The Nephilim Crusade (Helldivers 2 Inspired Riot Quest)

Meh, failing is one thing - realizing the dice taunt you about it with a pair of 2s... that's different. Oh well. With my faith in the Great Lord, I shall rise up again and smite them this time!
 
Control Change
13 Success, -39 to Adversary Control
Crustacian Control now at 38%
Control Change
7 Success, -21 to Adversary Control
Green Folk Control now at 49.9%
Watch out Brothers! We might finish up our campaign to help you ;)

For example - you have Enemy Specialty Crustacian 3/3 (three out of three) and Green Folk 2/3. Locking in Crustacian drops it to zero and increases the experience need, so it's now 0/6. The experience needed for Green Folk also increases but you still have the 2 experience, so it's now 2/6.
Hmm, a little heavy, but it does incentive specialization (we'll until an overly specialized Comrade needs to fight a Xenotype they never trained for). However, we probably need to do a mixture. Some will focus on Crustacians, others Greens, and for the omni-xenocidials they need to bounce between campaigns to keep up experience.

Also, sounds like the hyper-specialist will be needed to crack the older, conquered worlds while the generalist hold down worlds. Older lost worlds would have had more time for either threat level to go up.
 
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With the 10 I rolled I'm imaging my guy was fighting for his damn life every second of the way, tenta-vines and the whole 9 yards
 
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So who wants a salad made from only the freshest ingredients?
I'm enjoying crab cakes and lobster thermidor over here.
Crusade Wide Declaration: In honour of the overwhelming victory of the Nephilim, rations shall be doubled for the next three days.

So Turn 2 is where I can join in?
Yeah, during the deployment phase.

LIKE SHOOTING FISH IN A BARREL.
OH WAIT. THAT'S JUST THEIR CARS.
All of the Crustacian vehicles are some form of shelled animal. Next turn I'll introduce the scorpion tanks
 
Turn 1 After-Action
Seraphim Command Internal Communion System
To view this record you must be Order Level Zero

From: Uriel (Seraphim of Science)
To: Micheal (Seraphim of Defence)

Micheal,

As you can see, my "little project" has more than proven its worth. The Nephilim have proven more effective than any of our divinations, especially on Witchpool - with a repeat of their effectiveness, while the Crustacians are still reeling, and surely they will be driven off the world. Moreover, the casualty rates across both worlds have been negligible. I have already increased their production using the resources oh so generously donated by your ministry.

Speaking of, I must request you provide the requested equipment. With proper weaponry - not the scraps you pulled together - the Nephilim's effectiveness will likely sky rocket. I know your logistics are stretched, but surely you can see the logic in doing so. You don't want to give Gabriel a reason to repeat his ministerial co-operation talk again, do you?

Also: "pull the trigger on you myself"? You must spend less time with common soldiery, your vocabulary is suffering terribly.

If you believe you have accessed this file in error, please inform your Tutelary, and await further instructions.

Greetings [Nephilim]. Following your successful deployment, the Ministry of Defence Logistics Wing has prioritised equipment for your use. Due to the ongoing conflicts and difficulty for producing hardware at your size, supplies shall be limited. Before your next deployment, a single item may be claimed.

[ ] Prayer Hand Cannon [Secondary]
+1 Dice
Normally supplied to high ranking officers or Cherubim

[ ] Sacramental Stims [Hardware]
+1 Death Roll needed to die
A divine mix of chemical agents and ancient vintages

[ ] Tactical Uplink Mk1 [Hardware]
+0.5 Control loss per success over needed amount
When carefully directed, wrath and fury can have greater impacts

To be clear - only players that deployed last turn can claim one of these, regardless of if they succeed or failed.

In future turns you'll be able to spend your resources and such here, but not quite yet. I'll give you three days, then after that we're onto turn 2!
 
+0.5 Control loss per success over needed amount
What does this mean, me am confuse
At Threat Level 2 you need to succeed on two dice rolls to succeed (you have three dice by default). Your standard impact on the enemy's control is 3. With the Tactical Uplink, if you succeed on three dice rolls your impact becomes 3.5. This can scale up, so you succeed on four dice rolls the impact would be 4.
 
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