[X] Plan: Reclamier of the Lost
-[X] Heldandrer Theth - Intuitive Cyclomancer of the Divine Uplink
-[X] Male
-[X] Archmagos Veneratori - (100+) There are many above you in skill and knowledge, for the Mechancus is vast. But there are far more below you, for you have ever honed your craft. And you will never cease to do so, for you are of the machine, and the machine is immortal.
-[X] Basic two
-[X] Advanced Steel - You have replaced your crude flesh limbs with much improved mechanical ones
-[X] Advanced Steel - You have replaced your crude flesh limbs with much improved mechanical ones
-[X] Eight
-[X] Omnissian Axe - A cog shaped power weapon, a holy icon of the Machine God
-[X] Disintegration Combi Gun
-[X] Spyrer Suit
-[X] Small scale personal fabricator - a device that will consume raw materials and a large amount of power to create small to medium sized components. (Removes the requirement of taking the action Create Components once per turn.)
-[X] Unknown Device - An unknown piece of technology with unclear capabilities. You had been slowly learning its capabilities in your spare time. This device will need to be researched to discover what it is and what it does. (Quality and what exactly the unknown device is will be rolled for, but by QM fiat is guaranteed to be something at least decent)
-[X] Workmanlike - you replaced your flesh over time, as practically as possible. When you were not strong enough, you strengthened your limbs. When the air choked you, you added filters to your lungs. When that was insufficient, you replaced them altogether. The flesh is weak, and you replace it as needed. Your skill in steel is ever growing, and so you upgrade your implants as you are able.
-[X] Void Born - Born aboard a voidship, your skill in repair and maintenance brought you to the attention of the chief explorator about the vessel. They took you under their wing and elevated you out to the drudgery and endless toil of a low crewman.
-[X] Health - 1
-[X] Combat - 2
-[X] Technical Skill/Intelligence - 4
-[X] Insight - 2
-[X] Physical - 1
-[X] Imperium Tech (tech) - The technological base of the Imperium is vast. This is your ability to interact with, repair, and understand most Imperial technology. (Will maintain a minimum level of competency even if not chosen.)
-[X] Once in a Generation - Even in the vast numbers of the Imperium of Man, there are those who stand out as exceptionally intelligent. You are one of them. Sum the two highest dice for progress when you take the research action (or similar, such as learning, teaching, etc).
-[X] Unknown Archeotech - while investigating rumors of priceless archeotech, you found what you were looking for. A large device in disrepair, it must have activated despite your best efforts. Now you are damaged, in disrepair, and you do not know where you are.
-[X] Fellow tech priests - only a small part of a group of tech priests, you were with your fellows when things began to go wrong
-[X] Super Hard - Space Hulk
@Heimdall1342 Is the Disintegration weapon and Spyrer suit allowed if not I will change it.
On a related note, as I'm someone who can't find satisfaction until I've gotten a visual reference of a character due to my lack of ability to see things myself, and my utter lack of more than a budget of--at best--ten dollars a month to fuel my habits, I ran to NovelAI and hit it with my remaining cache of points to try and get at least some vague idea.
As ever with an AI, you can't get it to give you everything you want, but I did manage to get something I was mostly happy with for Rho here--at least with regards to nailing the vibe for her mecha-legs and her general features underneath all the PPE and robes.
I dunno what she's carrying and the clothing isn't remotely right, but the "short-medium brown hair and strong Nerdy Girl Next Door vibes and then once you get below the waist she's industrial equipment." I figure when it goes bipedal, the back section sort of swivels up to serve as a proper anchorage point for heavy lifting, while the legs reconfigure to be a bunch of servo-arms, which can be further customized as long as she's got some time and the right tools to put on them. They're not as dexterous as a traditional mechadendrite, but the ability to move heavy equipment if it's busted while you ask the Machine Spirit why it's being fussy is a pretty good setup, and sheer power accounts for a whole lot too. She's currently leaning towards the idea of her finalized arms being intended for fine detail work, but she's still exploring her options and building up the favors to get the facilities, schematics, and materials she needs.
That's really neat how that turned out. I wouldn't have thought of having the six additional legs kind of sitting behind while the original two are still walking mostly normally. I could see them rotating up and the abdomen section of the spider kind of attaching to her spine as an anchor point. With them being geared a little more towards strength/power, I really like the idea of them as really sturdy and kind of industrial feeling.
The best part of mechanical upgrades like this: you can always make them better or keep tweaking them.
I'm happy to allow them. Part of why I planned hard for write ins with the weapons, there's ten million specific weapons types in 40k, and I'm sure I'd miss something interesting. I also didn't want the weapon option list to be fifty items long.
I didn't know the Spyrer Suits were a thing. Super fun. Definitely not a bad thing to have with you when trying not to die on a Space Hulk lol.
Eh, I feel like going for Fancy Toys is a good way to get them broken. Good, robust artifice that is well comprehended and can endure the apocalypse is the way to go!
Spyrer stuff also presumably has some major limitation, which is why you just don't see that shit outside of Necromunda.
I will say, going through Hell and still being full Peppy Magical Girl at the end of it will be even funnier to me, but any edition of Space Hulk is pretty nasty.
Looks like youth and beauty trump age and experience this time around.
Not sure when the chapter will be up. I'm hoping to keep the chapters relatively... not bare bones exactly, but somewhat streamlined, at least. Something I can maintain without getting too overwhelmed.
You wake up. Alone. Unsure who you are. Your memory banks are damaged. The blessed steel that comprises your body is compromised. Around you is wreckage as far as you can see. You don't immediately recall how you got here or where here is.
First, you need to take stock of the situation, figure out how much you remember, and how damaged your body is.
[ ] Plan: Cute Mecha-Drider
-[ ] Sigma-Rho 03 - Ingenious Monitor of the Radiant Cog
-[ ] Female
-[ ] Trainee - (less than 20)
-[ ] Basic two
-[ ] Flesh Enhanced - Still mostly flesh, but somewhat improved
-[ ] Advanced Steel - You have replaced your crude flesh limbs with much improved mechanical ones
-[ ] Write In
--[ ] You're quite proud of your legs honestly, you spent a great deal of your training getting them just right, even at the expense of some of your other augmentation possibilities. The equations to get the balance just right where you can move about in a bipedal configuration when space is at a bit of a premium or full mobility isn't required, allowing your hind-legs to just sort of fold up and back and double as something of a servo-harness in a pinch. It's not quite as adapative as you'd like sadly, requiring you to detach the little paws for tool-arms if you're planning to spend a lot of time in the workshop, or need to do the running around and other fiddly bits, but it's still a cohesive arrangement.
