Those Vast Machines : 40k Shipyard Quest

[x] Plan Where are my flesh-lubed Tech-templates??

Feel like tracking down the templates should be a priority. Would prefer to include adept search over random item rolls but it seems to late to overcome voter momentum at this point.
 
Cycle 1, Quarter 1 Votecount
Calling the vote.

The winner is "Plan Where are my flesh-lubed Tech-templates??".

Vote Tally : Those Vast Machines : 40k Shipyard Quest Sci-Fi | Sufficient Velocity [Posts: 4-33]
##### NetTally 3.1.4

[X] Plan Where are my flesh-lubed Tech-templates??
-[X] Administratum:
--[X] Noosphere Connections: 1 die, 5 Influence
--[X] Archive Census (Phase 1): 1 die, 5 Influence
--[X] Template Archiving (Phase 1): 2 dice (1 free) 20 Influence
-[X] Adamantium Forge
--[X] Unquenchable Edge Hull Survey: 1 die, 10 Influence
--[X] Dauntless Point Hull Survey: 1 die, 5 Influence
-[X] Armoratorium
--[X] Material Girl Battery Survey: 1 die 5 influence
--[X] Dauntless Point Battery Survey: 1 die, 5 Influence
-[X] Energisium
--[X] Dauntless Point Engine and Reactor Survey: 2 dice, 10 Influence
-[X] Technis Arcanum
--[X] Unquenchable Edge Warp Systems Maintenance: 1 die, 5 influence
--[X] Dauntless Point Warp Systems Maintenance: 1 die, 5 influence
-[X] Annex et Miscellusium Suplimax
--[X] Mark–100 Auger Array Construction: 1 die 5 influence
--[X] Cargo Hold Construction: 1 die 5 influence
--[X] Commerce Bridge Construction: 1 die 5 influence
No. of Votes: 20
[◈] Plan: Where are my flesh-lubed Tech-templates??

[X] 7th Hex
[x] AeonIlluminate
[x] always floppy
[x] Brocolli
[x] Bruhmoment
[x] CrazyBuilder999
[x] F0lkL0re
[x] GAWR
[x] Havalt300
[x] Jax
[x] Kirron 999
[x] Legion0047
[x] Lonosic
[x] MightbeaMimic
[X] Some_guy_161
[x] thefoolswriter
[x] Thule
[x] Vehrec
[x] Void Stalker
[x] Xerio

[X] Plan Would You Like to Take a Survey?
-[X] Administratum:
--[X] Noosphere Connections: 1 die, 5 Influence
--[X] Adept Recruitment (Phase 1): 2 dice, 20 Influence
--[X] Archive Census (Phase 1): 1 die (free) 5 Influence
-[X] Adamantium Forge
--[X] Unquenchable Edge Hull Survey: 2 dice, 10 Influence
-[X] Armorium
--[X] Dauntless Point Battery Survey: 2 dice, 10 Influence
-[X] Energisium
--[X] Unquenchable Edge Engine Survey: 1 die, 5 Influence
--[X] Dauntless Point Engine and Reactor Survey: 1 die, 5 Influence
-[X] Technis Arcanum
--[X] Combat Bridge Construction: 1 die, 5 Influence
--[X] Ship Essentials Construction: 1 die, 10 Influence
-[X] Annex et Miscellusium Suplimax
--[X] Construct Forge-Shrine to the Omnissiah: 3 dice, 30 Influence
No. of Votes: 4
[◈] Plan: Would You Like to Take a Survey?

[x] KreenWarrior
[x] Mortenkam
[X] NickAragua
[X] RookDeSuit


Total No. of Voters: 24
 
And this post is to roll the dice on.

Noosphere Connections: 64/50
Archive Census (Phase 1): 40/50
Template Archiving (Phase 1): 54/?

