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

Crap! I forgot to vote!
[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
 
New [X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
 
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And we have a winner. I'll get writing now.

Vote Tally : A Heretek on the Quest for Knowledge [40k] | Page 22 | Sufficient Velocity
##### NetTally 1.7.5

[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
No. of Votes: 14

[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]This place is the closest thing you have to a home base. You should secure it before anything else.
[x]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[x]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
No. of Votes: 6

[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]This place is the closest thing you have to a home base. You should secure it before anything else.
No. of Votes: 2

[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]This place is the closest thing you have to a home base. You should secure it before anything else.
[x]Contemplate what brought you here
-[x]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
No. of Votes: 2

[X]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]Your smarter than anyone you've ever met. But maybe that there can still be people better at things than you, by dint of sheer experience? He certainly fucked you over.
No. of Votes: 1

[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] ] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 1 Encounter roll per action)
No. of Votes: 1

[X]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand (make better tools)
-[X] 3d carver (note: needs power to function)
[X]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand (make better tools)
-[X] micro-furnace (note: needs power to function)
[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan) Get material by breaking down your irreparable mechadendrites. Farewell, my friendly tentacles. You shall be missed.
No. of Votes: 1

[x]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 1 Encounter roll per action)
No. of Votes: 1

-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.
No. of Votes: 1

Total No. of Voters: 29
 
Update 16: Getting ready to leave the hidey hole
Update 16: Getting ready to leave the hidey hole

[X]Fix your legs. You're not sure how though. You don't have the material for decent augments, and lack the know-how for fixing your spine. A tricky problem (Increase your mobility. Warning: Will be difficult without a good plan)
-[X] You hate to see them go, but you are going to need to scavenge your two permanently broken Mechandrites to build yourself leg exoskeletons, and use their ports to control it until you can get access to a biolab to do a long term fix. Fortunately you have something to build on for this: namely the PoS mechanical exoskeleton that you have currently moving your legs. Biggest problem with the things is that they are stupider than a servitor that got it's head shot off, can't deal with uneven terrain well and doesn't support the rest of you very well. So from two broken things you make one slightly less broken thing. Have a solid piece of metal bracing your torso and hips (broken back means the muscles aren't holding you upright anymore) with the salvaged 'drite plugs connected to wires leading down the brace to the walker which gives you some basic mental control over where you're putting your feet. If you're lucky some motors from the 'drites survived enough to make the walker a slightly smoother....walk than what already there. Sure you're going to have to manually think about where you're putting each step but walking won't need one or more upper limb holding you up anymore.
[X]This place is the closest thing you have to a home base. You should secure it before anything else.
[X]Contemplate what brought you here (First step to mitigating 1 flaw, action expires after two turns)
-[X]As much as you hate him, maybe he had a point with the respect for others thing? If nothing else, he gets to command Ecclesiarchy Troops and play with neat tech.


You second day opens slightly more pleasantly than the first. Everything is still blurry as shit, and the pain killers stopped working, and you still can't feel your legs, but you do feel at least somewhat in control again.

A big part of that is your first project for the day: Working legs. Horribly crippled working legs, but that's still better than two tubes of slack meat. You're going to build yourself a rudimentary exoskeleton for your lower body.

Control is the big problem. The current walking aids just don't have any. They are stupider than a servitor with its head blown off, can't deal with uneven terrain and don't move with the rest of your body. A broken back means you gotta hold yourself upright with a metal plank, which doesn't really help flexibilty. At least no one can see you stumbling around like a novice's first servitor, and turning takes a full thirty seconds.

You'll try to preserve your salvageable mechandrites, and use the two permanently broken ones instead. It means more work, and makes things a good bit harder, but you've never shunned a challenge. And this way you won't be stuck having less mechandrites than Gene. The situation is shameful enough as it is.

Really, what you need is the port connector, and the signal lines. More speed and flexibility would be nice, but that's secondary to the ability to control the things.


Walking Man said:
1d100+10 Imperial tech + 1/2 *20 Craft + 1/2 *10 Repair -5 brain damage -15 badly damaged mechandrites =86+5=91 vs 50; good success

It's a lot of fiddling, and more than a little frustration. The first thing you'll do once you get back to civilization is to throw the whole mess into an incinerator. You have to make a lot of convoluted hacks to get a signal, and then even more to get one worth a damn. But you manage it, and you restore some base functionality to the damaged mechandrites. As a a stand-alone it would still be worthless, but the additional constraints of the leg braces allow for control with the reduced signal capacity. The biggest roadblock is fixed.