---[ ] Drider-like leg configuration that can--with at least a bit of downtime--reconfigured to a bipedal arrangement with the extra legs folding up as a servo-harness array, trading off mobility and stability for greater utility.
-[ ] Mechadendrites: Sort of, your excess legs can be reconfigured into a servo-harness that isn't quite as flexible but can still get the job done if you want to trade off mobility for utility.
-[ ] Omnissian Axe - A cog shaped power weapon, a holy icon of the Machine God
-[ ] You also have laser emitters in your forelegs, they're not really any different than a laspistol but it can be a fun surprise if you need to rear up against some gribbly, pew pew
-[ ] Plate Armor - your armor is sturdy and powerful, solid plates of plasteel and adamantine cover your body
-[ ] Unknown Device
-[ ] Aesthetic: Truthfully, bilateral symmetry and the humanoid form is mathematically ideal, and nature seems to bear this out given how even xeno races try to ape it to variable levels of success, which makes it the best form to have as your foundation. Most of your greatest efforts went to the masterpiece that are your legs--what, with all the work that was needed to get you mobile in the first place as just a hive urchin that came to your Master's attention, it just made sense to work on it. That being said, there's no need to throw out things that are still working perfectly fine and dandy. Focus on what doesn't work first, take control of evolution. Cool foldy spider legs that can make you look all steppy and also helps you do your job? Wonderful! But there's nothing wrong with your arms so far that proper PPE and tools can't make up for, you can swap those out when you have the resources and material to do a proper job of it and maintain a cohesive look. Nothing says shoddy worship than making your personal temple look shabby because you were too busy trying to put on appearances.
-[ ] Hive World
-[ ] Your primary legs for bipedal locomotion and your arms need to be in functional shape, beyond that, you'll need your a axe for it's role as a tool and a self-defense weapon, then you should probably seek to keep your body and head in one piece. Everything else can be recovered with time and effort.
-[ ] Health - 2
-[ ] Combat - 1
-[ ] Technical Skill/Intelligence - 3
-[ ] Insight - 2
-[ ] Physical - 2
-[ ] Imperium Tech (tech)
-[ ] Ghost in the Machine - You whisper and they listen, often when they never would for others. Once per turn reroll a failed roll involving machine spirits.
-[ ] The Floor Gave Way - no matter how well maintained, millennia of wear still leaves its mark. And this place was not well maintained. The ground gave way beneath you dropping you hundreds, perhaps thousands of feet below. The numerous structures, pipes, and machines you impacted on the way down did you no favors.
-[ ] Astartes - Bereft of their tech marine for reasons they were unwilling to divulge and tight on time, your expertise was required by a squad of Neophyte Blood Angels, the Sons of Sanguinius
-[ ] Super Hard - Space Hulk
Here's the finalized Plan!
Space Hulks are dangerous, but sometimes they just pop up for no reason and you have to breach and clear it with whoever can get there in time, and that's not necessarily with the forces you'd want. A squad of neophyte Astartes conscripting a trainee Tech-Priest to handle what was only a moderate-risk front, and it turned out that the lack of significant expertise meant that there wasn't anyone around who could have IDed the sinkhole waiting to happen.
It also lets me gamble with having slightly less Combat in hopes of one of them maybe surviving and teaming up with us, so we can have a bit more basic technical skill while also having some powerful Machine Spirit Empathy going on.
Blocky green text scrolls in fits and starts across your vision before the motion smooths out.
Booting…
Praise the Omnissiah!
User: Sigma-Rho 03
Planetary Location: Unnamed Space Hulk
Current Location: Unknown
Status…
More information flickers across your vision but you are distracted by the pain. The meat you have not yet replaced is badly damaged. It protests as you even shift. Your arm feels warm and wet. A faint memory passes across your mind, an implant that intercepts pain signals, relaying information but removing the negative sensations. Your master had made reference to it once as an implant well worth making a priority.
You didn't. Your legs were more important. Your pride and joy. Your spider rig. There is no regret in your heart for making them first at the exclusion of all else, but that pain editor would be extremely helpful right now.
And, given the pain and damage to your meat, your spider rig is probably also in poor condition. That hurts deeply. Only in the last few months had you considered your legs complete. A thousand more tweaks, a thousand more upgrades, a thousand ways to improve, but that would come with time, knowledge, and experience.
With a wrench of focus, you redirect your attention to the text on your goggles. Much of the upgrades to your body from crude flesh to holy steel are the most simple. Machine interface, potentia coil, basic internal filters sufficient for a mildly toxic atmosphere. You've depended on external protection for what will eventually be part of you, heavy gas masks to guard your lungs, thick goggles to cover your eyes and allow for sight beyond human baseline. Bulky gloves to protect your hands and arms, thick plate armor over the rest. When your legs are converted into additional sets of arms instead of additional legs, you have all the reach/manipulation you need. Much else can wait.
The goggles seem intact, only one lens is cracked and the display still reads. You are breathing clean recycled air from your gas mask, which is a major boon. You don't know if there is oxygen here, and if there is, the Omnissiah only knows what pathogens, what poisons, what toxins are in it.
If you run everything on minimal consumption and maximal efficiency, you should have breathable air for a week, possibly as much as two or three if you sacrifice the health of your organic systems.
UserQuery: Physical condition. Status report.
Head - 97, 93, 19 - okay
Torso - 95, 27, 29 - okay
-
L Arm - 41, 27, 48 - nonfunctional but fixable
R Arm - 57, 70, 44 - low functioning, damaged but fixable
L Leg - 22, 31, 49 - nonfunctional but fixable
R Leg - 4, 57, 9 - low functioning, damaged but fixable
-
Axe - 23, 8 - broken, salvageable for parts
L S leg - 88, 24 - okay
L S leg - 28, 3 - nonfunctional but fixable
L S leg - 2, 2 - broken, salvageable for parts
R S leg - 93, 70 - okay
R S leg - 23, 57 - low functioning, damaged but fixable
R S leg - 86, 83 - okay
Laser - 61, 18 - low functioning, damaged but fixable
Plate - 60, 28 - low functioning, damaged but fixable
-
Unknown - 1 - completely ruined
Servo skull - 48 - nonfunctional but fixable
The machine spirits of your goggles repeat the information you missed promptly.
Status:
Primary Systems: Head, Torso.
--Composition: Low Level/Minimal replacements.
--Condition: Minor damage. Functioning. No errors.
Manipulation Systems:
--Primary Arms. Left Arm, Right Arm.
--Composition: Simple steel threading enhancements. Simple Bone Strengthening Procedures.
--Condition: Left Arm: Heavy Damage. Nonfunctional. Steel Threading shifted. Muscle lacerations. Multiple fractures. Major repairs needed.