Unquenchable Edge Hull Survey: 93/100
Dauntless Point Hull Survey: 71/100

Material Girl Battery Survey: 80/50
Dauntless Point Battery Survey: 43/50

Dauntless Point Engine and Reactor Survey: 91/50

Unquenchable Edge Warp Systems Maintenance: 40/50
Dauntless Point Warp Systems Maintenance: 50/50

Mark–100 Auger Array Construction: 61/75
Cargo Hold Construction: 96/50
Commerce Bridge Construction: 22/50
Happerry threw 1 100-faced dice. Reason: Noosphere Connections Total: 64
64 64
Happerry threw 1 100-faced dice. Reason: Archive Census Total: 40
40 40
Happerry threw 2 100-faced dice. Reason: Template Archiving Total: 54
10 10 44 44
Happerry threw 1 100-faced dice. Reason: Unquenchable Edge Hull Survey Total: 93
93 93
Happerry threw 1 100-faced dice. Reason: Dauntless Point Hull Survey Total: 71
71 71
Happerry threw 1 100-faced dice. Reason: Material Girl Battery Survey Total: 80
80 80
Happerry threw 1 100-faced dice. Reason: Dauntless Point Battery Survey Total: 43
43 43
Happerry threw 2 100-faced dice. Reason: Dauntless Point Engine and Rea Total: 91
7 7 84 84
Happerry threw 1 100-faced dice. Reason: Unquenchable Edge Warp Systems Total: 40
40 40
Happerry threw 1 100-faced dice. Reason: Dauntless Point Warp Systems M Total: 50
50 50
Happerry threw 1 100-faced dice. Reason: Mark–100 Auger Array Construct Total: 61
61 61
Happerry threw 1 100-faced dice. Reason: Cargo Hold Construction Total: 96
96 96
Happerry threw 1 100-faced dice. Reason: Commerce Bridge Construction Total: 22
22 22
 
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Connections up, okay, we need that to make the hunt for underlings and tech-adepts go more smoothly. Not sure about the other two, though maybe with connections we can get some idea how much is missing.

Hull surveys got very good rolls, but not enough to complete, no surprise there.

Material Girl's battery has been surveyed-maybe we can learn something, maybe we can safely scrap it.

Lots of overflow on the Dauntless Point engine survey, wonder where that will go

Warp maintenance succeeds on one, nearly done on the other.

Cargo hold gets HUGE overflow, guess we can build a second one? Bridge isn't done, but we don't have a hull to fit out anyways.
 
[] Plan Where are my flesh-lubed Tech-templates??

looks like i got here a bit late, still think that we should take as many templates hunts actions as possible because STC and tech templates are the real money and trading resource for mechanicus and the more we have the stronger our position as head honcho are.
 
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I'm very interested in this game, been hoping for a voidship forgeworld. Love me some capital ships!

I'm intrigued by the use of plan format, and the intrigue seems Game Of Thrones-y.
 
Turn 1 Results
Paperwork is eternal. Anyone who would disagree… Well, they'll need a close examination as to how they've avoided ever coming in contact with the Administratum. Yet for the works of Man to continue the mind needs to know what the limbs are doing. For the hands to act, the brain must be fed with a rich diet of information. The heart must beat, and the ink-black blood flow.

A shipyard is no lesser contributor to this truth than any other forge of importance, which is why you have spent the majority of your first two and a half years back on the Forgeworld doing paperwork. Not forging works of artifice, not paying tribute to the machine, not progressing the quest for knowledge, but doing the work of a scribe. And not just that, but overseeing other scribes.

But, as you gaze out at those vast machines lurking beyond the viewports, and watch the menials swarm over their surfaces, you acknowledge, if only to yourself. When you see them return to the void, it might all be worth it.

Cycle 1, Quarter 1 Results

-[X] Administratum:
--[X] Noosphere Connections: 1 die, 5 Influence
Noosphere Connections: 64/50

It has been some years since you last walked the halls of the Forge World, but you still have friends here. Or at least effective blackmail, which is close enough. And favors owed. Those are also useful. You also have a staff whom can be sent out with messages that politely remind people who are not currently returning your messages why, in fact, they should be returning your messages.

Possible favors. Debts incurred. These are the currency of the powerful. Of which you are among their number, now, dragged from your quiet halls of learning to parlay with the unreasonable who are spurred to action by their ambitions.

Having wedged your fingers through the door, you can now begin to make observations about how your peers and superiors see you. After all you are a newcomer to the scene who has the potential to cause moderate ripples among the existing and quite comfortable middle ranks of the forgeworld.

You have begun extending feelers in an attempt to begin feeling out the ideological subfactions that hold power in the forgeworld. While your actions are admittedly minor, you also have found easy access to the Imperial envoys to the forgeworld as two of their ships are under your care. You even schedule a personal meeting to introduce yourself and cement your position as the one who has taken care of their ships. And, if you had any time to yourself, you could forge personal gifts to the secular officials to exchange for favors and/or concessions.

[Noosphere Connections, Part 2: 14/100]

Faction Approval Tracking: Unlocked
Starting Adeptus Mechanicus Support : 20 (Compromise Candidate)
Machanicus Subfactions: Isolationist: ??, Integrationist: ??, Traditionalist: ??
Starting Admiralty Support : 10 (It's nice to see the old yard reactivating. We'll see if this lasts.)



--[X] Archive Census (Phase 1): 1 die, 5 Influence
Archive Census (Phase 1): 40/50

You are a personage of some knowledge and skill. Otherwise, you would never have been subjected to this torturous existence of reviving a long cold furnace of industry. Thus you are well accustomed to personally visiting the sterile vaults that hold the true valuables of your order.

It is this experience that tells you that the archive (on your station, if this act had been replicated within the temple-furnaces of the planet proper there would be a war across the system) has been plundered. Junior techpriests are sent scattering away from your inexorable advance through the storage spaces, manually checking the contents of the solid medium storage against their labels and your memory of what those common systems should look like.

Your fury grows as errors and discrepancies mount. Here, a template was copied with an insufficient degree of accuracy and the original taken elsewhere. There, a simple blank slate was left rather than even that level of misdirection.

Yet you are an understanding leader, and your ranks of intermediates are already thin. Only two of those charged with maintaining this archive are worthy of true sanction. The rest are transferred to other areas so that you can begin to repopulate the ranks with those more capable of seeing the worth of their labors.


--[X] Template Archiving (Phase 1): 2 dice (1 free) 20 Influence
Template Archiving (Phase 1): 54/100 -> 54/50

The state of the yards you have been given the sacred charge of overseeing are a disgrace. Looted, inoperational, inefficient, and lacking the gifts of the ancients. The ones at fault? Your fellow tech priests. Once, the records show, the yards held greater mysteries sacred to Mars and the Machine God alike. Once, the records show, the yards could even build and repair cruiser rate vessels.

Now you struggle to even repair a pair of escorts.

By the cog and the oil, this will not stand, no matter how many of your fellows you need to accidentally drop through a window into an unplanned personal planetary deorbital trajectory. A list of targets you have already begun populating with high and medium certainty individuals after opening communication channels and trawling through the archives.

Some, of course, will be simpler to acquire the necessary evidence against than others. Some of your fellows are more careful, more paranoid, then their peers are. And one of them didn't even bother hiding the evidence. You suppose they didn't think anyone would ever care, but you most certainly do. And you'll most certainly take great joy in regaining what they stole from you.

(4 progress towards the next stage (4/100), gain Laskin Pattern Disruptor Cannons tech template.)


-[X] Adamantium Forge
--[X] Unquenchable Edge Hull Survey: 1 die, 10 Influence
Unquenchable Edge Hull Survey: 93/100

Being unlucky enough to have been the focus of attention of several pirate ships resulted in the Unquenchable Edge receiving a solid battering across its entire hull. At first glance the vessel's armor is more crater than plate, and it bears a gaping scar in its command tower where a primitive fission mine tore its bridge in half.

While the survey and inspection teams are still finishing up their reports, from the preliminary information it appears that you will have to recycle and replace much of the Edge's shattered armor, even putting aside the question of the bridge. Which appears to be built to a template you either have never or, more likely, no longer possess. It may be easier to replace the bridge than to repair it…


--[X] Dauntless Point Hull Survey: 1 die, 5 Influence
Dauntless Point Hull Survey: 71/100

The Dauntless Point was well named by whatever shipwright had seen her from her birth, for the battering she had received had been received dauntlessly indeed. While beaten and buckled, her hull had not given in to the strikes of the enemy. Unfortunately, her weapon systems had not been so well designed, as it seems an (un)lucky strike by the pirates she had been engaging had caused a macrocannon round to explode during the process of loading. This internal explosion had caused the fire that had ravaged her innards, and had also caused buckling across her topside starboard internal armor bracing. While the armor plating itself merely needed the dents smoothed out, the bracing would have to be replaced almost in its entirety, and the surveying tech priests were still tracing buckled or fire warped struts to determine the extent of the damage while managers dickered over which needed complete replacement.


