Don't you need to put the X in front of the plan if the GM wants to use vote tally software? I know all the ones I've seen are pretty picky about that.
[X] check the documentation, both the stuff here and the stuff we got. Also the history of this place and what should be here. Compare that shit to what we see.
[X] check the documentation, both the stuff here and the stuff we got. Also the history of this place and what should be here. Compare that shit to what we see.
[x] Plan: I am Very Smart
There is a secret compartment. You were not augmented yesterday. They thought they were clever using some obscure blueprints to build that no one had seen in years. However, your studies have shown you the secrets of basic stuctrual mechanics (at least after you bent the first attempt at the laspistol in half) so you can use your superior mind, and map all of the load bearing walls to find out what secret area must exist to handle the stuff that could not have been removed. Truly your cunning has no bounds, and with all the lascannons, soon the hidden room will have no door.
This was supposed to be an easy run and now what? You actually have to work. Fortunately that work is something of a challenge, so that's good. Obviously if there is anything, it's underground and also hidden. You have a number of ideas and a back-up plan. Back-up plan is "make enough holes with lascannons to find out if there was something of value before you blew it up".
For now, you start with a short motivational 'RUN THE BIOSCANNER. WHY ISN'T IT RUNNING ALREADY?' to Gene. Actually it may have been running already, you didn't check. Then you order an Electro-priest to find either the remnants of power cables or signs of a power plant. Either will lead you to something. Then you send Enginseer and Lexmechanic to do something pointless, like cross-checking the documentation and looking if you got the place right (of course you did!), and start working yourself.
You will have to improvise. They shouldn't see that. So, you remove a gyrostabilizer out of servoskull, plug it into the autoscribe. You have a crude seismograph. Then you place small portions of explosives all over the place and blow it one by one. You don't warn anybody, their faces are priceless. If there is something of an empty space below, you'll be able to tell. Or not. If not, Lexmechanic can run the analysis, you'll just have to disguise the graphs as something less heretical, like a product of traditional Vesuvius-pattern seismograph that wasn't properly venerated for centuries.
It's time to get to the actual work. Lesser minds would be discouraged by the state you've found the place in. You're no lesser mind, and you relish the challenge, fleeting as it no doubt will be. It may take some work, and again the lesser mind will recoil from the thought of hard work. The intelligent man (ie you) has his underlings do most of it.
For now, you start with a short motivational 'RUN THE BIOSCANNER! WHY ISN'T IT RUNNING ALREADY?' to Gene. First Golden Rule of arechoexploratoring is to follow the blood (or other bodily fluids). If something went there, it's probably interesting. If something bleed there, then it's definitely interesting, if only because you don't want to share that fate.
The second First Golden Rule of arechoexploratoring is to follow the power. And so you add an inspirational 'FIND THE POWERLINES SPARKY! DIRECTION, CAPACITY; MAIN LINES FIRST! AND DON'T WAKE ANYTHING UP YOU CAN'T PUT DOWN!'. After a moment of consideration, you clarify "THAT MEANS DON'T WAKE ANYTHING UP"
That done, you send the Lexmechanic of to do some dumb shit. Cross-check the documentation or whatever. See if he can dig up local records of the individual shipments. Latency is actually surprisingly decent, since Hoithonhogoka is just about 500km away. The Guard's Enginseers fixed only a small portion of the comgear, but it's not like there's much traffic these days. You doubt he'll get much, place is bombed to the warp and back. They might have backups in Orthanc, but you doubt he'll get access.
That only leaves your Enginseer twiddling his mechandrites. You send him off to get the supplies for a high intensity sonic geomapping. While he's gone, you remove the gyrostabilizer from a servoskull, plug it into an autoscribe and maglock it to the floor. Voila, you improvised a crude seismograph. Crude, and pointless, because you brought a few seismographs along. Well, you'd hardly deserve the title Heretek, if you didn't heretek… if you didn't commit Hereteksy… well you have to do something worth it.
Anyway, moving on. The only thing left is to decide on the placement of the sensors and charges. For that, you check the blueprints. Wouldn't want to blow up a load-bearing wall.
Once the Enginseer comes back, you put him on that. Then you go inspire your various underlings.
-**-**-*-**-*-*-**-**-
Your first result comes from Sparky. There are some major lines in this place. You're pretty sure this place used to be a power plant. Tracing the cables (and some interpolation) also gives you a pretty good idea where to look for secret underground laboratories.
Gene just tells you that there's nasty biological shit all over the place. Not a big surprise, this place housed Orks and Chaos, neither of which is renown for cleanliness. You're honestly kinda glad this place already had a spring cleaning ala Imperial Guard.
At some point, the Enginseer reports back. This place is mostly hewn from rock, so there are no load-bearing walls as such. You call back all your dudes to have a discussion about how to optimize sensor coverage and explosion spread. Their ideas are shit, and after a while you just tell them what to do.
