Only Metal Endures - A Tech Priest Survival Quest

Yeah, but the update also mentioned how we went past several corpses. So, we could find a skull if needed, does it need to have some kind of religious deed attached to it before we can convert one?
no clue what the requirements are for sure, presumably if desperate someone *should* be able to use an unsuitable skull in the same way we're not following various rites perfectly due to limited resources, but out of universe there needs to be factors to stop us just cranking a ton out and getting tons of AP?
possibly needing some pretty specialist parts to make an automatous drone may be a factor too, bunch of possible reasons.
also note even if we get more they might give less extra AP since they could be lower quality/get in eachother's way/need more micromanagement than we could easily to manage?
 
no clue what the requirements are for sure, presumably if desperate someone *should* be able to use an unsuitable skull in the same way we're not following various rites perfectly due to limited resources, but out of universe there needs to be factors to stop us just cranking a ton out and getting tons of AP?
possibly needing some pretty specialist parts to make an automatous drone may be a factor too, bunch of possible reasons.
also note even if we get more they might give less extra AP since they could be lower quality/get in eachother's way/need more micromanagement than we could easily to manage?

Yep! To be clear, my main goal was more along the lines of automated base defences rather then a direct means of aditional AP, because those tend to not be handed out that easily, as you said.

But thinking on it, that would probably be more along the lines of a machine spirit instead, rather then a servo skull for this purpose.

In part, because we got like 2 knocked out space marines, and we know there are other people fairly close to us, so I'd like to have some kind of redundancies there.
 
my main goal was more along the lines of automated base defences
maybe it'd be possible to rig some weapons directly to sensors so that they fire when something passes by (if not specifically disabled by some remote)? should be far simpler to set up, though probs needs more weapons/aiming would be an issue, as could friendly fire from any randoms we don't want killed
 
Well, hey, at least we got two Astartes.
Hell yeah! Honestly, I was expecting it to be a lot longer before you found even the first guy, let alone more.

woo (and wow, some rolls)
only the recovery one's actually bad, but we're still in an awkward spot
not sure where to invest right now, though sort of still want to heavily focus scouting so we find a long-term base before properly turtling up?

depending on other necessary actions doing the scouting carefully may also be good, might increase chances of hitting that DC 80 that stretches out the time before something bad happens? and if that gives us extra turns before whatever it is that's more chance to realise/prepare
if we chose to investigate the catatonic astartes we may be better off being stingier with AP too? since seems like there's less worry about a bad diagnosis ruining things than initially feared? (we both have multiple now, a low success didn't permanently screw things up and there was the option to go back and fix previous mistakes). that said, this may be different if investing there is the best thing for personal security?


regarding at least some research/improvements, maybe it'd be more dynamic/satisfying if they're rewards for puzzles and stuff? like trying something out, maybe it works, maybe it's a dead end. or is this tech heresy?
or maybe gaining it from specific stuff in the ship? rather than the knowledge just being printed out of thin air it may make sense for the information/insight/resources for it to be gained from challenges that may require specific prerequisites/strategy?

As for where to invest, there's plenty of directions, but also kind of limited at the same time. On properly turtling up, I wanna see all the cool stuff happen, but I also don't want people to be frustrated by sinking in a ton of time and effort into a base that you then tear down and set up shop elsewhere. But also, if you don't have good defenses or plans and poor event rolls occur, whatever happens is just down to you and your little las emitters, and hitting something with a stick. Though, to be fair, you haven't been looking for a long term base. Also to be fair, trying to find nine foot tall power armored post humans is an extremely smart thing to do.

Being as stealthy as possible is very much not a bad idea. Though that particular check is intended as a stressful unclear ticking time bomb that will go off eventually, just a matter of when. And poor rolls may fuck over stealth attempts too. So do you take the chance of rushing as much exploration as you can, trying to find a good long term base and some good loot to help survive, banking on getting enough success for stuff to work out despite less time? Or do you take it slow, being careful, but also knowing that it might come crumbling down and you might not have enough salvage to protect yourself, your servo skull, and two currently useless astartes.

