Heretek "Insurance Policy" ideas

By Lexx108, in Black Crusade

Newly started Heretek first time playing and my group consists of me, a completely teched out Heretek and 2 other melee Space Marines, now these marine players are quite random and extremely volatile in their reactions so im wanting to come up with some suitable inventions/schemes to ensure when their homicidal tendencies turn to me i will be adequately able to defend myself.

So far im thinking of dismantleing a melta pistol i found on a space hulk and incorporating it sneakily into my right arm and planting a warp enhanced bomb ive been working on into my servitor that i can activate at any time, but these are all just simple ideas floating around and i would really love some outside input, the GM is very flexible so the more crazily awesome the better.

As heretek, you'd probably be the one who can fix things. So when your friendly Space Marines' power armour gets full of melta gun holes, be sure the one to patch it up. And if by mistake you add a possibility of remote detonation of their power sources, that's just a honest mistake.

Also be usefull as hell. The best insurance is when they don't want for you to get hurt because you are the only one who can fix their plasma gun/missing limb.

iv always liked the idea of somehow fitting a remote overide into the armour. nothing takes the wind out of a beserker's sails like finding them-selves traped inside of there own armour.

iv always liked the idea of somehow fitting a remote overide into the armour. nothing takes the wind out of a beserker's sails like finding them-selves traped inside of there own armour.

I had this thought seconds before reading this post. Now how to do this is simple. While repairing thier armor you add a remote circuit that simply shorts the power output when it recives a signal. I would describe this as you taking apart a microbead and setting it to an encrypted channel, then attaching it to a relay that is set to short thier power packs output. the then get to enjoy that Hellish -60 test to move as you can just move back and take pot shots with a high pen weapon til they die.

Disabling their armor is probably the best idea. Clean, effective and when the dust settles, you have two suits of not entirely destroyed power armor. :P

Still, if they ever want you to install any bionics on them, don't forget about cortex bombs. Or, if you want to be really, really devious, there's an implant described in Rogue Trader that makes the user pass out when he's about to tell something forbidden - I don't think it's impossible to devise a variant that instead activates when a subject shows hostile intent towards preset people, for example you.

One thing to keep in mind, if these things are to be successful as your last resort insurance policy, it's vital that you restrict their use strictly to keeping these guys in check. That is, if you implant them with cortex bombs, then remotely activated cortex bombs are pretty much out of your arsenal of tricks indefinitely, because if you start using the same trick on others, what's stopping those guys from thinking: I wonder if he tried that crap on us.

From that perspective, disabling power armor remotely is probably still the best trick, as it's highly unlikely you'll be able to weaponize it in any way that's useful against actual opposition. :ph34r: