The Nephilim Crusade (Helldivers 2 Inspired Riot Quest)

The big iron for your hip is proving popular. You won't lose the unchosen equipment forever, you'll just have to pay Requisition Points for them
 
[X] Tactical Uplink Mk1 [Hardware]

We're still early enough that, generally, seeing as there's no issue of death currently and it's still relatively easy to pass the threshold for success... well, with all of that, may as well make the success as impactful as possible whilst we still can, before the enemy can have any time to reinforce their soldiers on our worlds and give them a greater backbone that will require stuff like the greater amount of dice.
 
Mechanics & FAQ
Mechanics
I may change things, but I'll always alert people if it'll have a big affect.
Deployment success is decided by dice rolls, with the rolls needed determined mainly by the Threat Level. At TL4 you need four dice with results over four to succeed.

A Death Die is a dice result that is under a certain threshold. At TL4 a roll of one is a Death Die. At TL5, it is two and under.

You need a certain number of DD vs Success Die to actually die. At TL4, you need three DDs. So if you have three successes, but four DDs, you die. If you only had three DDs to three successes, you don't die.

At TL7 you need the same number of DD as success, or more, to die. At TL8 you need one DD less than success, so on.
Threat Level (TL#)Fail On & UnderSuccesses NeededDeath Dice On & UnderDeaths Rolls Over/Under Successes To Die
111N/A
222N/A
333N/A
4441+3
5552+2
6563+1
75740
8585-1
9595-2
105105-3
Control is the level of, well, control the enemy has over a planet. At 100% it is fully under their control, at 0% they have no control and have been forced off-world, and out-system.

There are a number of modifiers for how fast the Control grows. They are:
  • Threat Level: Each Threat Level gives +5 growth. So at TL3 the growth is +15.
  • Biome: Each faction has different world preferences. Being well adapted gives a bonus, but low adaptability gives a minus.
  • Connected World: Each adjacent world the enemy controls gives +3.
  • World Defense. Each world of the Kingdom has their own limited defenses that provide a malus to attackers. It is highest in the Haven sector, and lowest in the Outer Sectors.
  • Hosts Deployed: Hosts deployed to a world also gives a malus.
Each race also receives a unique bonus to growth:
  • Crustacians have a higher Connected World bonus, to show their naval strength. +5 instead of +3
  • The longer the Green Folk have been on a world, the more their roots spread, and so the faster they grow. +0.3 per turn, capped at +30
Resources, Equipment and Augments are unique to each player. You cannot trade them.

Resources are gained by succeeding on deployments or completing Crusades. They are used to unlock equipment.
  • Requisition Points allow you to buy Equipment, such as weapons.
  • Exotic Materials are used to buy Augments, or to fulfil certain requirements.
  • Research is only gained when there is an active Research Project. If there is more than one project, you choose which on it is applied to.
Equipment is bought using Requisition Points. Once you have Equipment, you can choose to swap it in or out before Deployments.
  • Armour is what Nephilim wear when they deploy.
  • Main Weapons are your big gun
  • Secondary weapons are side weapons (pistols) or situation ones (grenades)
  • CQCs are close quarter combat (aka melee) weapons
  • Hardware is upgrades or extra systems applied to armour. Each armour set can take a different number of Hardware at once.
Augments are bought using Exotic Materials, and are permanent. Once you apply them, you cannot change them, and currently you can have three Augments at once.

When you die, half the amount of resources you spent on Equipment and Augments are refunded, and the majority is split between other players.

Frequently Asked Questions
How do I join?

The first part of a turn, the Deployment phase, you can just vote for where you want to deploy.

Will there be a third faction?
Yep, I already have them planned out. Just waiting for the best time to introduce them. There will also be more factions, they're WIP though and won't appear for quite a while.

What happens when I die?
Your purchased equipment is half-refunded, and then your resources are split between all other players, although some is deducted (for the crusade effort). You then just deploy as a new character.

Can we do omakes?
Sure, I'd prefer if you'd showed it to me first, but that's not essential.

When does the quest end/How do we win?
There are two end states to the quest, as far as I can see;
  1. You push all enemies off your worlds, and there are no extant threats remaining to Haven, or,
  2. Haven itself comes undersiege
 
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Some more lore. If there is anything you want me to expand on, just ask.
AIs used to fulfil roles that do not need, or are not trusted with, denizens.
Tutelaries are specialised Servitor AIs assigned to denizens on birth. The AI is housed within Ministry of Security servers, watching their denizen through surveillance systems and digital records. On the denizen's sixteenth birthday they undergo a Tutelary Integration Procedure, where cranial augments allow the tutelary to be connected to their denizen's senses, nervous system and [WITHHELD].

