What should your focus for the rest of the Quest be?


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Do we even use Servo skulls? Not sure if we do or just use some different stuff.

I figure we do, I just doubt that we use the skulls from Actually people instead of using Artificially grown bone and brain.

Anyone, One more then I'm out of Ideas

Omega-Pattern mechadendrites Equipment.
Starting life as a Tech-knight who witnessed the Servo Harness of Chaos Marines and decided "Fuck you, I can do better" Before Proceeding to bother the engineers who helped maintain his armiger-knight to aid him, The Omega Pattern Mechadendrite is a Set of Massive Mechadendrites, Similar to those of a tech priest or Servo harness, Enlarged and grafted unto a Armiger's back. Ranging from two Titanic armiger Sized beasts down to multiple humans sized Servo arms and smaller, The Omega-pattern was born of "Fuck you I can do that better" and it shows, Designed to Build off of what the servo harness is capable of, Wielding a plethora of tools and options, The Omega pattern Turns the Armiger into the equivalent of a tech marine, capable of rapid construction with its Vehcile sized Mechadendrites, Vehicle repairs, Fortification and providing a plethora of options in battle. During Melee combat, Many find themselves meeting the buiness end of tool meant to bend, weld and cut even adamantium, Plasma torch's and power field saws finding Flesh and hostile armour as much a valid target as friendly vehicles, With Heavy duty Claws and clamps capable of Grappaling large targets, Or reducing infantry into a thick paste between their industrial heads even as incense burners are reconfigured into flamers.
Some have argued about the viability of turning The knight into a field engineer, or the sheer amount of training and knowledge require to use it effectively.

These argument are typically silenced when show the sheer amount of damage that a "tech-knight" as they have been called have managed to repair,or the defenses that were set up in a fraction of the time.Whether keeping their fellows knight in a fight, or repairing other more standard vehicles, Many Generals Find the addition of a "tech knight" Toi be a relief when under going a hard camapign, Knowing the logistical lubricant it can be even outside of battle.


Fuck you Servo harnesses your armiger
Anyway, I'm out of ideas, For this one I was basically just going down a list of space marine stuff and seeing If I could make a armiger equipment to do that.

EDIT: Why does everyone keep :Hugs: ing my posts?
 
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Some form of optical camo/stealth. A grav cannon, or something that can easily use blessed ammo. We'll be facing more demon engines soon so we need a serious heavy weapon, or blessed ammo.
 
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Remember when I said I was out of ideas? I lied


FlameStorm Claws
Designed as an upgrade to the claws of the current karnivore, The Flamestorm Consists of two upgrades. The first, and most obvious, is the addition of a power field covering the Talons, Increasing the killing potential by orders of magnitudes against heavier targets. To compliment this kill potential, The Flamestorm Gains its name from the second addition, That being twin-link heavy flamers sitting near the wrist of the Claw. Firing similar Jelly to the Infernus Minor, The Heavy flamers a much smaller, Built directly into the gauntlet of the claw. This Drastically cuts down on the shear range and firepower of the Flamer, But Is still perfectly capable of rendering Infantry into a Burning goo, Giving The Melee based Claws a way to deal with Infantry, which had previously been lacking.

Weeping angle Omni Vox scrambler.
taking the form of a massive Backpack filled with Communications equipment, The Weeping Angel fills almost every Vox Band within a radius around itself with Horrid screeching as the heavy Jammer reduces enemy communication to little more then screeching static. While this inhibits the Knight ability to contact with command, Far ranging Knight squads typically find the Incredibly chaos caused by the communication disruption, paired with the sudden approach of 5 or more knights to be worth it. Enemy patrols end up devastated, unable to report back to command before their sudden deaths. The amount of (lower c) chaos that can be caused by a Weeping angel equipped Armiger is not to be under estimated.

