Seraphim Command Internal Communion System
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From: Gabriel (Seraphim of Information)
To: Micheal (Seraphim of Defence), Uriel (Seraphim of Science)
Dear Brothers Mine,
I understand both of your frustrations surrounding the Nephilim and their initial deployments, but I must ask you both desist with the petty bickering. During these trying times we must pull together, as we always have, and confront the enemies that threaten all we have built!
It is true that the Nephilim have so far been, as some would say, a mixed bag. But the potential is there for something great! I truly believe that, with time, they shall flourish into the greatest assets at our disposal. But they cannot do that as they currently are.
Micheal - I expect the Nephilim to be given full access to the requested equipment. You may prioritise those that have proven most effective, but they cannot be so with proper armaments.
Uriel - the Nephilim as they currently stand are unfinished, you must agree. I suggest you use those already deployed to trial modifications. And surely there is research that can be done to expand on their capabilities.
While disagreements are natural, you know that only by working together can we solve our problems! I hope we can all put this difficulty behind us, and move forward as one.
Blessing be upon you both, and Amen.
If you believe you have accessed this file in error, please inform your Tutelary, and await further instructions.
Greetings [Nephilim]. You have been approved to request additional equipment, as well as bodily modifications. Due to resupply issues, supplies will be given to agents best able to utilise them.
Please select from the available options below:
Equipment
Main Weapons
[ ] Wrathful Flamer (Level 1)
+1 Dice, +1 Dice when fighting Green Folk
Through fire, we are are purified
[ ] Anti-Armour Arquebus (Level 1)
+1 Dice, +1 Dice when fighting Crustacians
Antiqued, but effective
[ ] Tactical Auto Shotgun (Level 1)
+1 Dice, +1 Dice when attacking Tactical Targets
Strong enough to punch through body armour
[ ] Peltor Twin-Autocannon (Level 2)
+2 Dice
Double the firepower, double the judgement
[ ] David MkII Railcannon (Level 2)
+3 Dice, -1 Death roll needed to die
Bring low the titan
[ ] Holy Javelin (Level 2)
+2 Dice, +1 Dice when fighting Crustacians
Rumors say each of the missiles are blessed by Micheal himself
[ ] Sunshot Plasma Rifle (Level 2)
+2 Dice, +1 Dice when fighting Greenfolk
The power of the sun, in the palm of your hands
Secondary Weapons
[ ] Prayer Hand Cannon (Level 1)
+1 Dice
Normally supplied to high ranking officers or Cherubim
[ ] Damn Grenades (Level 1)
+2, -1 Death roll needed to die
Prone to exploding in the hand - hence, the name.
[ ] Lazarus Injector (Level 2)
Once per turn, prevent the death of one player on the same planet
The source of this green solution is a closely guarded secret.
[ ] Auto-Turret Pack MK1 (Level 2)
1 guaranteed success
Always have someone watching your back, from your back!
[ ] Plasma Charge (Level 2)
+2 Dice, +1 when attacking Sabotage Targets
Press button and run
[ ] Deployable Auto Turret (Level 2)
+2 Dice, +1 when Defending
Sentry online
CQC Weapons
[ ] Weedwacker Knife (Level 1)
+2 Dice, -1 Death Roll needed to die
Call that a knife? This…
[ ] Wedge Shield (Level 1)
+2 Death Roll needed to die
Little more than a thick metal plate welded on to armour
[ ] Faithful Barricade (Level 1)
Can choose to die instead of another player on the same planet
You're meant to use the shield to block the blow, not yourself
[ ] Executioner Powersword (Level 2)
+3 Dice, -1 Death Roll needed to die
For sinners, the only reward is death
Hardware
[ ] Sacramental Stims Mk1 (Level 1)
+1 Death Roll needed to die
A divine mix of chemical agents and ancient vintages
[ ] Tactical Uplink Mk1 (Level 1)
+0.5 Control loss per success over needed amount
When carefully directed, wrath and fury can have greater impacts
[ ] Host Uplink Mk1 (Level 1)
+0.3 Control loss when Supporting Host, per Host. Stacks to +0.9
Even the knowledge that one divine warrior fights with them drives men forward
[ ] Enhanced Servos (Level 2)
+1 Dice, +1 Death Roll needed to die
Fine tuning allows the user's full strength to be utilised.
[ ] Martyr's Wrath (Level 2)
On dying, succeed the action, including gaining material rewards
Even in death, you may yet serve.
[ ] Silencing Modifications (Level 2)
+2 Death Roll needed to die
What is worse than a super-solider in armour? A super-solider in silently armour.
[ ] Squad Uplink MK1 (Level 2)
Can give up to three excess success die to one player on same world
It's a novel idea, but effective - cooperation
[ ] Tutelary Assisted Aiming (Level 2)
Success level decreased (e.g. 3 to 2) on first three dice
It'll feel like cheating
Augments
[ ] Lung Compression Muscles (Level 1)
+1 Death Roll needed to die on Water Worlds
Allows for rapid changes in pressure without internal damage
[ ] Hydration Pouches (Level 1)
+1 Death Roll needed to die on Desert Worlds
The ability to carry more water increases operational duration
[ ] Secondary Liver (Level 1)
+1 Death Roll needed to die on Green Worlds
For better resisting toxins and pathogens
[ ] Hair Growth Hormones (Level 1)
+1 Death Roll needed to die on Cold Worlds
A layer of fur increases survival substantially
[ ] Kokabiel Mechanism (Level 1)
+1 Death Roll needed to die on Dead Worlds
A series of membranes and muscles that allow for limited vacuum survival.
[ ] Hyperactive Sweat Glands (Level 1)
+1 Death Roll needed to die on How Worlds
Prevents overheating, at a stinking cost
[ ] Cybernetic Processing Chip (Level 2)
Specialties increase by +1, regardless of success or failure
By replacing part of the brain with circuity, processing power can be improved
[ ] Secondary Heart (Level 2)
+2 Death Roll needed to die
The blood must flow.
Equipment Costs:
Level 1 - 10 Requisition Points
Level 2 - 20 RP
Level 3 - 30 RP
Augment Costs:
Level 1 - 5 Exotic Materials
Level 2 - 10 EM
Level 3 - 15 EM
Use this plan to buy;
[-] {YourName}
-[-] {Item 1}
-[-] {Item 2}
-[-] {Item 3}
At the moment, when you deploy you can use three pieces of Hardware at once.
Augments cannot be swapped out, you currently can have three at once.
You can see your resources on the Nephilim Roster. Vote will last about 3 days!