-**-*-*-*-**-**-**-*-*-
It takes a few more hours to to place the sensors. You (that is, the Enginseer) place a few larger charges in the suspected direction of the underground structure. Inside, you actually just use an actuator to strike some metal rods driven into the rock. Less likely to activate some defense systems.
Explosive reconnaissance is the best reconnaissance.
-*-*-**-**-*-*-**-**-*-
Two more hours and your done. You've mapped a vague shape for the target, and your pretty sure you've identified the entrance. Finding the switch just means motivating your Electro-Priest for half an hour while he looks for the power line. You're somewhat surprised when the hidden door just glides open. Didn't expect it to still have power.
You carefully use your mechandrite to look around the corner into the hallway. It doesn't get shot at. Good. Light's still on. Probably good. Three autoturrets and two combat servitors? Jury's still out on that.
"INTRUDER. IN THE NAME OF THE OMNISSIAH. IDENTIFY YOURSELF. OR FACE HIS WRATH."
Can't decide between those two.
[x] Plan A Little Help From My Friends
-Hey, Gene, you heard that? Identify yourself.
[x] Plan Arrogant
-Magos Explorator Lychinus Iracundia, you dumb tin can! Now submit.
Of course, there's a bit of a trick to it. You don't just shout your designation at it. Nine times out ten, that gets you shot, because chances are, you're not on the authorized personnel list. Now, that would make recovering the contents of damaged/abandoned Mechanicus facilities a bit of pain. To solve this, most servitors have special deactivation codes. It's not widely know, because paranoia would ensure the average Magos would try to circumvent it otherwise, and make the job of all Explorators more difficult.
Of course, there are a ton of fail-safes to ensure this cannot be abused by enemies, but it'll work if the facility really is abandoned.
"DHFE-54DF-FF74; DESIGNATION MAGOS EXPLORATOR LYCHINUS IRACUNDIA; SPECIAL OVERRIDE DFDF-4511-LW-SDFFD-XX71-772N-5RFAK-5HJ1 "
"OVERRIDE CODE ACKNOWLEDGED. PROCEDE TO SECONDARY IDENT-TERMINAL"
This is the dangerous part. Because you can screw with those codes, so that they just wait until your vulnerable to blow you away. Well, nothing wagered, nothing won. You do put on three layers of carapace armor. Failure to cheat displeases the Omnissiah.
You walk down the hallway, and they all turn to track you. This is actually a good sign. If they were in 'kill the idiot' mode, most of them would be keeping firelines on the corridor to shoot any rescuers. Still, you can't deny that little bit of tension. Walking towards a gunline is never fun. You bow down before the retina scanner, and mumble sacred prayers into the appropriate place.
"IDENT CONFIRMED; EMERGENCY ACCESS GRANTED"
Ahh, the joys of knowing your job. You take a moment to reflect on how amazing you are. But the job's not done. There's still a lot of work left. Speaking of...
"What the frak are you people waiting for? Techpriests, get here and start reformatting the servitors. I want them working again in ten minutes! Skitarii, search the place! Don't get careless, there might be something dangerous still lurking!"
-*-*-**-*-**-**-**-*-*-**-
As it turns out, there wasn't. The place is abandoned. You're pretty sure it used to be a research facility. A bit more then half of it is high-power cogitator banks and the associated infrastructure. Another third is personal quarters and storage. The remaining 15% are taken up by cells and a small dissection room. The bodies in the cells have rotten pretty badly, but maybe Gene can figure something out. (gained 8 combat servitors)
You've sent Sparky to (carefully) turn the power back on, the Enginseer to set up an auxiliary power plant back in the decoy shrine, and the Lexmechanic to figure out what's on the databanks. Only one of them fucks up. Predictably, it's the only you actually give a fuck about.
At least he manages to pull something out of it. Map data, it seems, for a location in the nearby hive. On that note, the Skitarii found another exit to this place. You think you know how they kept this place supplied. And where all the deliveries went. There's a magrail, should be fairly easy to get it moving. (gained map data, mysterious data core)
Anyway, getting the rest of whatever is stored here is going to take a lot longer. And more than just a makeshift lab.
That leaves the question of what to do. Since it's physically connected, you have a claim on whatever is on the other side of the tunnel. Gene will have to stay here to oversee the, ah, 'reclamation'. You should probably leave him with some guards. And the more tech-priests you leave here, the more you can 'reclaim'.
Personal:
[]Take the train, and go find jucy tech!
[]Actually, stay here and… oh sweet machine spirit, you can't even say it. Of course you're going.
How do you split your forces (3 techpriests, 11 combat servitors, 5 squads of Skitarii):
[]write in
What do you 'reclaim' (1 action per techpriest that stays, including Gene)
[]mysterious data (locked in)
[]high-end cogitators (can be taken twice)
[]small Genetor lab
[]Autoturrets and other defensive stuff
[]general useful stuff (progress to facility upgrade)
Anything to add?
[]write in
AN: I don't even know how, but words keep happening. Also, vote by plan.