Ok, I am actually out of ideas now
 
Here's an equipment idea:

[] Star Guard Point Defense Suite (Equipment): The Karnivore thrives in close combat. It is designed to destroy the enemy up close and personal. The Star Guard is a means to help the Karnivore reach its preferred range. The Star Guard is in essence a suite of equipment such as laser-based fast tracking point defense guns and high-resolution sensor systems to detect incoming missiles and other ordinance. All to intercept any and all ordinance before they reach the Karnivore's armor or the ion shield- to allow the titan to be at its full capacity when it reaches melee.
 
Carapace Godhammer Lascannons: Back-and-carapace mounted

Replacing the missile-launcher on the back of the Karnivore with the power cells, capacitors and bulk of the lascannons off a land-raider proved too much-initial four-lascannon setups were hopelessly bad, with weight imbalances rendering the Karnivore incapable of both good melee combat and using other arm-mounted equipment. The reduced dual-Godhammer setup is still a formidable anti-tank weapon, and has the added advantage of a high mount enabling it to 'peek out' over cover or shoot down on top armor instead of into a frontal glacis. However, this weapon is prone to damage if the Karnivore is flanked, due to the power cells potentially rupturing and detonating throughout the structure of the knight's rear.
 
@HeroCooky will this be a plan vote or will it be like the vehicle vote and whichever 4 that gets the highest number of votes in the two categories will be selected?
Plan Vote. Clarified that in the Update.
Would (eventually) improving our Anti-Chaos trait mitigate the danger of that?
No. Use teleporter tech and we'll see what happens.
EDIT: Why does everyone keep :Hugs: ing my posts?
Because you cl/dearly need to be hugged. :p
 
Here's an equipment idea:

[] Star Guard Point Defense Suite (Equipment): The Karnivore thrives in close combat. It is designed to destroy the enemy up close and personal. The Star Guard is a means to help the Karnivore reach its preferred range. The Star Guard is in essence a suite of equipment such as laser-based fast tracking point defense guns and high-resolution sensor systems to detect incoming missiles and other ordinance. All to intercept any and all ordinance before they reach the Karnivore's armor or the ion shield- to allow the titan to be at its full capacity when it reaches melee.

ooh I like that, For proper 40k ness, and flexibility, The Point defense guns could be mounted on a lot of mechanical tendrils, That way they can Snap around, point in multiple different direction or focus down on the same munitions, that way they can properly cover every approach despite the body plan of the Armiger.

No. Use teleporter tech and we'll see what happens.
Huh, have we every put a teleporter on one of our ships?
 
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The local PDF is currently seeking a Human Techpriest and Kil'drabi Engineer for stealing a new weapon prototype for our Karnivores, the large weapon around 7 meters long and plasma-based in nature. Both thieves are suspected to be on a ketamine-derived narcotic and are not to be approached. If you see them or suspect one of the two nearby, please leave the area immediately and call the local PDF

We need at least one crazy weapon that is fluffed as coming from these glorious lunatics
 
[] Fancy Arsenal - Cover the range Brackets
-[]Infernus Minor(weapon)
-[]Star Impulse Rotary Lascannon (weapon)
-[]Starcoil Harpoon (weapon)
-[]Thermal Cyclone (weapon)

[] Anything a Space marine can do, Armiger can do better!
-[] Seraphim class jump rig (equipment)
-[] Catacomb Servo-skull hangar (equipment)
-[] Omega Pattern Mechadendrites (equipment)
-[] Star Guard Point Defense Suite (Equipment)

Heres what my current plans are looking like. The karnivore is already in a great spot, it does the melee role perfectly well, So I want 3ish One armed weapons that can be paired with Chainswords or doubled up on to give armiger variants that Can fight at range, in a variety of brackets . That informed my picks, With the star impulse covering Medium to long AT, Infernus killing horde, Thermal cyclone killing Close to medium and Starcoil being my Choice of wacky weapon, Because the idea of a Big Power field covered Cord, red misting infantry is funny to me. the Harpoon could be the Heavy plasma Lance, But the Starcoil makes me happy. This does heavily Lean AT, because That's part of the Armiger role for us, Their shocktroops and Superheavy counters. So the Infernus should be the only anti infantry bit it needs.