You did get really lucky with the diagnosis. If it had gone poorly, things might have gone very differently. But also, in this current medical case, Astartes are sturdy as hell. But also this one is horribly injured, so who knows

I do like the proposal for research here. I'll have to figure out how I want to integrate that with the rest. Maybe unlocking research as you discover it in the space hulk as well as being able to do the long slow route if you let having no luck there or need something specific.

Huh, well, if nothing else there's an Astartes with working parts right here! And a working suit of armour!

And the injured Astartes isn't slowly dying now! Huzzah! It'll be a bit of trouble to make a new leg for him, dunno if he'd accept taking his brother's armour over cobbling together something from the remains of his suit.
Working parts! Exactly what I thought! Oh. You meant the armor. Yes. Working armor parts for sure.

Just found this story. Pretty enjoyable so far. My only major gripe is that the QM lied about the unknown device during character creation. It was supposed to be GUARANTEED to be something decent. If the QM guarantees don't actually mean anything then his WOGS are untrustworthy and that's bad.
Thanks, but also ouch.

That may have been poor wording on my part, and I apologize for miscommunication. To an extent I'm figuring the mechanics out as I go on this quest, which may account for some discrepancies. I think I discussed this earlier in thread, but the gist of the first chunk of rolls was general conditions. Anything above 25 would have been repairable with degrees of function until full repair, anything 2-25 would be broken but salvageable. I hadn't really had any specific plans for a nat 1 condition roll, but it would have been the same for any item. Axe, servo skull, any limb. The only things I ruled by QM fiat as full health was head and torso, cuz starting dead doesn't really work.

The I figured nat 1 made sense as broken, unrecoverable, unsalvageable, can't do anything about it. A limb probably would have just been flat out gone or a crushed pile of useless metal bits. For the unknown device, I ran with unspecified damaged function caused it to simply not exist.

I suppose I intended "guaranteed" to mean "whatever it is, it's pretty neat" less than "this will be an awesome thing you can't lose". Which I suppose is reasonably fair and pretty frustrating.

Can we create another servo skull? I wasn't seeing any options for it, but i wanted to make one for communication and base defence that our dear protagonist mentioned.

Been tinkering with a plan
You can create additional servo skulls. General limitations are quality of components leading to quality of the end result. A CRUDE servo skull could probably hover around in a limited area and so its intended task poorly. A BASIC skull would have more range and capacity in its task. Your current skull is an IMPROVED skull intended for scouting and adjacent tasks, thus sensors, good travel range, etc.

Skulls also have a trade off. A skull with no particular focus can do most things, but not particularly well. A skull focused on targeting or communication could do that really well, but not much else. This can be changed or upgraded

it probably still was decent, just that didn't stop it from getting hit by bad rng?
that might seem like we never got it in the first place, but it was rolled for so if things were different we would have them fine

i think this was mentioned earlier, we're not allowed to make another servo skull without first having a suitable skull due to religious reasons iirc?
That's pretty much it. It sucked, but dice gonna do dice.

That would be correct. You are in need of a skull to make servo skulls.

Yeah, but the update also mentioned how we went past several corpses. So, we could find a skull if needed, does it need to have some kind of religious deed attached to it before we can convert one?
I think the general idea with servo skulls is that they are usually made of the skulls of favored servants or something to that effect. A "I liked that guy, he did good work, I'm gonna keep his skull" kinda thing. I'm willing to let that not be a hard rule, either because I'm sure we can come up with a reason to justify it (they stayed at their post to the last/died in the service of the emperor) or because our MC is relatively young and may not have that intense doctrine as baked in.