--Condition: Right Arm: Damaged. Functional. Lowered efficiency. Bruising. Contusions. Minor fractures. Lowered efficiency, repairs needed.
Locomotion:
--Primary Legs: Left Leg, Right Leg.
--Composition: Full Replacement Blessed Steel Composite.
--Condition: Left Leg: Heavy Damage. Nonfunctional. Multiple servos damaged. Multiple Hydraulic Struts failed. Major repairs needed.
--Condition: Right Leg: Damaged. Functional. Lowered efficiency. Multiple servo strain. Hydraulic Strut strain. Minor Hydraulic Strut failure. Lowered efficiency, repairs needed.
Secondary Locomotion/Secondary Manipulation Systems:
--SpiderRig Limbs: Left SpiderRig Limb 1, Left SpiderRig Limb 2, Left SpiderRig Limb 3, Right SpiderRig Limb 1, Right SpiderRig Limb 2 , Right SpiderRig Limb 3
--Composition: Blessed Steel Composite.
--Condition: Left SpiderRig Limb 1: Minor damage. Functioning. No errors.
--Condition: Left SpiderRig Limb 2: Heavy Damage. Nonfunctional. Major repairs needed.
--Condition: Left SpiderRig Limb 3: Extreme Damage. 57% missing. Non-repairable. Salvage for components.
--Condition: Right SpiderRig Limb 1: Minor damage. Functioning. No errors.
--Condition: Right SpiderRig Limb 2: Damaged. Functional. Lowered efficiency, repairs needed.
--Condition: Right SpiderRig Limb 3: Minor damage. Functioning. No errors.
Weapons Systems:
--SpiderRig Leg Attachments: Las Emitters
--Composition: Low Tier Las Weapon Attachment.
--Condition: Damaged. Functional. Lowered efficiency, repairs needed.
Armor:
--Composition: Plasteel Composite Plating
--Condition: Armor Integrity 60%. Damaged. Functional. Repairs needed.
Which leaves… your servo skull, your axe, and the unknown device you've been dragging around with you to study in your spare time.
You shift slightly, trying to figure out how much motion you have available to you. It does not feel good. You groan as the meat shrieks when you move, before clamping down hard on the noise. You don't know what is around you.
By the Third Binary Cant that hurts.
You stagger to your feet. At least those of which remain, you realize, as you list heavily to the left. The pain spikes. Even the slightest jolt of your left arm feels like razors shifting within the muscle. You look over yourself to verify what your brief diagnostic told you and wince. Your left side clearly took the brunt of your fall. Only the foremost spider leg on your left side is working at all, though it seems in good condition. Half of your left rearmost spider leg is missing entirely past the first joint. The center left spider leg and your humanoid steel front leg are currently non-functional, though you think you can get them working again.
Your left arm is not in good condition. The steel threading you used to strengthen it has worked against you here, yanked out of place in your fall, and shredding the muscle behind it. It will be delicate work enacting the needed repairs. Delicate work, and time consuming, time which is in extremely limited supply. The flesh is slick with blood below your armor, and you are grateful that the weight of your body on the arm has slowed the bleeding enough that you are not dead. That would be an embarrassing way to die.
Your right arm is damaged, but working, (contusions and minor fractures) as are two of your right legs (spider leg 2 and your humanoid right leg). Spider legs 1 and 3 (front most and rear most) are functioning entirely, which is good, because you'll need as much as you can get.
Exposed wires scrape against rusted steel, causing you to wince.
Your poor beautiful symmetry on top of all of this. One side is near nonfunctional, the other mostly working. How hateful.
How dangerous is your landing location?
Rolled: 76: You are alone. No environmental hazards. Nothing is actively trying to kill you.
You try to figure out where you are. Things had happened very quickly. A group of five Astartes Blood Angels had approached your master and requested "tech priest assistance" in a search and potential recovery action. The first you heard of it was when the squad leader entered your workshop, presented credentials from your master. Then you were swept off into their shuttle.
No explanation was given to you.
From what little you were able to pry out of the space marines, they are neophytes soon to be officially made Scouts. They had been expecting a rendezvous with another squad. It seems that the rendezvous was some mission to prove themselves before becoming Scouts. But the second squat never arrived.
You have been recruited for a rescue and retrieval mission. They are unhappy to need you, their tech marine is on the other squad.
Some time later, the piloting marine announced touchdown on an unnamed space hulk. This is a space hulk?! They could have at least told you that much, you would have brought so much heavy weaponry!
You were escorted off the shuttle into a ruined shuttle bay. Next to the shuttle you had exited was another shuttle of the same make. Used by the other squad, you assume.
As the tech priest dragged into this mess, you imagine your role is to interface with or repair any complex technology the space marines are unable to. Especially given their lack of tech marine in the squad.
Not long into the expedition had come the abrupt sound of metal groaning and the floor gave way. From the deep note of the groans and the way the entire section of the ship shifted, it is likely an entire chunk of the ship gave way. You saw more than one of the Astartes go down with you. Several impacts against walls, pipes, and conduits rattled your skull before a particularly violent hit took you offline.
Just how far did you fall? Around you is blackness, the only sound is that of faint grinding and humming of the space hulk and the occasional ping of fragments of ancient failing vessels falling unknown distances. This doesn't appear to be anywhere you recognize. If a large section of the ship shifted, it may have flung you far afield when it stopped. With that much kinetic energy even partially transferred to your body, it's astounding you made it out with as little injury as you did.
You remain ever grateful for the Machine. Broken parts may be replaced and maintained, ruined flesh can be removed so that something better may take its place. You will likely be taking advantage of that gift of the Machine God.
A mental flick causes the lenses of your goggles to shift to low light mode, allowing you a reasonable measure of vision in the lightless area. You partially charge your las emitters, preparing rapid action if necessary, before allowing them to power back down. They charge at the expected rate, but the capacitors are shot; the charged power rapidly drains away if not used. That would be the damages your readout was referring to. Still usable, but damaged.
You look around for the rest of your things as well as for evidence of any of the Astartes ending up where you did. You appear to be alone, dust still choking the air. You can't see any actual edges to the room you are in, just piles and piles of steel plating, massive cables, and rusted structural supports that crashed down with you. Much is disturbed, but it also looks like a large amount was already down here before you fell, the vast millenia wearing away at the great ship.
Not seeing anything immediately, you try to connect with your servo skull in hopes of greater reach for sensors.
Establishing connection…
SRV-SKL-01LZ connection established.
Antigravity generators offline. Sensors offline. Location Systems offline. Power cells damaged. Power at 3% and dropping.
Not good. If it goes offline entirely it will be even harder to find with no light or signal to follow.
You ping SRV-SKL-01LZ, looking around for any response.
Some hundred meters away you see the faint red light you associate with SRV-SKL-01LZ's optics. You mark your current location in the simple map your passive sensors have begun tracing in your memory banks. This would normally be a passive job performed by SRV-SKL-01LZ around you when not given specific direction, but with its damages and low power, this will be your job. The integrated auspex within your systems is not as precise as those within your servo skull, but they will be sufficient for the task. You start to move towards SRV-SKL-01LZ but you've barely begun moving before the rough motion causes the pain in your arms to spike.
Your one working left limb is working hard to make up for its lack of fellows. It holds up well; you are proud of your workmanship, but one leg against four makes your gait lurching and uneven. You can move, but it would be smart to make repairs as soon as possible, or perhaps shuffle the limbs from one side to the other.
In the meantime, you need to deal with the pain. You pull a small medkit from a compartment within your side, then clumsily press an injector into your left arm. The powerful painkillers turn the shriek of meat into a faint throb and the coagulants turn the increased dripping into a slow trickle and gradual stop.
You take a moment to gather what loose cabling you can find around you, binding your non-functional left limbs to your frame to hold them in place and prevent dragging.
Immediate pain and damages somewhat dealt with, you move more slowly, carefully picking your way through wreckage to what you believe to be SRV-SKL-01LZ. And you are correct. You pick it up delicately from the ground, grateful that it wasn't smashed under debris. For that matter, you're grateful that you weren't smashed under debris.
You affix SRV-SKL-01LZ to your shoulder, then pull a loose power cable from below your armor. With some difficulty, you are able to connect it to your potentia coil. That won't fix the sensors, but at least it won't go offline until you've had a chance to properly diagnose and repair it.
You are grateful that this servo skull survived. Traditionally, servo skulls are fabricated from the skulls of those who have served the Omnissiah most faithfully, that they may continue their service after death. SRV-SKL-01LZ was built into the skull of the closest thing you had to a friend in the underhive, Lizbet. Common self interest is the most a person can hope for in a hive city, and you both desperately wanted something better. Together the two of you worked ceaselessly so that you could take advantage of the moment when it arrived.
But by the time that opportunity came, she was dead. You brought her with you, as best you could, so that she could see everything beyond the hell you could not escape together.
Lizbet is still with you, even in this new hell.
That leaves your Omnissian Axe, gifted to you by your mentor far earlier than most, and the unknown device you've been investigating. You return to the site of your waking to begin your search. Unfortunately, neither your axe nor the device have lights like your servo skull, which will make this more difficult.
In the dent left by the impact of your body, you see something strange. There is a two foot perfect hemi-sphere cut out of the debris. Next to it lies the other half of your missing left hind leg, a perfect smooth cut at one end. You look at the stump of your missing leg and see that same smooth cut. Within the hemi-sphere lies a marble.
What in the Name of He who sits on Terra…?
Then you realize. With the way your body was lying when you regained consciousness, that was roughly where the unknown device sat in its case on your body. You have no idea what it was or what it did. To an extent, that was the whole point. The fall must have damaged or activated the device, which compressed everything within two feet into a sphere the width of your finger. Esoteric effects of unknown technology are not unexpected, but this wasn't anything you might have anticipated. Have you been walking around with a live and unstable grenade on your waist for months? You shiver, deeply unsettled.
Unfortunately, there isn't much better news when you find your axe. It takes you much longer, but you are eventually able to see the handle of your axe sticking out from a pile of rubble nearby. The head of the axe is crushed beneath plating, the handle warped and the complex machinery badly damaged. You are not so foolish as to thumb the activation switch. It will need a full inspection; the rites of repair or salvage and the canticles of investigation will need to be performed. Were you to simply activate it for your own selfish reassurance in the vain hope that it will still function, the channels of the motive force within the axe might be damaged and ruptured. The motive force would slip its bounds within and ruin any chance you have of repairing the axe.
This is a humiliation. The Omnissian Axe is granted only to those who have proven themselves. You had not thought yourself worthy, but your master granted it to you regardless, clearly seeing something in you that you did not.
And you have broken that trust just as surely as your axe is crushed.
You continue your search, looking for anything else there is to find. But you only see wreckage, dust, and silence.
There is no sign of any of the Astartes around you, and you've recovered as much as you can.
Now what.
You know you have at least a month, possibly more, before the space hulk reenters the warp. This time frame is based on comments from the Astartes, though where their expectations came from, you don't know. Generally space hulks have some level of indication before they vanish again into the warp, so presumably some readings based on those indications. Past that, you have no idea how long you have.
You need to get out of here, and if you can't do that, preparations need to be made. You are unlikely to need food for two to three weeks, but after that your mechanical systems will not have enough to maintain the biological parts of your body. You have sufficient oxygen for a similar amount of time. Resources are extremely limited. If you fail to escape before you are dragged into the warp, you will need a defensible position, weaponry, tools, as many resources as you can get your hands on. If any of the Astartes are still alive, they would be good allies for all that they stonewalled you, but you need to find them first.
END TURN ONE
Current Location: Landing Site. Location unknown. No current known immediate threats.
Physical Status:
Head - Functioning, undamaged
Torso - Functioning, undamaged
L Arm - Nonfunctional but fixable
R Arm - Low functioning, damaged but fixable
L Leg - Nonfunctional but fixable
R Leg - Low functioning, damaged but fixable
Axe - Broken, salvageable for parts
L S leg - Functioning, undamaged
L S leg - Nonfunctional but fixable
L S leg - Broken, salvageable for parts
R S leg - Functioning, undamaged
R S leg - Low functioning, damaged but fixable
R S leg - Functioning, undamaged
Laser - Low functioning, damaged but fixable
Plate - Low functioning, damaged but fixable
Unknown device - Unsalvageable
Servo skull - Nonfunctional but fixable
Primary Base of Operations: None
Base Defense Level: None
Base Research/Manufacture Bonus: -2 (no base, no bench)
Current Resources:
Ruined Axe
Damaged Servo Skull
Basic Tools
Basic medical supplies
Goggles
Gas Mask
You have no components/parts
Workbench: None. You are capable of manufacturing at a level of CRUDE quality. Your skill allows you to manufacture at a level of IMPROVED quality if you have a workbench of IMPROVED quality.
Turn 1 Vote:
Initial turns will take one week, with one action per day, resulting in 7 Action Points per turn. Later on, turns will be longer than one week, at which point the specifics will change regarding actions and AP
Actions are not exhaustive. When putting together a plan, write ins are allowed if shown actions do not cover something you want to do. QM reserves the right to approve/reject write ins on a case by case basis.