-[X] Armoratorium
--[X] Material Girl Battery Survey: 1 die 5 influence
Material Girl Battery Survey: 80/50

It is only the truth that Human technology is all descended from the same age of plenty. Even such small things as ports and plugs are standardized the galaxy over; a tradition kept from when travel was easier, and Humanity more in touch with their divine nature. But as the work continues in mapping, studying, and disassembling the nonstandard patchwork of the pirate vessel it becomes clear that they bear not only the hallmarks of being made by Human shipwrights, but that the designs are known to you.

The pirates used available Thunderstrike guns, a simpler variant of the Mars Battery designed for giving transports the barest ability to defend themselves, in a dense battery arrangement that leaves the sundry systems that a mechanism of this scale demands serve it in poor form. In order to make them all fit they drew from a shared set of shell conveyors routed over and under breaches. For this sacrilege against the machine spirits and lack of knowledge of the proper way the pirates have had their equipment fail to bring them victory and it falls to you and your personnel to reconsecrate the weapons for service once again.

Disentangling the densely packed weapons and what support systems remain after their butchery by unsanctioned hands will take yet more time, however.

New Action
Material Girl Battery Removal: 30/50


--[X] Dauntless Point Battery Survey: 1 die, 5 Influence
Dauntless Point Battery Survey: 43/100

As discovered by the Dauntless Point's hull survey, the primary cause of the damage taken by this noble vessel was an internal explosion when a reloading macrocannon shell was ignited by an unfortunately placed pirate strike. This, of course, has seen the complete loss of the associated macrocannon. You suspect it was blasted entirely free from the ship and now drifts as wreckage across whatever system the engagement took place in. However this internal explosion also caused considerable damage to the supporting infrastructure of the Dauntless Point's other Macrocannons, of which the extent of the damage is still being charted.


-[X] Energisium
--[X] Dauntless Point Engine and Reactor Survey: 2 dice, 10 Influence
Dauntless Point Engine and Reactor Survey: 91/50

The blazing heart of the Dauntless Point is a caged sun, smelting hydrogen into helium and heat within choking fog of carbon. You personally have worked with comparable reactors that can pull a little extra energy out of each unit of fuel by fusing carbon into oxygen but alas the Dauntless Point is not so blessed by the Omnissiah as to carry one of those.

You order a careful examination of the engineering spaces on the advice of the crew and captain of the vessel, trusting in the familiarity of those who have lived aboard the vessel their entire lives. Going so far as to completely shut down the reactor to allow for that much more access and precision on the part of the inspectors. Perhaps unsurprisingly, they find a fault.

The fire that burned through the guts of the Dauntless Point consumed much of the life support, including thermal stabilizers needed for the proper functioning of a starship. Because of this the engineering spaces were subjected to higher temperatures then they were designed to for a time before replacements could be pressed into service. With the reactor shut down for a full analysis it is found that several strips of the field effectors partially denatured during the fire as the heat from the reaction was no longer removed as quickly as it needed to due to abnormally high exterior temperatures.

Work on the actual repairs has progressed well, but the specialist work crews needed to dismantle and rebuild the reactor will need to be retained to finish the repairs.

[Dauntless Point Engine and Reactor Repairs: 41/50]


-[X] Technis Arcanum
--[X] Unquenchable Edge Warp Systems Maintenance: 1 die, 5 influence
Unquenchable Edge Warp Systems Maintenance: 40/50

The mechanisms of the Gellar Field and Warp Drive are not understood, so far as your knowledge of what others know extends. What they do is fairly obvious: the Gellar Field generators throughout the ship maintain a bubble of material law within the Immaterium and the Warp Drive intentionally breaches the divide between the physical realm and the anarchic hellscape that lies "beyond". Thus the need for a careful renewal of all possible blessings, rites, and repairs.

During the proceedings the project manager called in your personal attention to deal with an anomaly. Overall a minor irritant, with power to utility fixtures shutting off at inconvenient times, it was nonetheless indicative of a problem. With the importance of the work done there could be no expense spared.

Whether this is a minor delay or something that will require additional effort to combat has yet to be determined.


--[X] Dauntless Point Warp Systems Maintenance: 1 die, 5 influence
Dauntless Point Warp Systems Maintenance: 50/50

Unlike its squadron mate, the Dauntless Point takes the battery of maintenance efforts well. While there is a notably higher security presence alongside the personal weapons of the experienced techpriests entrusted with this task there is a welcome lack of the incidents that marked the same process aboard the Unquenchable Edge.