no clue what the requirements are for sure, presumably if desperate someone *should* be able to use an unsuitable skull in the same way we're not following various rites perfectly due to limited resources, but out of universe there needs to be factors to stop us just cranking a ton out and getting tons of AP?
possibly needing some pretty specialist parts to make an automatous drone may be a factor too, bunch of possible reasons.
also note even if we get more they might give less extra AP since they could be lower quality/get in eachother's way/need more micromanagement than we could easily to manage?
Out of universe, I'll probably limit you in terms of how much additional consistently useful AP you get from building a ton of servo skulls. Mechanically, your main limitations right now are component requirements (I paused in the middle of writing this and I don't know what other limitations I had to put down…, I think you get the gist) and a couple other things. If you get to a point where I think you are hitting too many, I'll let you guys know, either narratively and/or directly. Right now I'm thinking that would be maybe three-ish skulls equivalent to what you currently have. Also, I'm realizing that even if you have a bunch of scouting skulls, you still need to go to the places to get the things. Scouting info is invaluable, but also still just information.

You can probably do a more or less unlimited number of "targeting" servo skulls, or similar types of things that definitely provide benefit, but not necessarily AP.

maybe it'd be possible to rig some weapons directly to sensors so that they fire when something passes by (if not specifically disabled by some remote)? should be far simpler to set up, though probs needs more weapons/aiming would be an issue, as could friendly fire from any randoms we don't want killed
You can absolutely set up some auto targeting type stuff. Typical restrictions apply. You can make them targeting servo skulls for flavor if you like.
 
Though, to be fair, you haven't been looking for a long term base
ah yeah this is a good catch. i'm going pretty "oh, any base needs to be near a gellar field so lets find that first", though in some ways this if flawed tbh.
maybe a new plan's search criteria should just be something centrally placed? that should put us in easier access of stuff, though might make for additional danger since stuff can come from a bunch of directions...
Working parts! Exactly what I thought! Oh. You meant the armor. Yes. Working armor parts for sure.
they definitely meant the meat stuff too, don't worry
I don't know what other limitations I had to put down…
i was guessing that it could be a factor like limited data intake ports/processing power so too many would require something else to manage?
at least, that's the excuse a lot of games would give for forcing a cap on the max amount of minions you can have :V
 
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[X] Plan: Fixing Two Skulls!
-[X] Maintain Biosludge - 1 AP
-[X] Create a Basic Servitor Skull with Weapon Tracking moduals - 1 AP
-[X] Create BASIC Components - 2 AP
-[X] Examine Astartes 2 - 1 AP
-[X] Re-Treat Astartes 1 - 1 AP
-[X] Pray - 1 AP
--[X] Select location for prayer or rites: Shrine to Machine God
-[X] Expeditions
--[X] Search for...
---Middle Ground - 2 Personal AP
----[X] Gellar Field Generator
---Middle Ground - 2 Servo Skull AP
----[X] Power Source
-[X][Good Event] (Found a Astra Militarum medical camp with supplies and tools)

Okay, so an attempt at making a crude plan here. I might be misunderstanding the system, so please point out what i'm doing wrong-

One action is aimed towards ensuring the biosluidge will be maintained, given we got the Space Marine at our base, i'd like for that to at least stay up in shape. The second is aimed at creating a basic Servitor skull aimed at remote controlling weapons/tracking, assuming i've written that down properly.

Now, i'm creating two basic component here, i'm assuming one basic is used up for the Servo skull(?), but the other is for the space marine leg next turn, so we can have a basic bionic leg for the one guy moment, moment he wakes up. He's probally gonna be hampered a lot for a while by the leg, so we'd like to make something that will let him pull a bit of his weight, since we can do a lot more heavy exploring once we got a guy that can actually combat a lot more.

So, re-treating goes in that same vein, though it is something that could potentially wait for next turn.

As for praying. It's not an action that brings a direct mechanical benefit, but we are still a person living within the warhammer universe, with faith in the machine God. This is more for Sigma's moral benefit. I think that just making purely mechanical decisions, feels sorta wrong. A person gotta person right? Even the mechanicus behind all their beeps, is extremly human.