After that, you take a second go at the braces. They were cobbled together from what you could find crawling over a garbage pile, in about the worst possible circumstances. Not your best work, even if it's somewhat impressive you managed it in the first place. Now you have some rudimentary tools and you're not halfway out of your mind with pain and other delightful things.

The result are a marked improvement. With theses things you can actually walk like a normal person. As long as the ground is flat. Uneven terrain is possible, you just have to pay some attention. Frak, you're pretty sure you could run with the things, even if you couldn't do spare anything else any attention.

In celebration, you perform the dance of your people. It serves as adequate final calibration.

With that done, you leave your base, to make sure no one enters your base. You carefully erase whatever signs of your earlier passing you find. There's plenty since you weren't in any state to pay much attention to niceties such as 'getting tracked down by Orks'. You try to make the trace point somewhere else. You're fairly sure your amateurish attempts will fail in the face of any determined search, but you're more concerned with accidental discovery by Orks anyway. It should help with that.

Of course, a wise man plans for his failures, and so you make yourself comfortable in one hidden corner of a building where you had rested when you first came here. Then you try to erase any trace that you've been here, except for that corner. You'd have liked to plant a nasty surprise or something, but you don't have any materials to spare. Hopefully it'll fool them into thinking you left for somewhere else.

Once you return to your temporary home, you have the first bit of free time in days. You could start a new project. But… well, you've always considered yourself a smart man. Nobody could ever deny that. You are a genius. You've also always considered yourself a wise man, and gladly suffered the pains all wise men suffer.

Wise men learn from their mistakes. And whatever else it may be, ending up here was definitely a mistake. As much as you hate him, maybe he had a point with the respect for others thing? You didn't really take him as serious as you should've, and it cost you. If nothing else, he gets to command Ecclesiarchy Troops and run around with rather rare technology. And Gene probably could've fixed a broken spine within minutes. If he managed to survive the fall. What's-her-name is rather good a killing. Though you suspect she would've been just as fucked as you.

Sparky and Wrench boy… actually no, those guys are idiots and don't really deserve any respect. But you will allow the theoretical possibility that they might one day become worthy of that. Probably not, but stranger things have happened.

So you will take wisdom, even from your foes. You will strive to recognize whatever meager worth others may hold. That too is knowledge, and Knowledge is your Quest.


Options (you have 3 actions)
[]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[]Built the tools to built the tools. You have the most basic stuff. Now it's time to expand (make better tools)
-[] 3d carver (note: needs power to function)
-[] micro-furnace (note: needs power to function)
[]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)


Assets:
-1 rough workshop (somewhat hidden and with a decoy in place), a halfway working pair of legs, small amount of food (~1 days) and lots of clean water.

AN: Lychinus has taken the first step on the road to character growth. He's still got some way to go.
 
[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)

And there we go.
 
[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)
-[x] Make a bag to take with you. Smart people do not return from scouting trips empty-mechandrited.
-[x] Ration the food. Eat only half of what you have. Chances are you're not finding anything edible today, so it's better to save some for tomorrow.

Progress!
 
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[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)

Yes we have our legs back (sort of). Now we need to fix the rest of our s**t, find some more materials, food (we're going to out by tomorrow) and hopefully a way out of here.
 
[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)

Chainsaw is a scavenging tool as much as a weapon and we'll want both functions when we're out on the scrounge. Which we need to be.
 
[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)


Fairly obvious course of actions, I think.
 
[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)
 
[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)

and now we find out the person who garrisoned the forge temple took over the mission after the inquisitor informed her that we were killed by an ork sniper, and the fleet left us behind.
 

[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)
 
[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)
-
[x] Make a bag to take with you. Smart people do not return from scouting trips empty-mechandrited.
-[x] Ration the food. Eat only half of what you have. Chances are you're not finding anything edible today, so it's better to save some for tomorrow.

EDIT: Added bag and rations as vsh suggested

Personally, I kinda don't want to fix the flaws. They are just too funny for me.
 
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[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)
 
@BurnNote
Do we need to cannibalize anything in order to fix chainsaw and 'drites?

[x] Plan Never Unprepared
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
-
[x] While you're at it, get as much clean water stored as you rationally can.
[x] Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
-
[x] Dismantle water filter for parts.
-[x] Check the disgusting (to less inquisitive minds) smudge you managed to filter out for interesting components: rust, oil, biological waste.
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)
-
[x] Make a bag to take with you. Smart people do not return from scouting trips empty-mechandrited.
-[x] Ration the food. Eat only half of what you have. Chances are you're not finding anything edible today, so it's better to save some for tomorrow.
-[x] Reroll bad critical fail on encounter roll, if any.

EDIT: We need to cannibalize something in order to fix chainsaw arm. Also checking the waste for materials.
 
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[x] Plan Never Unprepared

@BurnNote
I am not actually certain what to put a write in for the water under. Can I just assume that the wasteage is one of the types i mentioned? Or is there a roll or something i should use?

The water sludge can be used for a bunch of things and is a constantly accumliating. Putting the writein under a single option wouldnt really be an indecation of what is happening.

On a sidenote how does one make a link when asking a question like vsh has?

Edit: hu... looks like the link is automatic
 
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[x] Plan Never Unprepared
[x]Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)
-
[x] Make a bag to take with you. Smart people do not return from scouting trips empty-mechandrited.
-[x] Ration the food. Eat only half of what you have. Chances are you're not finding anything edible today, so it's better to save some for tomorrow.


[x] Plan Never Unprepared
[x]Fix your Mechandrites. You kinda left that unfinished. (Fix a number of your mechandrites, number depends on success)
-[x] While you're at it, get as much clean water stored as you rationally can.
[x] Fix your Chainsaw-Arm. Being able to cut someone apart while painting the surroundings in their blood sounds very comforting right now. (Chainsaw-Arm is functional again)
-[x] Dismantle water filter for parts.
-[x] Check the disgusting (to less inquisitive minds) smudge you managed to filter out for interesting components: rust, oil, biological waste.
[x]Scout the surroundings. You've had enough surprises for a lifetime, almost literally. You should try not to do that again. Get an overview of the surrounding land, and then you'll be able to look for more specific things. (can be taken multiple times, 2 Encounter rolls per action)
-[x] Make a bag to take with you. Smart people do not return from scouting trips empty-mechandrited.
-[x] Ration the food. Eat only half of what you have. Chances are you're not finding anything edible today, so it's better to save some for tomorrow.
-[x] Reroll bad critical fail on encounter roll, if any.
 
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I am not actually certain what to put a write in for the water under. Can I just assume that the wasteage is one of the types i mentioned? Or is there a roll or something i should use?

The water sludge can be used for a bunch of things and is a constantly accumliating. Putting the writein under a single option wouldnt really be an indecation of what is happening.

On a sidenote how does one make a link when asking a question like vsh has?

Edit: hu... looks like the link is automatic
Checking what it contains is a free action. I mostly need what you are looking for. Bit of flavor text is always nice.

After that, you can write an action of what you want to do with that stuff. I may choose to modify it, maybe split parts of into sub-votes.
@BurnNote
Do we need to cannibalize anything in order to fix chainsaw and 'drites?
No for the Mechandrites, yes for the chainsaw.

I go through the choosen actions in order, so you can get around that by putting 'scouting' first. You can also add an emphasis on looking for materials.
 
@BurnNote
Will any of those options be enough to repair chainsaw?
1. Collect enough water to last a week and dismantle water filter
2. Downgrade workshop

I don't fancy going outside armed with a shitty laspistol and non-lightning claw.
 
Edited my plan.
So, let's talk strategic goals. As I understand, reclamation fleet will be there for a while. Don't know about our nemesis, I think he's gone already. We should know if we're officially MIA or we're declared heretek and executed for that. Worth checking out.
 
Checking what it contains is a free action. I mostly need what you are looking for. Bit of flavor text is always nice.

After that, you can write an action of what you want to do with that stuff. I may choose to modify it, maybe split parts of into sub-votes.

The things i believe could be in the water were...

1) rust
Which we can process as a source of metal. Possably only after we have a source of power.

2.1) oil (flamable)
Which we can use as a high grade source of fuel. Possably allowing us to run the generator for 1 day after X days of waiting.
2.2) oil grease or lubricant
Can be used for maintenance of various machines or as a trap/ throwable to slip up enemies.

3) sewerage
We can use as a low grade source of fuel by harvesting methane emitted. Could also be thrown, or as a deterant as orcs are somewhat less likely to look neer the area that smells horrable.

4) plain sludge
Can be used to make our base slightly more camoflaged by spreading it over the door to hide it further. If we get funguses we know are eddable we may be able to grow food in it. It could also be used in a trap if it is slippery enough.


@vsh
Can you add a section to your plan where we check the composition of the sludge extracted from the water?
 
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