've grown rather fond of the fact that he takes care of all the weird fleshy shit, so anything that keeps him from dying is good.
[X]Trapping Everything: In every battle, there's the risk of boarding, especially in a shiny cruiser like this. Perhaps you should let him secure some key position. And then everything else. With a month of concentrated work, it'll be a meat grinder even for Space Marines.
[X]Supervision: They can have their time wasted instead of you. That almost makes them useful.
No. of Votes: 1
Eebex

[X]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.
-[X]Make Mechandrandrites 4AP
[X]The Thing: You're fairly certain whatever he's planning is techheresy. Nobody is that happy without techheresy. You don't know what he's planning, except that it's going to take a lot of time, and enough meat to feed the whole ship for a month.
[X]Trapping Everything: In every battle, there's the risk of boarding, especially in a shiny cruiser like this. Perhaps you should let him secure some key position. And then everything else. With a month of concentrated work, it'll be a meat grinder even for Space Marines.
[X]Supervision: They can have their time wasted instead of you. That almost makes them useful.
No. of Votes: 1
dunk1010

Total No. of Voters: 8
 
Huh, we only have four mechandrites, and we are a magos.

Of course, it's not the number of mechandrites that counts, but how you use them (or misuse in the case of our minions).

And we likely need more skills to actually create most of the proposed equipment. But it can be a shortish term goal to strive for.

True but we are conspicuous for our lack of augmentation

As for making this stuff I feel like we are on the edge. The only thing that's rough is the melta/plasma stuff.

In either case [X] Plan Metal Box works abomination all the way!
 
[x] Plan Metal Box

@BurnNote
If we make the mindblocker Helmets for/with our Minions does that inclued Genes Pet or do we need something special for that?
If there is a rampaging Monster it really should be on our side.:V
 
[x] Plan Metal Box

@BurnNote
If we make the mindblocker Helmets for/with our Minions does that inclued Genes Pet or do we need something special for that?
If there is a rampaging Monster it really should be on our side.:V
But then how are you going to have an epic boss fight?

Well, since you pointed this issue out, Lychinus is going to subtly remind Gene that minion control is Important. Wouldn't want to worry about any sudden but inevitable betrayls.
 
[x] Plan Metal Box

We get to have armour that puts terminators to shame? Omnissiah has truly blessed us.
 
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