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

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
I just realised. Our Juggernaut Armour doesn't come with a vox or a sensor suite.
 
Update 78: Arrival at Numa
Update 78: Arrival at Numa


[x] Plan Metal Box

"By the Omnissiah, does that man ever stop? I thought he was in a frenzy two months ago!"
"Yeah, the boss is amazing. Can you imagine it? We actually get to work with him this time! It'll be so great."
"Rho-mu, I don't care about your daddy issues, that is not a good thing!"

Ah, you've finally found an optical sensor fitting the specs. You quickly recover it from it's current place. Now you can proceed with phase 13-5B unhindered.

"I'm blind. What just happened. Did some just steal my eyes?"
"They must have been faulty. Oh, maybe they were about to explode!"
"Explode."
"Yeah, like Lima 9 Phi. Her eyes exploded! And the magos warned her too."
"The way she tells it, he summed the most heinous of scrap code to inflict suffering on the innocent. Guess which story I believe. Now please help me before he comes back and steals my legs too."


Personal actions (8 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)
The Undying is a big stick, but not much use in a ground engagement. Especially when you want to salvage the site afterwards. In a straight ground battle, you're actually worse off than in your first clash with the Inquisitor.

As if that would stop you. First you make a few portable omnitools that double as a decent lascutter in a scrap.

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.
Code:
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 groundbreaking. 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:
Juggernaut 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 special 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 an intricate thing. Structured ceramite precision bonded with adamantium - it could survive an alpha strike of a smaller titan. Countless heat-hardening gel capillaries that will close any breach and mircofissures won't be an issue. You add huge pauldrons. It must've been a running joke in the 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 a useful compartment for thermal decoys, haywire wave emitters and smoke generators. Also it makes you look a little less heretekal and that's mildly useful in a crusade.

It's a thing of beauty. An interlinking of technologies so fantastically complex even the forges of Mars would be hard pressed to match the required precision, simplified through your unrelenting genius to something that can be made. Though perhaps not made by the common mortal, because in your work you transcended that. The craftsmanship here is on a level with hallowed artifacts.

For the first time you have armor worthy of you.

Now you need a weapon as good at doing damage as your vestment is at taking damage. You've got a few ideas how to improve your first piece of tech-heresy. It will be more reflective of your innate genius when you're done with. About as good as twin-linked lascannon, which will do for now.
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 (more than enough to gun down a squad of men in a volley) = 5CP


Well, it's time to make the last thing you absolutely need. If you want to have some personal time with an Inquisitor, use protection. In this case, protection from mind control. You'll make some for your minions too, and you'll have them help you because you're running low on time.
Code:
Mind protection helmets
 
Size 3 + 3 (from number made)
 
AP 4


Sweet gear. Craft raised to Archmagos.

[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

It's a bit of an afterthought, for all that it ends up using a good quarter of your time. Although existing walker designs are easily applied to the problem, you're lacking the necessary parts. You don't want something much larger than a human. In the end, you have to at modify most of the parts, and make up the rest from scratch.

It's a nice spot of relaxation between the frenzied work on the rest of your projects. Well, except for the reactor. Reactors that will get shot at are never relaxing.

Mobile Power station for the Shield


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
At the end of the month, Arial prances in. Changed the face again. At this point, you're seriously wondering if the man is fucking around, or if the woman falsified her file, and if so, why stop pretending now?

Maybe because fraud sorta pales compared to tech-heresy, and Arial definitely went there. Why else would there be twirling? You'd say even Limpet agrees, but it's a bit hard to tell with his new bionics. You should order a visit to Cerritos. The twirling will send him into paranoid delusions for hours.

Oh wow, Arial giggles right as she passes one of your attendants, and now he can't stop shaking. Huh, isn't that one of the Genetor trainees you pulled for some of the interfacing work on the headsets? You notice Limpet isn't looking too happy either. Well, you finished your armor, Arial's pet isn't going to chew through your work.

Arial stops in front of you, and you get a chance to inspect her teeth. They are not sharpened, though her expression really suggests it. A dataslate lands in your lab, with the final results of the project.

[]A living tank. Trying to repair the Dune Crawler mid-battle was apparently annoying enough to inspire something the could repair itself; and also take care of all nasty melee business.
[]An infiltrator. Getting shanked left its mark. The face is fixed now, and now Arial has her own bundle of 'Suprise! You're dead now'. It also works as a fashionable scarf according to Gene, and only Gene. Your opinion that scarfs should not outweigh the carrier is rejected.

Elite Unit gained. Arial scares people.