Some actions and quest mechanic connections may be shifted if they aren't working the way I'm hoping they will.I may bail on some of this if it turns out more complicated than I wanted.
Actions are currently a work in progress and will continue to be refined as things continue
I'm sure I missed something. Let me know and I'll clarify and try to update Actions/explanations for next turn.
I'm trying to not bog this down overly much with too much detail, but also be clear about requirements. Generally, you can make Imperial tech to a decent complexity. Making things requires a level of manufacturing ability to reach a level of quality. You have a level you can reach based on knowledge. Quality/Complexity is limited based on manufacturing facilities/workbench and on your knowledge. Currently, you have no work bench, quality is limited to CRUDE. You are knowledgeable about Imperial Tech. You are limited to IMPROVED quality items. Your knowledge can be improved through research actions. Making things requires parts and resources.
You get the gist. You need parts and a place to make things, and you need to know how to make them.
ACTIONS -
You have 7 AP
You have + 2 AP from SpiderRig Mobility Mode for Exploration Actions
Your SRV-SKL-01LZ has 0 AP for use in minor actions such as scouting, scanning, mapping, or patrolling. When functional, SRV-SKL-01LZ has 2 AP.
Actions that cannot currently be taken have been crossed out.
Goal - For flavor, more than anything else. This will impact how Sigma-Rho 03 is dealing with her situation.
[ ] Leave This Place - The hell with all of this. This is one of the worst places for the unprepared, and you are one of them. Get out. Get out with all speed.
[ ] No Forge World Stands Alone - You alone are insufficient. Find the Astartes, find anyone alive and sane in this hellish place. Gather allies and strength, carve out a place in this nightmare to survive until you can escape.
[ ] The Weakness of My Flesh - Let the space hulk have them. You've barely begun to better yourself as a Priestess of the Faith. Replace the crude flesh that remains and reforge yourself into something that can survive and thrive even in this forsaken place. You'll take allies if you can get them, but if not, you will survive however you must.
[ ] Bunkers and Cannons and Spikes, Oh My! - The danger and risk of a space hulk requires entire kill teams of space marines, dozens of Skitarii, multitudes of Archmagi. As much fire support as you can manage. But you are alone. You will find a defensible location and fortify it until even Rogal Dorn would find it acceptable.
The current quality/tech level goes:
CRUDE->BASIC->IMPROVED->ADVANCED->ADVANCED+->ARCHEOTECH
CRUDE - Better than nothing, but worse than the original limb
BASIC - About as good as a flesh limb, but better because its made of metal
IMPROVED - Better than a flesh limb in almost every way
ADVANCED - Vastly superior to a flesh limb
ADVANCED + - Tech at a level only produced by highly skilled artisans and archmagi. It's not Archeotech, but might appear so to the unenlightened
ARCHEOTECH - Produced in the Dark Age of Technology, this cannot be replicated, only used, and only rarely repaired
Above ADVANCED require an example to learn from
Higher quality items typically require more AP to manufacture
Base - your base of operations. Necessary for any kind of long term survival.
[ ] Create Base (Short term) 1 AP. A short term base provides low bonus and is limited in potential upgrades and defenses. It can be built, torn down, and moved fairly quickly. Requires a location to build.
- [ ] Landing Site: a massive open room full of debris. What this place once was, who can say.
[ ] Dismantle Base (Short term) 1 AP. Dismantle your short term base for reuse or relocation. [ ] Create Base (Long term) 4 AP. A long term base provides greater bonuses as well as higher potential for upgrades and defenses, but takes longer to set up, take down, or move. quires a location to build.
- [ ] Landing Site: a massive open room full of debris. What this place once was, who can say. [ ] Dismantle Base (Long term) 4 AP. Dismantle your long term base for reuse or relocation. [ ] Increase Defenses - Increase the quality of existing defenses.
- [ ] Select Defenses to upgrade.
- [ ] Create Additional Defenses 1 AP per defense action - Construct defenses not already integrated into your base requires an existing base.
-- [ ] Steel Debris Walls
-- [ ] Steel Debris Spikes
-- [ ] Fire Zone/Chokepoints
-- [ ] Build Gate (Steel Debris)
-- [ ] Pit Traps
-- [ ] Write In -
[ ] Build Shrine 1 AP - there are many interpretations of the Machine God, many methods of worship. You must have someplace to pray. Build a shrine at which you may meditate and pray without distraction.
[ ] Build Workbench (CRUDE) 1 AP - Does not require a base. Workbench of higher quality than CRUDE requires better materials and a base. Items may be manufactured up to the quality level of the workbench they are made on.
[ ] Upgrade Workbench Quality 1 AP per level of quality - Increase the quality of your workbench by one level. Each level requires more resources than the prior level. Each level provides additional bonus to research and manufacturing options.
[ ] Make base airtight - Requires base. Requires enclosed base. AP requirements based on size and quality of base.
[ ] Write In -
Manufacture: Manufacturing from scratch requires components. Components can be created at 1 AP per 1 Component or at better ratios with better workbenches (subject to adjustment) or recovered from technology. Upgrades also require components. You are capable of manufacturing items to a level of quality and complexity of IMPROVED. Items may be manufactured up to the quality level of the workbench they are made on.
CRUDE technology can be assumed to require 1 component.
[ ] Manufacture Weapons: At Tech 3 , you can manufacture most Imperial weapons that are not considered secret by their creators, though higher complexity weapons have the chance of failure.
- [ ] Write In -
[ ] Manufacture Bionics - Build something to make your body better. You have the the knowledge and ability to manufacture bionics of IMPROVED quality. These are bionics that are better than the parts they are replacing. Higher quality bionics than IMPROVED require research first. Requires a workbench of BASIC or higher quality. With your current facilities, you can only manufacture CRUDE quality bionics. Though that may at times be better than nothing at all.
- [ ] Integrated Tools (BASIC) 2 AP - Requires BASIC quality workbench. Allows the creations of items of BASIC quality without the use of a workbench at double standard AP cost. Can be upgraded past BASIC, though research is required.
- [ ] What Bionic? (Organs, Limbs, Mechadendrites, etc.) Write in -
[ ] Upgrade Bionics - Take a special upgrade action or increase the quality of your bionics. Can only upgrade to IMPROVED level currently.
- What Bionic? Write in -
[ ] Install Bionics (requires uninstalled bionic)
- [ ] Mechadendrite(s)
- [ ] Which Bionics? Write In
- [ ] Replace Organs - (requires uninstalled bionic organ(s) You have the knowledge to replace most of your body with bionics on an IMPROVED level.
-- [ ] Which Organs? Write In
[ ] Create CRUDE air generator/extractor 1 AP - Your internal air supply and recycling will not last forever.
[ ] Create CRUDE corpse starch processor 1 AP - Corpse starch is a mainstay on hive worlds for a reason. A simple device which intakes biomass (usually corpses, hence corpse starch), processes, purifies, and refines it, and results in variable quality nutrient output.
[ ] Create CRUDE bio sludge/algae farm 1 AP - Allows the creation of nutrient output and oxygen through algae. Requires more effort to maintain than an air generator or corpse starch processor.
[ ] Create backpack/sled/cart 1 AP - Fashion a crude method with which to carry things with you. [ ] Create CRUDE Skitarii 10 AP - Requires skitarii subject for conversion. Creates a CRUDE skitarii, capable of poorly performing combat or defensive tasks. Gain 3 AP for simple combat/defensive tasks.
[ ] Create CRUDE Servitor 5 AP - Requires subject for conversion. Creates a CRUDE servitor, capable of simple tasks at a slow pace. Gain 2 AP per turn per servitor for simple tasks.
[ ] Make components 1 AP/Component - Make the more complex parts needed for technology from more base resources. Can be taken multiple times.
[ ] Write In -
Repair - 1 AP - Repair two items (bionic, weapon, device, etc) one level. Non-Functioning ->Low Functioning ->Functioning. Broken items can only be salvaged, inspected, or researched.
[ ] Repair Bionics
- [ ] Which Bionics? Write in -
[ ] Repair Las Emitters
[ ] Repair Tools - Repair which tools?
[ ] Repair Servo Skull - When functional, SRV-SKL-01LZ has 2 AP to be used in
[ ] Write In -
Salvage - bionics, item, etc - Reduce a device to its component parts for reuse.
[ ] Salvage Omnissian Axe - recover 1 x component, 1 x power weapon core.
[ ] Salvage Broken Item 1 AP - Write In -
[ ] Salvage Unbroken Device 1 AP - Write In -
[ ] Write In -
Research - CURRENTLY LOCKED
NOTE - I'm going to be locking Research for the first few turns due to in universe time constraints, unless there is sufficient desire from the readers.
Research covers long term learning projects. Each research project can have as many AP dedicated to it as you have AP. Each AP will result in 1 roll for progress using Tech/Int (in this case Bo3) with any relevant bonuses (currently Imperial Tech).
Simple or known repairs and manufacturing can be done without research actions. Things you don't know how to do will need to be researched first.
[ ] Bionics
- [ ] Improve SpiderRig swap speed - At this point, it takes a day of effort to change your SpiderRig from legs to arms. Much of that fine tuning the changes. If you fine-tuned the process, you could cut that down to half a day or even less. If you focus on upgrading the SpiderRig itself, you might even be able to change mode at will. An invaluable feature at any time, but even more so now, with danger at every moment. If only you can find the time to figure out those changes.
- [ ] Improve organs (basic) - You are no Biologis, but you know the theory. With time and effort, you could figure out ways to biologically upgrade the meat that currently keeps much of you running. Or at least, figure out how to repair it and keep it running at it's current level.
- [ ] Upgrade Bionics - You know how to make bionics that are better than flesh. Now it's time to learn to make bionics better than that. Learn to make bionics at ADVANCED quality. Allows you to make better bionics.
- [ ] Quality Upgrade - Quality Upgrade will improve the threshold of damages for the upgraded parts, ie the point at which undamaged/damaged but fixable/nonfunctioning but fixable/unrepairable change. Sturdier bionics
- [ ] Increase Modularity - If you redesign your bionics so that parts can be more easily swapped out, you can more easily repair yourself. Increases effect of repair action.
[ ] Integrated Tools (IMPROVED) - Allows the creations of items of BASIC quality without the use of a workbench. Can be upgraded
[ ] Crude Clone Vat - You need more hands, more labor, more ability to do things. You know the base theory of cloning, but you've never done it from scratch before. Apply your knowledge to create a Crude Clone Vat. Any clones grown will be low quality and prone to numerous issues. A Crude Clone has limitations on what alterations can be done with the developing clone.
[ ] Inspect/research a broken item - while it may never serve its original purpose, you might still learn from it. Advance research towards constructing a specific object as well as your general knowledge of that type of device (eg study a broken las pistol, learn how to make las pistol, las tech, and imperial tech. General knowledge gains are slow.)
[ ] Create blueprint - You need to build it. But you don't know how. Figure it out and record your notes for later reference. Allows creation of a device or item you currently do not know how to make.
- [ ] Write In -
[ ] Write In -
Personal Betterment - on a fundamental base level, you may not be enough. You are going to make yourself better. Personal Betterment involves figuring out and implementing ways to improve yourself. Personal Betterment functions like a Research action
[ ] Trait Gain - you need to change how you approach things fundamentally. Rebuild yourself, fundamentally change your view of the world, shift your methodology. Gain or upgrade a Trait. The Trait Gain research action will generally be the MC figuring out how to implement a change she wishes to make. An action will then become available to implement that change. Certain Traits, generally those involving backstory or specific events, are not possible to attain in this fashion. In the case of major events occuring over the course of the quest, it may be possible to gain an associated Trait. This availability will be noted when it occurs. - [ ] Event Trait - Double Down - Something happened. And you have changed from it. Double down on that change, you consider it a lesson worth keeping. Gain Trait.
- [ ] See CC for traits
[ ] Skill Gain - your skills are not enough. You need to be better. Gain or upgrade a Skill.
- [ ] See CC for skills
[ ] Increase Stat - Increase a base stat by one.
- [ ] Select Base Stat -
[ ] Expedition - When going on an expedition, select how you want to tackle it: fast but loud, slow but quiet, middle approach. Normally you will also select resources to take with you, but you don't really have that right now.
Locations with have different levels of resources, sublocations, potential caches of technology, enemies, and very maybe allies. You can explore a location multiple times as you are unlikely to find everything in one expedition. When a location is fully explored, it will be marked as such. However, you can never know everything, and circumstances may change. This may or may not be marked.