The tutelary augment may be upgraded as necessary. Members of Ministries receive upgrades to better perform their tasks, particularly soldiers in the Havenly Hosts.
Soldiers that have proven their skill and valour, and have undergone advanced augmentation procedures. They are tasked with special missions, or acting as bodyguards for important ministers. Prior to the introduction of Nephilim, they were the Kingdom of Haven's elite, and they still outnumber their successors.
Planetary governors. Although part of the Ministry of Policy, they work alongside the other ministries.
Sector governors. Instead of having a capital world, Dominions move between their worlds in dedicated Chariot cruisers.
Members of the Ministry of Science. They are researchers, data specialists, doctors. They are recognisable by their white robes.
The commanding officers of Hosts. They are soldiers that have proven their tactical ability and ruthless personality.
Combined space and ground forces, designed to operate semi-independently under the umbrella of the Ministry of Defence. Hosts that underperform are broken apart, while ones that succeed are rewarded with better resources. This is done to create healthy competition.
A widely used ship design. It's modular nature allows it to fulfil a variety of roles, from battleships to troop carriers, from research vessels to colony ships.
 
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Combined space and ground forces, designed to operate semi-independently under the umbrella of the Ministry of Defence. Hosts that underperform are broken apart, while ones that succeed are rewarded with better resources. This is done to create healthy competition.
Oh, there are going to be problems. Both in lost cohesion from broken formations and intraservice rivalry.
A widely used ship design. It's modular nature allows it to fulfil a variety of roles, from battleships to troop carriers, from research vessels to colony ships.
OK, so we're working on Age of Sail rules where warships moonlight as cargo vessels and visa versa.

Is it literally a container ship we strap guns onto, or is it a bit more purpose-built than that? Do we have dedicated warships, or bulk haulers, or is it all Chariots?
 
@Dragonofelder would the crustaceans be able to have ships since they are one of the organic factions to use ranged weaponry.

And would the Green folk be like the Termanids that spread their plant spores from one planet to another?

It's from what I know about helldivers 2 and how the two opposing factions would attack planets under the main faction's control.
 
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@Dragonofelder , more questions:

Is there a separate...let's call it a Navy1​, a separate arm for warfare in space under the Ministry of Defense? Likewise, is there a separate Army or militia system purely for surface warfare? Or is it all handled by Hosts?

To what degree are Servitors or other automated systems integrated into our forces? Do we have drone reconnaissance? Automated logistics? Armed unmanned vehicles?

What does Cherubim augmentation look like? Is it cybernetic, or super-biology as the Nephilim appear to be? Do they have special logistical needs over unaugmented troops?

1.We could call it a Spacy but it's not that kind of setting. Voly, from volāre, as Navy is to nāvis?
 
Is it literally a container ship we strap guns onto, or is it a bit more purpose-built than that? Do we have dedicated warships, or bulk haulers, or is it all Chariots?
Imagine the Chariot as a shell - attached engines, energy systems, basic stuff - that then can be filled with whatever you need. The ships are designed in such a way you can repurpose them fully in weeks.

There are dedicated warship, of varying size and use. And also "civilian" ships like proper cargo vessels.

@Dragonofelder would the crustaceans be able to have ships since they are one of the organic factions to use ranged weaponry.

And would the Green folk be like the Termanids that spread their plant spores from one planet to another?

It's from what I know about helldivers 2 and how the two opposing factions would attack planets under the main faction's control.
The Crabs do indeed have ships, that are able to match and beat Haven's own. A lot of them - such as Lobster Shuttles - are able to operate in space, in atmosphere, and underwater as well. With needing refitting, they can just go from one to another.

The Green Folk do indeed spread through spores, although seeds might be a better term. On worlds they're growing on, massive hollow trees grow. While young, they can act as artillery, on a planetary scale. Older ones can shoot at ships in orbit or further, and the oldest ones launch seeds that travel to other systems to spread.

@Dragonofelder , more questions:

Is there a separate...let's call it a Navy1​, a separate arm for warfare in space under the Ministry of Defense? Likewise, is there a separate Army or militia system purely for surface warfare? Or is it all handled by Hosts?

To what degree are Servitors or other automated systems integrated into our forces? Do we have drone reconnaissance? Automated logistics? Armed unmanned vehicles?

What does Cherubim augmentation look like? Is it cybernetic, or super-biology as the Nephilim appear to be? Do they have special logistical needs over unaugmented troops?

1.We could call it a Spacy but it's not that kind of setting. Voly, from volāre, as Navy is to nāvis?
The Hosts are the main battle and Crusade groups, but there are separate military forces, including naval groups, used for patrolling systems.

And there are militas, with denizens expected to pick up arms to defend their worlds if they come under threat.

Servitors are used across the KoH, but usually just to support humans. They might act as a assistants, or do rapid calculations. Drones are a yes, I might give you some eventually, but there are no fully autonomous vehicles.

Cherubim undergo [WITHHELD] that makes Darth Vader look like a hip replacement. Needless to say, they don't remove their masks. Aside from standard bionic maintenance they need to be routinely brainwashed. Which is time consuming, so Nephilim were designed not to need that. Hopefully.
 
While young, they can act as artillery, on a planetary scale. Older ones can shoot at ships in orbit or further, and the oldest ones launch seeds that travel to other systems to spread

When you mention about the older trees being able to effectively combat against ships in orbit, would their reloading system be related to photo synthesis. If they are going to be relying on plants then it would make sense that they would rely on the rays of the sun, and that they would be weakened when it is night time.

Has the Virtues been researching ways to counter the green folk's ability to spread to other planets via seed launches, or make it so that the Green folk would be weakened in some way similar to plant repellant chemical agent, though on a military scale?
 
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