Cerritos Actions(4 AP):


[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
Article:
As even you have figured out, there's always someone out to take what is yours. Always. Trust that can be betrayed must not be allowed. Only the machine cannot betray. Therefore, only the machine can be trusted.

As such, my first action was to secure the critical locations (Enginarium, Reactor, Bridge and Artifact Storage) with protections that cannot be subverted so easily. A man can be broken or seduced. Even Servitors are tainted with the traces of human failure. Seducing a landmine will merely allow it to fulfill it's function.

Following Mechanicus protocol, I have compiled a list of assets used, and then applied the appropriate security protocols.

[REDACTED]:[REDACTED][REDACTED][REDACTED]
[REDACTED]:[REDACTED][REDACTED]
[REDACTED][REDACTED]: [REDACTED][REDACTED]
[REDACTED]:[REDACTED][REDACTED][REDACTED][REDACTED]
[REDACTED]:[REDACTED][REDACTED]
[REDACTED]:[REDACTED]
[REDACTED]:[REDACTED][REDACTED][REDACTED]
[REDACTED]:[REDACTED]
[REDACTED][REDACTED]:[REDACTED]
[REDACTED][REDACTED]:[REDACTED][REDACTED][REDACTED][REDACTED]​
Source: Report GHDJ-KLOE-8424


Lots of traps, even if you're not sure where.


[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
Article:
They didn't break me. You won't break me. They can't break me.

Can't break me. Can't.
Source: Audio recordings of Magos Cerritos during maintenance order 1578


Cerritos is annoyed, but your ship got checked.



Crew Actions (3):
[x]Supervision: They can have their time wasted instead of you. That almost makes them useful.
Cerritos is supervised. Cost: 2AP
.
.
.
"Since the secondary lenses are working correctly, they cannot be melting you. I will take you to item 306: Secondary Fire Control, Second Lance Rear Sector. "

"Magos, I cannot release the seal until fire control has be checked. You may currently be on fire, and that would pose a danger to the ship. We can only be sure once fire control has be verified. You are the only techpriest in the room, so you must verify fire control. Please inform us once you have verified fire control."

"Since fire control is working correctly, you cannot be on fire. I will take you to item 307: Backup Coolant Tanks, Second Lance Rear Sector. "

"Magos, I cannot release the seal until the coolant tanks have be checked. They may currently be flooding, and would pose a danger to the ship. We can only be sure once the coolant tanks have been verified. You are the only techpriest in the room, so you must verify the coolant tanks. Please inform us once you have verified the coolant tanks."

"Since the coolant tanks are working correctly, they cannot be flooding. I will take you to item 308: Tertiary Capacitor Bank C, Second Lance Rear Sector. "

"Magos, I cannot release the seal until fire control has be checked. You may currently be on fire, and that would pose a danger to the ship. We can only be sure once fire control has be verified. You are the only techpriest in the room, so you must verify fire control. Please inform us once you have verified fire control."

"Wait, fire control? Ehm, can you pretend I said something about electrocution? I sort of slipped in the script."
.
.
.

Cerritos actually works

[x]Craft:They can make things. Simple things. That can still be useful
They make stuff. Cost: 1AP
-Archeohelmets

"Well, Rho-mu. You got to work with the magos. Are you happy now?"
"Oh yes. I just wish I could fix the sensor glitches that started popping up. The screws just won't stay straight."
"You holding a cable. Go to bed Rho-mu."

The techpriests help



-*-**-**-*-*-**-**-**-*-**-*-*-**-*-**-*-*-*-**-*-*-**-

You arrive back in realspace with the usual combination of sickening lurch and soul-deep relieve.

Warp-Jump:
1d100=23


And as usual, it doesn't go too well. You don't get unpleasant guests, but the whole fleet is far out of position. It will take days to reach the Chaos fleet currently kicking the shit out of the defenders. By the time you will arrive, there won't be much shit left to kick. Which is a pity because the combined Imperial assets actually have a decent edge on the enemy. It would be nice to have the material advantage for one.

Chaos troops have already landed on the planet and gained several beachheads, but the defenders are still keeping them contained. It won't stay that way, even if the imperial fleet manages to beat the invaders back through some miracle.