The equipment Plan is based around Improving the Karnivores role as a Shock platform with the seraphim, Making it much faster, and dangerous. The catacomb acting both as a drone platform that can scout, The Mechadendrites to basically act as a armiger sized tech marine, and the tar guard for every knight that Doesn't need any of the above.
 
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IIRC one of the main advantage of the newly developed directional ion shield is it can snap back up very quickly after getting brought down.

There is definite significant advantage in having the Mobile Shield Gauntlet because the Gauntlet can spare the main ion shield from damage or take up the slack while the ion shield is recharging (or vice versa).

Pair that with the Star Impulse Rotary Lascannon and you get a ranged Karnivore that just Will Not go down.
 
Why doesnt Taurus have teleporters? Deploying strike teams on the ground should be very useful, and allow them to support the fleet via boarding it. It could sacrifice speed and some durability without issue surely.
 
N3 Klajiyos IFV
-[X]Crew: 3 (Commander, Gunner, Driver)
I was looking at this and wondering who manages the radio? normally there is a dedicated radio operator so someone else doesn't have pull double duty and get distracted during combat. Loader makes sense to drop sense we have good and safe autoloaders.

Gremlin Light Infiltration Vehicle (LIV)
I was going to say about the design of this until I saw its purpose and I have to say I approve. Not good for a main scout for the army but just doing proxy and infiltration and supporting the insurgents there? amazing and keeps it simple with just the first two crates being needed and the third for weapons. IKEA inspired indeed.

Also nice fluff about the instructions manual reworks and tools being included. Just little things like that add to the history and feel of the vehicle.

As always, the streets of Benata were busy with the clamor and shouts of people, vehicles, temples, industry, and construction.
Honestly a great chapter just showing us what life on one of our worlds is like. Just peaceful and happy, most of everyone's needs are met, expanding and not leaving people in horrid conditions or squalor. We took measures to reduce noise from the industrial districts and test out shields for maintenance. Just shows us what we fight for to protect.

Life continues and bustles in this world that would have once never seen technology above a wooden crane in the hands of the people; with the same now carrying on regardless, no thought is spared to such a reality...because that was not their reality. "Before we go onto local news," a well-groomed young man on a large public screen on one of the highrises bordering the plaza said, his suit cut in the local fashion with a dash of red mixed into the otherwise grey fabric. "The local PDF is currently seeking a Human Techpriest and Kil'drabi Engineer for stealing a new weapon prototype for our Karnivores, the large weapon around 7 meters long and plasma-based in nature. Both thieves are suspected to be on a ketamine-derived narcotic and are not to be approached. If you see them or suspect one of the two nearby, please leave the area immediately and call the local PDF to contain and handle the issue." Several people paused at that, the image of a Kil'drabi and Techpriest high on drugs amusing to more than one of them. None noticed the human and Kil'drabi duo at the end of the plaza carrying a long beam wrapped in a bright pink plastic wrap. "Onto the local news; the Winged Wreckers have scored 17 to 9 against the Starborn Trackers, moving up in the local bracket by 2 points, securing their entry into the regional plays..."
Damn Methheads! how did they get in! everyone check their copper parts and machines.

Don't know if its local shenanigans or anything deeper but still fun.
 
Fivefold Purity Wards: Not so much a single piece of equipment as a network of seals and talismans blessed against Chaos. Supplemented and augmented by the benediction of a Choir and applications of sanctified oil, these wards against the Darkness and the Heretic serve to resist chaotic corruption and repel the Deamon when supplemented by the prayers of a devout knight.
When engaged in close combat with those sworn the the Dark Powers the various oils often catch fire rather than suffer corruption, lining the knight in distinctive golden flames. While these inflict no more than cosmetic damage on the Knight, they often inflict disproportionate injuries on warpspawn or corrupted machinery.
While these talismans often need replacement after a battle (though only sometimes requiring a reconsecration) their use against the servants of the Ruinous Powers is unquestionable

AN: Essentially anti-chaos bonus that trades a moderate increase in maintenance and need for occasional attention from a Choir for a respectable buff to resisting corruption and killing Daemons. Especially useful against greater Daemons or Chaos Knights. Against non-chaos it's just a small morale buff.

Inspired by your comment on the consequences of teleportation

No teleporters unless you are willing to roll the dice on corruption everytime they are used. Your Knights are a tasty target for Daemons to grab if they can, especially Khornate ones.

And me thinking "how can I mitigate this?"

Also I remember the Karnivore build discussion and the description of what would have happened if we had stuck purity seals all over it.
 
Wow a lot of these are good ones submitted. I would say that above all, two of the weapons choosen for the Karnivore must be a Anti-infatry/crowd control weapon and an Anti-armor/Anti-Knight weapon since we want to shore up the Karnivore's weakpoints and give them options, I would say the Point Defense Equipment as well since it deals with missiles and rockets, giving more chances for the Karnivore to reach melee. Everything after that is fair game but we really shouldn't forget to fix the shortcoming first.
 
One plan for both weapons and equipment, Or one plan each?
I'd say that everything should be a combi-package, but then we'd end up with 500 Plans. So 1 for Weapons, and 1 for Equipment. Will change the Update to reflect that.
Would you mind sharing what our elites use in fights? We know common troops but I wonder but elites and augmented.
Damned if I know. Better shit I'd guess. Probably. 🤷‍♀️
 
So, I think this weapons plan:

[] Plan Fancy Arsenal - Cover the range Brackets
-[]Infernus Minor(weapon)
-[]Star Impulse Rotary Lascannon (weapon)
-[]Starcoil Harpoon (weapon)
-[]Thermal Cyclone (weapon)

Is good enough.

For the equipment, I think we should have this:

[] Plan: Strengthen the Fundamentals
-[] Seraphim class jump rig (equipment)
-[] Catacomb Servo-skull hangar (equipment)
-[] Mobile Ion Shield Gauntlet (equipment)
-[] Star Guard Point Defense Suite (Equipment)

Strenthen the Karnivore's mobility (just the jump rig), recon and situation awareness (via recon servo skulls), and toughness (via an additional directional shield and point defenses)
 
Are the four we vote in the only options for our Karnivores? Or only the new stuff added to Imperium arsenal?

The four I currently prefer if Karnivores couldnt use much of anything else would be:

1. Shield with directional ion
-because it's a melee linebreaker. This is vital I belive.
-Also makes it more knight-ly which fits a purified berserker design well I feel.

2. Plasma lance with a ranged option (plasma bolts and/or flamethrower)
-primary melee weapon that isnt a power whatever, with a side of range to distinguish it from a power spear and add direly needed versatility.
-Also something those two lunatics from the update could come up with.

3. Guided power boomerang
-its too fun not to, and a melee power weapon that you can throw and get back? Very nice!

4. Discardable rapid fire grenade/missile launcher/shield gauntlet/other
-for added shock value, also provides an anti-infantry option/a melee monster will almost always benefit from directional shield for charges/lots of good ideas floating around.


Above all however keep in mind that Karnivores are Line Breakers, and equip them appropriately. Their primary job will be charging through fire to get into enemy lines and formations and wrecking havoc while heavy tanks follow them to mop up. And then rearming, so dong focus too much with combat endurance.

And lastly, optionally, consider a theme/aesthetics. Lowercase knights? Overgrown Astartes? Monsters/morale breakers? Something else?
 
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Are the four we vote in the only options for our Karnivores? Or only the new stuff added to Imperium arsenal?
You vote in four Weapons and four Equipments, which will be added for the Karnivores to use.
Enerael said:
Tentacle Mecha. You already have Semi-Traumatized Psykers On Therapy Magical Girls.
I am sure someone can cook with that.
 
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