The expeditions, and this is the one i was most confused about tbh. It's a tad hard to read the options there, and see what's a [Location], what's just a general area you can explore in, and what's a spesific place. So, the personal AP is being used on trying to find the Gellar Field generator, while the Servo Skull is more aimed at tracking down a power source.

The Servo Skull probally won't be able to take back the Power source, if it finds anything. But, ideally as Hleghe points out, we'd want to make a long term base somewhere around a gellar field generator, so if we find a base around there, we'd need to move power source over at that point.

The Good event, is sorta going into the constant medical issues we've had so far. An Astra Militarum medical camp, would be filled with human supplies and tools, but it probally wouldn't be anything crazy, being just standard imperial guard stuff, which feels close enough to the low tier archotech find in terms of reward cost. If, the QM think that make sense.

If we don't need to use basic component, in order to create the servo skull, we could also reduce it down to 1 AP, and use the other AP in order to try and treat Space Marine 2, but i think we'd want to use 2 AP for that, given how precious manpower is for us.
 
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ah yeah this is a good catch. i'm going pretty "oh, any base needs to be near a gellar field so lets find that first", though in some ways this if flawed tbh.
maybe a new plan's search criteria should just be something centrally placed? that should put us in easier access of stuff, though might make for additional danger since stuff can come from a bunch of directions...
Whatever reason you want to use to focus a long term base works. If you want to build in/around a power system, a Gellar Field, a central area, an extremely defensible vault, no reason you can't. You could build your long term base where you are currently, but so far as you know, there's nothing special about it other than it being the place you currently are.

If you have "long term base" as the thing you are looking for, it might be good to include what specifically you want in a long term base. I tend to think defensibility, Gellar field, power, but as you just suggested, a central area may be smarter, providing access to a lot of area.

[] Plan: Fixing Two Skulls!
-[] Maintain Biosludge - 1 AP
-[] Create a Basic Servitor Skull with Weapon Tracking moduals - 1 AP
-[] Create BASIC Components - 2 AP
-[] Examine Astartes 2 - 1 AP
-[] Re-Treat Astartes 1 - 1 AP
-[ ] Pray - 1 AP
--[ ] Select location for prayer or rites: Shrine to Machine God
-[] Expeditions
--[] Search for...
---Middle Ground - 2 Personal AP
----[ ] Gellar Field Generator
---Middle Ground - 2 Servo Skull AP
----[ ] Power Source

[][Good Event] (Found a Astra Militarum medical camp with supplies and tools)

Okay, so an attempt at making a crude plan here. I might be misunderstanding the system, so please point out what i'm doing wrong-

One action is aimed towards ensuring the biosluidge will be maintained, given we got the Space Marine at our base, i'd like for that to at least stay up in shape. The second is aimed at creating a basic Servitor skull aimed at remote controlling weapons/tracking, assuming i've written that down properly.

Now, i'm creating two basic component here, i'm assuming one basic is used up for the Servo skull(?), but the other is for the space marine leg next turn, so we can have a basic bionic leg for the one guy moment, moment he wakes up. He's probally gonna be hampered a lot for a while by the leg, so we'd like to make something that will let him pull a bit of his weight, since we can do a lot more heavy exploring once we got a guy that can actually combat a lot more.

So, re-treating goes in that same vein, though it is something that could potentially wait for next turn.

As for praying. It's not an action that brings a direct mechanical benefit, but we are still a person living within the warhammer universe, with faith in the machine God. This is more for Sigma's moral benefit. I think that just making purely mechanical decisions, feels sorta wrong. A person gotta person right? Even the mechanicus behind all their beeps, is extremly human.

The expeditions, and this is the one i was most confused about tbh. It's a tad hard to read the options there, and see what's a [Location], what's just a general area you can explore in, and what's a spesific place. So, the personal AP is being used on trying to find the Gellar Field generator, while the Servo Skull is more aimed at tracking down a power source.

The Servo Skull probally won't be able to take back the Power source, if it finds anything. But, ideally as Hleghe points out, we'd want to make a long term base somewhere around a gellar field generator, so if we find a base around there, we'd need to move power source over at that point.

The Good event, is sorta going into the constant medical issues we've had so far. An Astra Militarum medical camp, would be filled with human supplies and tools, but it probally wouldn't be anything crazy, being just standard imperial guard stuff, which feels close enough to the low tier archotech find in terms of reward cost. If, the QM think that make sense.

If we don't need to use basic component, in order to create the servo skull, we could also reduce it down to 1 AP, and use the other AP in order to try and treat Space Marine 2, but i think we'd want to use 2 AP for that, given how precious manpower is for us.
As far as I see, there's nothing wrong with how you've set up this plan.

No objections to finding a medical camp. I'd probably treat that as a small bonus to treatment/medical stuff. Possibly a limited use bonus, representing limited supplies. Or I could just see granting a small flat boost to medical rolls.

You would need BASIC components for a BASIC quality servo skull.

For expeditions, I'll try to clarify and possibly add it to the actual post if it helps. Locations are "a place you are going". There are two types of places - place you know exist but don't know where (ie the drop ship), and places you know and you can get to (your base, the sensor room the second astartes was in). Locations can also be considered to break into General and Specific. General places are larger and could contain locations within, these are locations like the space hulk or the vents. You can search General locations for Specific locations, people, or items (such as search the space hulk for the astartes, a Gellar field, a weapons cache, that one NPC your skull found). Specific locations can have items or NPCs, but not additional locations. These are places like your base, a Gellar field generator when you find it, the sensor room.

What I was trying to break expeditions into was either going to a location for a reason (ie go to the sensor room for skulls) or looking for a thing in a place (looking for a Gellar field generator in the space hulk or vents, looking for useful salvage/loot in the sensor room).

If I can help clarify, let me know.
 
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Vote is closed

6 votes for Plan: Fixing Two Skulls!

[X] Plan: Fixing Two Skulls!
-[X] Maintain Biosludge - 1 AP
-[X] Create a Basic Servitor Skull with Weapon Tracking moduals - 1 AP
-[X] Create BASIC Components - 2 AP
-[X] Examine Astartes 2 - 1 AP
-[X] Re-Treat Astartes 1 - 1 AP
-[X] Pray - 1 AP
--[X] Select location for prayer or rites: Shrine to Machine God
-[X] Expeditions
--[X] Search for...
---Middle Ground - 2 Personal AP
----[X] Gellar Field Generator
---Middle Ground - 2 Servo Skull AP
----[X] Power Source
-[X][Good Event] (Found a Astra Militarum medical camp with supplies and tools)

Okay, so an attempt at making a crude plan here. I might be misunderstanding the system, so please point out what i'm doing wrong-

One action is aimed towards ensuring the biosluidge will be maintained, given we got the Space Marine at our base, i'd like for that to at least stay up in shape. The second is aimed at creating a basic Servitor skull aimed at remote controlling weapons/tracking, assuming i've written that down properly.

Now, i'm creating two basic component here, i'm assuming one basic is used up for the Servo skull(?), but the other is for the space marine leg next turn, so we can have a basic bionic leg for the one guy moment, moment he wakes up. He's probally gonna be hampered a lot for a while by the leg, so we'd like to make something that will let him pull a bit of his weight, since we can do a lot more heavy exploring once we got a guy that can actually combat a lot more.

So, re-treating goes in that same vein, though it is something that could potentially wait for next turn.

As for praying. It's not an action that brings a direct mechanical benefit, but we are still a person living within the warhammer universe, with faith in the machine God. This is more for Sigma's moral benefit. I think that just making purely mechanical decisions, feels sorta wrong. A person gotta person right? Even the mechanicus behind all their beeps, is extremly human.

The expeditions, and this is the one i was most confused about tbh. It's a tad hard to read the options there, and see what's a [Location], what's just a general area you can explore in, and what's a spesific place. So, the personal AP is being used on trying to find the Gellar Field generator, while the Servo Skull is more aimed at tracking down a power source.

The Servo Skull probally won't be able to take back the Power source, if it finds anything. But, ideally as Hleghe points out, we'd want to make a long term base somewhere around a gellar field generator, so if we find a base around there, we'd need to move power source over at that point.

The Good event, is sorta going into the constant medical issues we've had so far. An Astra Militarum medical camp, would be filled with human supplies and tools, but it probally wouldn't be anything crazy, being just standard imperial guard stuff, which feels close enough to the low tier archotech find in terms of reward cost. If, the QM think that make sense.

If we don't need to use basic component, in order to create the servo skull, we could also reduce it down to 1 AP, and use the other AP in order to try and treat Space Marine 2, but i think we'd want to use 2 AP for that, given how precious manpower is for us.
I somehow missed that we need skulls for servo skulls. Do you want to just build the tracking module (which will be effective this turn) and put that into a skull later (I'm willing to allow that as a free action, since I missed that earlier and you will have the internal built anyway), or swap one of your exploration actions for returning to the sensor room for however many skulls you can gather?
 
What exactly would this entail in this case, being effective this turn, compared to proper Servo Skull form
Out of universe, there really isn't/shouldn't be any difference. But because 40k and because servo skulls are made out of skulls, I do want to incentivize actually using skulls. But I also don't want to punish players for doing it properly, so to speak. And this particular bit is largely on me for not catching it.

With all that in mind, I think the targeting system would have a malus/debuff of -5 due to grumpy servo skull machine spirits not actually being in a skull.

You'll receive a free action to properly install the targeting system into a skull on the turn you have access to usable skulls.

In future servo skulls need skulls, the only reason I'm doing some fiddly stuff here is cause I didn't catch it and I don't want to be a dick about it.
 
Out of universe, there really isn't/shouldn't be any difference. But because 40k and because servo skulls are made out of skulls, I do want to incentivize actually using skulls. But I also don't want to punish players for doing it properly, so to speak. And this particular bit is largely on me for not catching it.

With all that in mind, I think the targeting system would have a malus/debuff of -5 due to grumpy servo skull machine spirits not actually being in a skull.

You'll receive a free action to properly install the targeting system into a skull on the turn you have access to usable skulls.

In future servo skulls need skulls, the only reason I'm doing some fiddly stuff here is cause I didn't catch it and I don't want to be a dick about it.

Yeah. I think getting the malus would be best in that case then. As plans tend to be a democratic thing, i don't want to make any major changes without people weighing in on it. Since that's not what people voted for.

As a relevant side note, Machine spirits come in many forms in the warhammer universe, both from different editions and just different interpitations in the universe. How do Machine Spirit work in Sigma's case, since she has a trait relevant to them. What count as a machine spirit, etc
 
Yeah. I think getting the malus would be best in that case then. As plans tend to be a democratic thing, i don't want to make any major changes without people weighing in on it. Since that's not what people voted for.

As a relevant side note, Machine spirits come in many forms in the warhammer universe, both from different editions and just different interpitations in the universe. How do Machine Spirit work in Sigma's case, since she has a trait relevant to them. What count as a machine spirit, etc
There are so many interpretations of machine spirits, I've seen them as minor warp entities, I've seen them as the literal soul of the machine, I've seen them as fractured ai remnants. It's really funny when it's nothing, it's just Admech religious nonsense.

I find I never really enjoy it all that much when a story comes down firmly on any given option. I really enjoy the ambiguity of it, where it could be any or none.

The simplest way to interpret machine spirits for this story is Sigma's trait is relevant if you could kick it, thump it, beg really hard, or try to bribe it and that has no reason to work, but now it does. Stuff that modern engineers build superstitions around, plus 15,000 years of ingrained religious doctrine. Was it the begging? The religious rites? The oil from the rite? Maybe you just needed enough time for the engine to warm up and that ritual provided the time. Maybe there's an AI shard that kinda likes you. Who knows?
 
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