How to proceed:
[]If you want to kill the Inquisitor, you need to get there before Chaos. Which means getting past Chaos, before they get him. A lesser mind would consider it impossible. You will remove the payload of a macrocannon shell, and fly right past them. Shuttles get shot down, torpedos get intercepted, but they couldn't stop a shell even if they wanted to.
The only issue is a lack of room, since you actually want to survive the experience, and that means some safety equipment.
[]Rasputin wants battle. Outside the formation, you will be faster, and can close the distance before the defenders are annihilated. An attack from the rear will distract them, and buying the Imperials some breathing space. Breathing space, the ground war will get nasty for them.
It's risky for your ship, and deployment will have to get past the enemy screen, but this way you can actually bring all your forces to bear.
[]You want the Inquisitor dead. But who cares whether you do it or some Chaos scum, as long as he dies. Stay in formation, kill Chaos, look through the remnants.
The defenders will have a nasty time, but it will make sure you're ship doesn't get blasted apart by a whole fleet, or recruited into the Ecclesiarchy, or some other bullshit.


Hero Units:
-You
-Arial+The Thing
-Cerritos
-The Dunecrawler
-The shield walker

Army Level:
-Skitarii
-A stockpile of chemical weapons
-Enough mindcontrol protection helmets for a regiment.

Fleet:
-Undying
--Voidcraft wing


AN: I cribbed a fair bit of text from @vsh plan. It's long enough that I linked it instead of copypasting as normal. Check it out because I did cut some funny bits because they didn't fit. After some thought, I'm going to give it an omake bonus, because it would totally qualify if it wasn't a plan (750 words. Good words).

I'm also sorry about the delay. Part of it was IRL reasons, but the majority was honestly procrastination (partly fueled by the length of the thing.)

EDIT: Just to make it clear, you also have the vote for what Gene ended up making.
 
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[X]You want the Inquisitor dead. But who cares whether you do it or some Chaos scum, as long as he dies. Stay in formation, kill Chaos, look through the remnants.
The defenders will have a nasty time, but it will make sure you're ship doesn't get blasted apart by a whole fleet, or recruited into the Ecclesiarchy, or some other bullshit.

When the inquisitor sees our new gear he is going to shit himself.
 
[X]You want the Inquisitor dead. But who cares whether you do it or some Chaos scum, as long as he dies. Stay in formation, kill Chaos, look through the remnants.
[X]An infiltrator. Getting shanked left its mark. The face is fixed now, and now Arial has her own bundle of 'Suprise! You're dead now'. It also works as a fashionable scarf according to Gene, and only Gene. Your opinion that scarfs should not outweigh the carrier is rejected.
 
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Do we really want Chaos getting their filthy mitts on archeotech mindcontrol? Seriously?


Because you know that will happen if they manage to kill the fucker and loot his corpse.
 
[X]If you want to kill the Inquisitor, you need to get there before Chaos. Which means getting past Chaos, before they get him. A lesser mind would consider it impossible. You will remove the payload of a macrocannon shell, and fly right past them. Shuttles get shot down, torpedos get intercepted, but they couldn't stop a shell even if they wanted to.
The only issue is a lack of room, since you actually want to survive the experience, and that means some safety equipment.

LEROOOOOY JEEEEEENKIIIIINS
 
[X]If you want to kill the Inquisitor, you need to get there before Chaos. Which means getting past Chaos, before they get him. A lesser mind would consider it impossible. You will remove the payload of a macrocannon shell, and fly right past them. Shuttles get shot down, torpedos get intercepted, but they couldn't stop a shell even if they wanted to.
The only issue is a lack of room, since you actually want to survive the experience, and that means some safety equipment.
 
[X]Rasputin want to do battle. Outside the formation, you will be faster, and can close the distance before the defenders are annihilated. An attack from the rear will distract them, and buying the Imperials some breathing space. Breathing space, the ground war will get nasty for them.
 
[X]A living tank. Trying to repair the Dune Crawler mid-battle was apparently annoying enough to inspire something the could repair itself; and also take care of all nasty melee business.

[X]Rasputin want to do battle. Outside the formation, you will be faster, and can close the distance before the defenders are annihilated. An attack from the rear will distract them, and buying the Imperials some breathing space. Breathing space, the ground war will get nasty for them.
 
[X]A living tank. Trying to repair the Dune Crawler mid-battle was apparently annoying enough to inspire something the could repair itself; and also take care of all nasty melee business.

[X]Rasputin want to do battle. Outside the formation, you will be faster, and can close the distance before the defenders are annihilated. An attack from the rear will distract them, and buying the Imperials some breathing space. Breathing space, the ground war will get nasty for them.
 
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[X]An infiltrator. Getting shanked left its mark. The face is fixed now, and now Arial has her own bundle of 'Suprise! You're dead now'. It also works as a fashionable scarf according to Gene, and only Gene. Your opinion that scarfs should not outweigh the carrier is rejected.

Living tanks are noticeable. Noticeable tech-heresy gets you branded a tech-heretic. Best go with something more subtle.