How are you exploring? (If multiple expeditions are occurring, select speed for each expedition)
- [ ] Fast but loud 1 AP
- [ ] Middle ground 2 AP
- [ ] Slow but quiet 3 AP
[ ] Scouting - scout a location. Provides basic information on an area, including a general idea of resources, enemies, locations, hazards
- [ ] General Location
-- [ ] North of your current location
-- [ ] South of your current location
-- [ ] East of your current location
-- [ ] West of your current location
-- [ ] Above your current location
-- [ ] Below your current location
-- [ ] Back the way you fell
-- [ ] Write in -
- [ ] Specific Location -
-- [ ] Write in -
[ ] Mapping - like scouting, but goal of mapping location. Must be in a scouted location. Maps of an area decrease travel time and increase likelihood of finding useful items
- [ ] Write in -
[ ] Explore - look around a location for unfound resources, etc. The narrower your focus, the more likely you are to find things, but also miss out on other locations. Location - massive section, ship, deck, section of ship, room. The larger the area, the more AP required. - [ ] The room you landed in. All you know is that it's big and full of large debris.
- [ ] Write in -
[ ] Search for [SPECIFIC THING] in [GENERAL/SPECIFIC LOCATION/SPECIFIC DIRECTION] - impacts what you find. Chances of finding SPECIFIC THING is increased, chances of finding other things is decreased. Does not allow you to find SPECIFIC THING in locations where there is no SPECIFIC THING.
- [ ] Short term base
- [ ] Long term base
- [ ] Defensible location
- [ ] Seek Astartes. What happened to them. Neophytes or not, hostile or not, they'll be very helpful in not dying and getting out of here. How are you looking for them?
-- [ ] Back track. Follow the path of debris and path you fell. With luck, it won't be too convoluted and difficult a path. Though depending on luck is rarely worth it.
--- [ ] Use Astartes comm signal - You were connected to the Astartes comm network so they could relay commands. You've lost connection currently, but you can probably use that to try to track them down.
--- [ ] Use shuttle comm signal - Through the Astartes comm network, you had been briefly connected to the shuttle's machine spirit. You'd have to reverse engineer the connection, but you might be able to look for the shuttle instead. It'll be harder than using the Astartes signal, but the shuttle won't be moving. Probably. You hope.
[ ] Investigate - similar to general exploration action, this is focused on information over resources. Information can also be a result of a general expedition.
- [ ] Investigate what/where?
[ ] Flee - The situation is dire. Grab what you can and go. Hopefully its a better place than your current location. Gain bonus to speed and increase likelihood of escape from whatever you're running from.
- [ ] Flee in which direction?
Other Actions -
[ ] Cocoon 1 AP. May be taken multiple times as preparation - There's no chance of survival. No way to survive this place. Find a secret location. Fortify it as much as you can. Hide it even better. Convert your bionics for efficiency. Build the best stasis device you are capable of. Put yourself into hibernation and wait until the situation is less dire. You are unlikely to survive, but you think your chances are better this way than any other. You may set conditions on waking, at which point turns will be made based on rolls seeing if those conditions are met. You'll probably die, but at least it will be a quiet death rather than being torn apart from the horrors of the warp. Probably. You hope.
[ ] Flee 1 AP. May be taken multiple times - Run. Run and never look back. Find the shuttle that brought you here at all costs and leave this place. If failed, difficulty will shift before the next roll based on the prior roll.
[ ] Pray 1 AP. May be taken multiple times - You worship the Machine in action, thought, and deed. Spend time beseeching the Machine God for guidance and assistance. May help. May not. The Machine God helps those who help themselves, and a cog that continues its duty no matter the circumstances is worthy of emulation indeed.
- [ ] Select location for prayer or rites:
[ ] Change bionics location - the locations of your bionics on and in your body are not fixed. Change the location or attachment points of your bionics. Useful if imbalanced or hiding potential weak points.
[ ] Swap SpiderRig Mode 1 AP - Currently Mobility Mode. Ignores terrain debuffs. Grants an additional 2 AP for Exploration actions.
- [ ] Swap to Manipulation Mode. Allows the use of additional weapons in combat and an additional 2 AP for Manufacturing actions.
-
A/N: Not sure how I want to tackle research projects just yet. It's more intended as an over time sort of thing, and I don't know how I want to implement that for turns that are only one week long.
I'm going to leave as is for now unless there is a lot of interest in research projects the first few turns.
Let me know if there's any glaring errors and I'll get on that at some point. Also formatting issues.
I am kinda annoyed that the starting item was destroyed, like I would be fine if we just lost it and needed to find, but for it to be gone... I mean dice gods are capricious but still
Nice, while losing our Mystery Box completely hurts me in the soul, our physical condition is... Bad but salvagable for the most part, and our starting position is not the worst it could be, most of our damage is fixable (I guess our fucked up arms will just heal on their own? One of the few upsides of being fleshy still?)
@Heimdall1342 , do we need Components to do repairs? Or any facilities or anything? And will the flesh parts just heal on their own presuming they're not damaged beyond repair?
I am kinda annoyed that the starting item was destroyed, like I would be fine if we just lost it and needed to find, but for it to be gone... I mean dice gods are capricious but still
I know, right? I didn't even know what it was yet. I figured for a nat 1 that "some kind of tech/warp bs that compressed two feet around it and itself into a marble" would be a good result, but man. At least a couple turns of studying it before fucking up and having the same result would be nice.
The axe also made me sad. It's got salvageable parts, but I love the Omnissian Gear Axe so much. Such a vibe.
Nice, while losing our Mystery Box completely hurts me in the soul, our physical condition is... Bad but salvagable for the most part, and our starting position is not the worst it could be, most of our damage is fixable (I guess our fucked up arms will just heal on their own? One of the few upsides of being fleshy still?)
@Heimdall1342 , do we need Components to do repairs? Or any facilities or anything? And will the flesh parts just heal on their own presuming they're not damaged beyond repair?
My intent with components was to make "turn pile of rusted junk in a functioning device" slightly more so than just that.
I want to say that logically repairs should require components, but at the same time, what you could salvage from damaged bionics would probably more or less allow you to make that same bionic.
Thus, unless it ends up breaking mechanics later, repairs DO NOT require components.
For fleshy/meaty repairs/healing, I'm going to treat that the same as bionics/tech repairs. Wounds still need to be treated, steel wire reinforcement yanked through flesh still needs to be put back into place for proper healing, that sort of thing. If flesh wounds could reasonably be expected to heal, ie cuts, minor fractures, contusions, those will heal naturally over time. For more complex injuries, ie broken bones, damaged bionics within flesh, those will need to be treated/repaired as even if they heal (such as the steel threading in your left arm), that arm is still all kinds of fucked up.
For hard mechanics, organic components heal from "damaged but functional" to "undamaged" over the course of one turn, then to 100/100 the next turn.
Non-functional but repairable organic bits require a repair action (but only one repair action) to be made fully functional and 100/100 again.
No facilities required for repairs. Potentially for higher quality bionics and items later on, but I'm not set on that. Having facilities for repairs will probably allow more repairs per action point used.