All in all, a successful attempt at warp systems maintenance, with minimal extra paperwork generated. The Dauntless Point is cleared to exit the docks, once its more material systems are made whole once more.


-[X] Annex et Miscellusium Suplimax
--[X] Mark–100 Auger Array Construction: 1 die 5 influence
Mark–100 Auger Array Construction: 61/75

Knowledge is power, and therefore to be blind is to be weak. The Mark-100 Auger Array holds no great secrets in its construction, but there is a reason it is the Imperial Navy's standard sensor array. And that reason is not its inability to serve as a ship's eyes and ears in the void. The sacred mysteries of radar and lidar alike reach though space to spy out whatever foes might be lurking out in the darkness, and feed into cogitator engines that shift through the gathered data for signs of interest.

While the Adeptus Mechanicus can construct greater engines of revelation, the Mark-100 is more than suitable for outsiders to use in their duties. A full set does require a certain number of precisely constructed lenses, not all of which have yet been delivered, and so construction continues.


--[X] Cargo Hold Construction: 1 die 5 influence
Cargo Hold Construction: 96/50

Trade is the lifeblood of the Imperium. Or at least that is what the Chartist Captains claim. There is some truth to that claim, for without the ships bringing in the needed fuel and material, the beating hearts of the forgeworlds would eventually come to a halt from a lack of supplies. Such would not please the Machine God. Each Forge World is a monument to the Omnissiah, and so to have one fall silent is a sin.

It is also, admittedly, true that almost all organizations you might interact with would find a cargo ship useful enough to be a considerable gift. And so it is that you set the work crews to construct one of those vast metal boxes, as well as the associated minimal security hanger systems for the cargo lighters that will load and unload the bays in question.

While still more complex than the uninitiated would ever be allowed to know, as necessity to allow for the transport of the wide varieties of cargo merchant ships will be called to carry through the warp, such holds are still simple enough that the servitors finish in time to offer you a choice. With the machines and personnel already working, repeat production would take only a minor effort of will. However, you could also transfer resources to an already existing project. It would incur some losses in the doing but it may be of greater worth than another civilian system.

[ ] [Cargo] Repeat Production (locks a die next turn, automatically succeeds)
[ ] [Cargo] Divert Resources (add 24 Progress to an Annex action of your choosing)


--[X] Commerce Bridge Construction: 1 die 5 influence
Commerce Bridge Construction: 22/50

The bridge of a space going ship is a captain's true domain, the crown from which they command their mighty engine in its taskings and missions through the void. This is as true for the most humble merchant as it is for the greatest battleship, and it is for one of those more humble merchants that you are having a bridge constructed for at this moment.

The so called 'Commerce Bridge' pattern is known for its specialized cogitator-servitors and dedicated hololithic projector, allowing a captain so blessed with the miracles of technology to master the intricacies of loading and unloading cargo to a far greater degree then a captain not blessed by such a bridge. Unfortunately, your fellow tech priests are proving obstinate at the moment, and you are having difficulties forcing them to supply the required specialized servitors that will complete the bridge. The needed gold and hardwood to construct the fittings you have in plenty, and while still in need of the final calibrations you have managed to reclaim an appropriate hololithic projector from one of the tech priests that attempted to loot your new holdings. As such, you'll be able to complete this project as soon as you can force your peers to hand over the servitors. Hopefully.
 
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If that is selected, which action it applies to will be selected during the next turn as part of the plan building for that turn.
 
[ ] [Cargo] Repeat Production (locks a die next turn, automatically succeeds)

I say we repeat construction. Having the beginnings of our trade/merchant fleet would be incredibly useful both politically as a significant bargaining chip with other Imperial powers who'll want our cargo in exchange for their support, and internally as we'll be able to control the flow of trade into the Forgeworld and thus, better able to establish our control over our rivals.

Repeat this enough times and it'll really help us out in the economic and political sense in the long term.
 
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Nice rollover effects.

[X] [Cargo] Divert Resources (add 24 Progress to an Annex action of your choosing)

I'm in favor of the Divert Resources option myself. If we can finish off that augur array without throwing any more dice or influence at it we can have a new ship together that much faster. Having lots of spare parts isn't nearly as valuable as having the right combination of parts to spit a whole ship out of the dock.

And while some of the points are technically "wasted", the augur is, in practical terms, a more efficient use of the resource on the whole as it does guarantee a completed part whereas anything else would still require at least one die expended to finish up.
 
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