[X]Rasputin want to do battle. Outside the formation, you will be faster, and can close the distance before the defenders are annihilated. An attack from the rear will distract them, and buying the Imperials some breathing space. Breathing space, the ground war will get nasty for them.
 
[X]An infiltrator. Getting shanked left its mark. The face is fixed now, and now Arial has her own bundle of 'Surprise! You're dead now'. It also works as a fashionable scarf according to Gene, and only Gene. Your opinion that scarfs should not outweigh the carrier is rejected.

[X]Rasputin wants battle. Outside the formation, you will be faster, and can close the distance before the defenders are annihilated. An attack from the rear will distract them, and buying the Imperials some breathing space. Breathing space, the ground war will get nasty for them.
It's risky for your ship, and deployment will have to get past the enemy screen, but this way you can actually bring all your forces to bear.
 
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[X]A living tank. Trying to repair the Dune Crawler mid-battle was apparently annoying enough to inspire something the could repair itself; and also take care of all nasty melee business.

[X]Rasputin want to do battle. Outside the formation, you will be faster, and can close the distance before the defenders are annihilated. An attack from the rear will distract them, and buying the Imperials some breathing space. Breathing space, the ground war will get nasty for them.

Rasputin is awesome. We should do something *nice* for our ship. Also, it'll look all impressive and glorious and stuff for whoever it is that Gene gets to chat up for resources once we're done here.

For the living tank... it's a living tank! The infiltrator may or may not see battle, and I want to see Gene's Glorious Thing.

Incidentally, does it count as a rank-up project for Gene? It seems like it should.
 
[X]An infiltrator. Getting shanked left its mark. The face is fixed now, and now Arial has her own bundle of 'Suprise! You're dead now'. It also works as a fashionable scarf according to Gene, and only Gene. Your opinion that scarfs should not outweigh the carrier is rejected.


[X]Rasputin want to do battle. Outside the formation, you will be faster, and can close the distance before the defenders are annihilated. An attack from the rear will distract them, and buying the Imperials some breathing space. Breathing space, the ground war will get nasty for them.
 
[X]An infiltrator. Getting shanked left its mark. The face is fixed now, and now Arial has her own bundle of 'Surprise! You're dead now'. It also works as a fashionable scarf according to Gene, and only Gene. Your opinion that scarfs should not outweigh the carrier is rejected.

[X]You want the Inquisitor dead. But who cares whether you do it or some Chaos scum, as long as he dies. Stay in formation, kill Chaos, look through the remnants.
The defenders will have a nasty time, but it will make sure you're ship doesn't get blasted apart by a whole fleet, or recruited into the Ecclesiarchy, or some other bullshit.
 
[X]Rasputin wants battle. Outside the formation, you will be faster, and can close the distance before the defenders are annihilated. An attack from the rear will distract them, and buying the Imperials some breathing space. Breathing space, the ground war will get nasty for them.
It's risky for your ship, and deployment will have to get past the enemy screen, but this way you can actually bring all your forces to bear.


LEEEROO-oh, somebody has beat me to it.
 
[X]A living tank. Trying to repair the Dune Crawler mid-battle was apparently annoying enough to inspire something the could repair itself; and also take care of all nasty melee business.
[X]If you want to kill the Inquisitor, you need to get there before Chaos. Which means getting past Chaos, before they get him. A lesser mind would consider it impossible. You will remove the payload of a macrocannon shell, and fly right past them. Shuttles get shot down, torpedos get intercepted, but they couldn't stop a shell even if they wanted to.
The only issue is a lack of room, since you actually want to survive the experience, and that means some safety equipment.

That's the perfect inverse of our first meeting. And Rasputin will join soon enough.
 
[X]An infiltrator. Getting shanked left its mark. The face is fixed now, and now Arial has her own bundle of 'Suprise! You're dead now'. It also works as a fashionable scarf according to Gene, and only Gene. Your opinion that scarfs should not outweigh the carrier is rejected.

[X]If you want to kill the Inquisitor, you need to get there before Chaos. Which means getting past Chaos, before they get him. A lesser mind would consider it impossible. You will remove the payload of a macrocannon shell, and fly right past them. Shuttles get shot down, torpedos get intercepted, but they couldn't stop a shell even if they wanted to.
The only issue is a lack of room, since you actually want to survive the experience, and that means some safety equipment.
 
Do they need archeotech mindcontrol if they already have cultists?


There are these people who resist temptation, corruption etc...

How much would they be able to resist a hard rewrite of their mind without proper tools? Barring divine intervention I would go with none.

Now combine the two either with demons or simply in application and watch the fireworks...
 
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