I'm not sure how loose or hard I want to go with the limb health and repairs. Going for more solid mechanics requires a lot more nuance and detail that I like but don't want to get stuck in the weeds with. But I also don't like being handwavey and going "eh you probably lost a limb there".
The current limb damages is a "so how messed up did you get exactly? Ouch" kind of thing. So I'm not 100% married to it as a health mechanic if that makes sense. But I also like it, but I'm unsure how in depth I want it to end up. Don't wanna accidentally bite off more than I can chew.
Got it, all in all, our condition looks a lot worse than it is, and the good news about the Axe is that we can probably straight up replace it I think? The only thing I don't think Rho has the ability to build on her own is the Power Field, and those parts look to be recoverable?
Goodness but I'm happy our condition isn't as bad as it could have been, and taking the bonus to Imperial tech means we can glue ourselves back together without too much trouble, and iterate further from there.
So, we'll need 4 AP to fix everything that can be fixed, which also gets us our lasers back so we can at least defend ourselves, we get 2 free exploration AP which we should spend trying to get more dudes, and from there it's mostly a matter of seeing what our options are.
I know, right? I didn't even know what it was yet. I figured for a nat 1 that "some kind of tech/warp bs that compressed two feet around it and itself into a marble" would be a good result, but man. At least a couple turns of studying it before fucking up and having the same result would be nice.
The axe also made me sad. It's got salvageable parts, but I love the Omnissian Gear Axe so much. Such a vibe.
Dice were very unkind with that; maybe with a prayer to Omissiash, we could repair the Gear Axe.
I know that is just me complaining, but this kinda of made the character creation part that involved them worthless. Are being damaged by the fall? Yes, I can accept that, but the stuff we took because we wanted to use being destroyed, not damaged, not lost (and in need to be found) but destroyedbefore we even started a first turn? It is, at least to me, a poor game/quest mechanic, it isn't a consequence of our choices (because all of the starting scenarios would make us roll for starting damage), but a wim of the dice.
I am sorry that I complain about it, I understand that nat1 is a bitch but it vexes me greatly especially since it goes against the spirit of the character creation in general-
- and this particular in specific, device that did absolutely nothing for the plot is not "at least decent".
...
...
I... am finished with that, any way. The plan
[] Plan: We are alone in a space hulk, duck.
-[ ] No Forge World Stands Alone - You alone are insufficient. Find the Astartes, find anyone alive and sane in this hellish place. Gather allies and strength, carve out a place in this nightmare to survive until you can escape.
-[ ] Build Workbench (CRUDE) 1 AP - Does not require a base. Workbench of higher quality than CRUDE requires better materials and a base. Items may be manufactured up to the quality level of the workbench they are made on.
-[ ] Pray 1 AP. May be taken multiple times - You worship the Machine in action, thought, and deed. Spend time beseeching the Machine God for guidance and assistance. May help. May not. The Machine God helps those who help themselves, and a cog that continues its duty no matter the circumstances is worthy of emulation indeed.
--[ ] Select location for prayer or rites: How to fix Gear Axe as to you it seems beyond saving
-[ ] Salvage Broken Item 1 AP - Write In: L S leg - Broken, salvageable for parts
-[ ] Repair Las Emitters 1 AP
-[ ] Repair Servo Skull - When functional, SRV-SKL-01LZ has 2 AP to be used in 2 AP
-[ ] Expedition - When going on an expedition, select how you want to tackle it: fast but loud, slow but quiet, middle approach. Normally you will also select resources to take with you, but you don't really have that right now.
--[ ] Slow but quiet 3 AP
--[ ] Seek Astartes. What happened to them. Neophytes or not, hostile or not, they'll be very helpful in not dying and getting out of here. How are you looking for them?
---[ ] Use Astartes comm signal - You were connected to the Astartes comm network so they could relay commands. You've lost connection currently, but you can probably use that to try to track them down.
[X] Plan: Help, help! I'm being oppressed by the darkness!
-[X] No Forge World Stands Alone - You alone are insufficient. Find the Astartes, find anyone alive and sane in this hellish place. Gather allies and strength, carve out a place in this nightmare to survive until you can escape.
-[X] Create Base (Short term) 1 AP. A short term base provides low bonus and is limited in potential upgrades and defenses. It can be built, torn down, and moved fairly quickly. Requires a location to build.
--[X] Landing Site: a massive open room full of debris. What this place once was, who can say.
-[X] Create CRUDE bio sludge/algae farm 1 AP - Allows the creation of nutrient output and oxygen through algae. Requires more effort to maintain than an air generator or corpse starch processor.
-[X] Build Workbench (CRUDE) 1 AP - Does not require a base. Workbench of higher quality than CRUDE requires better materials and a base. Items may be manufactured up to the quality level of the workbench they are made on.
-[X] Repair Bionics (4 AP)
--[X] Left Arm, Left Leg, Right Leg, Servo Skull, Laser Emitters, Plate
-[X] Expedition
--[X] Middle ground 2 AP
---[X] Search for [ASTARTES] in [BACKTRACK]
Plan Summary is: Get back to basic core functionality, (Armor, At least one weapon, core arms and legs, our Servo-Skull. We can save a point because our right arm isn't so damaged that it can't heal outside of needing pure AP on it). Get at least a short term base started where we are, and make sure we've got food and oxygen as well as a workbench that can let us build everything else up. You know what they say, as long as you can build a lathe, you can build everything else you need.
Finally, we use our bonus AP from our Exploration Mode setup to look for help. Astartes would be ideal and following back the way we came is probably the ideal direction to look for them, but fingers crossed to see if that amounts to anything.
[X] Plan: When in doubt, fortify.
-[X] Bunkers and Cannons and Spikes, Oh My!
-[X] Create Base (Short term) 1 AP.
--[X] Landing Site
-[X] Build Workbench (CRUDE) 1 AP
-[X] Create backpack/sled/cart 1 AP
-[X] Repair Bionics (4 AP)
--[X] Left Arm, Left Leg, Right Leg, Servo Skull, Laser Emitters, Plate
-[X] Expedition
--[X] Middle ground 2 AP
--[X] Search for a defensible location in to the east of your current location
[X] Plan: When in doubt, fortify.
-[X] Bunkers and Cannons and Spikes, Oh My!
-[X] Create Base (Short term) 1 AP.
--[X] Landing Site
-[X] Build Workbench (CRUDE) 1 AP
-[X] Create backpack/sled/cart 1 AP
-[X] Repair Bionics (4 AP)
--[X] Left Arm, Left Leg, Right Leg, Servo Skull, Laser Emitters, Plate
-[X] Expedition
--[X] Middle ground 2 AP
--[X] Search for a defensible location in to the east of your current location