The Nephilim Crusade (Helldivers 2 Inspired Riot Quest)

Guess not much to do and wait for the next deployment. :V

Some interesting stuff though! I already have a build(?) in mind, it's just needing the resources to get 'em somehow. Dx

EDIT: Actually, question:

[ ] Squad Uplink MK1 (Level 2)

Can the three successes from this be given to Tactical Target missions in the same planet? Like you went for the T2 Planet itself (no Tactical Target) and give the excess successes to a T3+ Tactical Target on the same planet? Is that possible or...?
 
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[Canon] Green Folk Invasion Stages New
Ministry Of Science Archive
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Green Folk Invasion Stages
Based on observations of Green Folk infestations, as well as mathematical divinations

Stage Zero
Seeds arrive in-system from already infested worlds via Solar Currents. In the atmosphere they break apart, releasing smaller seeds or spores that spread over a wide area.

Stage One
Fallen seeds and spores create isolated biospheres. At this point, it is not believed to be sentient, and instead spreads mindlessly. If an infestation can be discovered at this point, it may be halted with minimal effort.

Stage Two
The biosphere is large enough to become semi-sentient. At this point it can begin integrating natural flora into itself, speeding up growth rapidly. It is also capable of acting aggressively to defend itself. Heartrees will begin to sprout at initial infection points.

Stage Three
Non-ambulatory defensive plants begin appearing. Roots within the infested area are deep enough standard methods will not reliably destroy them.

Stage Four
Limited growth of Dryads. The biosphere is fully sentient and aware, and can sense all that is occurring within its area. Begins focusing on impediments to growth.

Stage Five
Dryad Groves become fully active. Manmade structures will be actively destroyed and broken down. Launcher Trees begin growing, but can only act as short range artillery

Stage Six
Ents begin awakening. Launcher Trees are capable of long-range or anti-air. The planet is presumably half infested.

Stage Seven
Launcher Trees can now fire into orbit. Local fauna [WITHHELD]. Megaflora begin appearing.

Stage Eight
Launcher Trees can now hit targets within the local system. Multiple examples of Megaflora are present.

Stage Nine
The majority of the planet is infested, with megaflora widespread. Launcher Trees begin launching seeds into Solar Currents.

Stage Ten (Hypothetical)
[WITHHELD]

Between this and the Crab history, you have a better idea of the threats you face. Next piece will be about/from the Kingdom of Haven
 
Weedwacker Knife (Level 1)
+2 Dice, -1 Death Roll needed to die
Call that a knife? This…
I have a question for the weedwacker.

Was it meant to be effective against crustatians as well, or just the Greenfolk cause by the name it seems to be CQC weapon meant for the Greenfolk?

Though if it's an effective weapon against the Crustacians as well, then I can consider adding it to my arsenal after I save up to buy my Holy Javelin.
 
Was it meant to be effective against crustatians as well, or just the Greenfolk cause by the name it seems to be CQC weapon meant for the Greenfolk?
Honestly it was just a fun name/meme.

Is there going to be sub-factions of the enemy races?
No current plans as such

Hypothetically, if I go on a mission with less dice than the amount needed to die on a mission where I can and they all rolled failures would I die?
Hmmm, no, but it could be pointless to do that anyway because you might not be able to succeed anyway
 
Quick question: Is it safe to assume we can only equip one of each weapon type at at time? And that any weapon we purchase replaces our default weapons/armor?
 
Do we have to make a vote/plan if we don't plan to change our loadout (because we can't afford anything)?
 
@Dragonofelder I have a question that's related to the mechanics of the TL with the success dice mentioned in the Mechanics & FAQ threadmark, when it mentions that the 4 dices that results are rolled higher then four to succeed, I assume that it applies if we were to go for a TL 5 we need 5 dice to go over since if we land dice on the exact number 5 we fail.

Is this mechanic rigged for us to dice on a constant meat grinder, cause after Threat level 5 where we have to roll above a 5, the fail number stayed the same except for the death dice and with the fact that me and my fellow Nephilim being ordered to be deployed.

That's an almost guaranteed death sentence for those that are not bought any bonuses or any stuff to level the playing field with the mechanics, and that those that die on the death dice will lose half of the items they need to level the playing field.

Should I be concerned and start considering only doing lower level TLs just to ensure I survive and farm for Requisition points until I can have a very high chance that I get rolls 6 on all my dice whenever I'm deployed, or even items that help guaranteed my survival during deployment?
 
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Quick question: Is it safe to assume we can only equip one of each weapon type at at time? And that any weapon we purchase replaces our default weapons/armor?
I assume when deploying we are only allowed to have one main, one secondary, one armour and one CQC?
At the moment you can equip 1 Main Weapon, 1 Secondary Weapon, 1 CQC Weapon, and 3 Hardware pieces.

Each time you deploy, you'll choose your loadout from purchased equipment.
Augments are just applied immediately, and can't be swapped out.

Do we have to make a vote/plan if we don't plan to change our loadout (because we can't afford anything)?
If you can't buy anything, you don't need to vote right now.

@Dragonofelder I have a question that's related to the mechanics of the TL with the success dice mentioned in the Mechanics & FAQ threadmark, when it mentions that the 4 dices that results are rolled higher then four to succeed, I assume that it applies if we were to go for a TL 5 we need 5 dice to go over since if we land dice on the exact number 5 we fail.

Is this mechanic rigged for us to dice on a constant meat grinder, cause after Threat level 5 where we have to roll above a 5, the fail number stayed the same except for the death dice and with the fact that me and my fellow Nephilim being ordered to be deployed.
Yeah, from Threat Level 5 and onwards you only succeed when you roll a six.

Is it a meat grinder? Pretty much. You just need more Specialisations, Equipment and Augments to make the difference. Or, as a gamer would say, "git gud".
 
Yeah, from Threat Level 5 and onwards you only succeed when you roll a six.

Is it a meat grinder? Pretty much. You just need more Specialisations, Equipment and Augments to make the difference. Or, as a gamer would say, "git gud".
Im wondering then, if we hit both the success threshold and the death threshold what happens? I assume we win and live, otherwise it seems basically impossible to survive a mission at above like TL7?
 
Yeah, from Threat Level 5 and onwards you only succeed when you roll a six.

Is it a meat grinder? Pretty much. You just need more Specialisations, Equipment and Augments to make the difference. Or, as a gamer would say, "git gud".
Is the example for death dice in the mechanics section correct as it is rather confusing right now. as it seems to match up more with TL6 but it says it is TL4.
 
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