Attention denizens of Haven! This is a special broadcast, brought to you by Malakhim, your source for news and current events! You are instructed to pay close attention, and are permitted to pause in your tasks. We go live to the Golden Citadel, to the office of our Seraphim of Defence, Micheal.
Greetings, fellow denizens of Haven.
As you know, despite the heroic efforts of our Hosts, the enemies of our Kingdom grow ever closer. The devouring Green Folk encroach from the galactic north, while the insatiable Crustacians attack from the galactic south. Although the inner sectors still stand strong, the outer sectors suffer terribly under their inhuman occupiers. I know you all - as do I - spend your Assigned Meditation Hour contemplating the suffering of those poor souls.
However, they shall not suffer much longer! I am pleased to announce that our Great Lord has decreed that six new Hosts shall be gathered, and at the beginning of the new year will be dispatched to bring divine wrath to our foes. Nor shall they do so alone - for I am able to share exciting news! Our diligent Virtues in the Ministry of Science have completed a project of monumental importance, one that shall assure our eternal victory: the Nephilim.
Nephilim are warriors that stand above even the most elite Cherubim - in both size and stature. Through holy biochemistry the bodies of willing volunteers have been strengthened, perfected, transformed into machines of war. They have been equipped with the most advanced armours ever produced, with cutting-edge weapon systems. Furthermore, they have received the best training possible, drawing upon the experience of hundreds of battles. Each and everyone of them is an army unto themselves, and their souls burn with loyalty to our Great Lord.
As we push forwards to reclaim our rightful territory, the Nephilim shall be at the forefront of our Hosts. They shall be our sword and shield, our vigilant defenders, our wrathful avengers. Along with the soldiers of our armies and the ships of our fleets, they shall drive out the enemy, and return us to our rightful domains. Haven's light will once more shine in the dark places of our universe, and the grace of our Great Lord shall be spread among the stars.
Blessing be upon you, and amen.
This has been a special broadcast, brought to you by Malakhim, your source for news and current events! Please return to your tasks within a reasonable timeframe, or you shall be disciplined by your Tutelary. Seraphim Command Internal Communion System To view this record you must be Order Level Zero.
From: Micheal (Seraphim of Defence)
To: Uriel (Seraphim of Science)
We both know how f*cked we all are, but I want to make it clear to you - if this gambit of yours fails, I'll pull the trigger on you myself. At best we have less than a year before we have visitors at our gilded barricade, and since we both worked on it we know exactly how long it'll last. At that point, we'd have to activate the Rapture Protocol.
I've always said your little project was a waste of resources but you've convinced the others so I'll play nice. We need a trump card, something to put the ball back in our court, and if it has to be your lab grown freaks I'll accept it for now. But make no mistake, they'll be under my command. I want the control codes asap, before they even get shipped out. And if you think I'll just hand all the equipment you've requested for them, guess again. I'll want to see some dividends first.
Maybe if we get some breathing room, I'll reassess my position. But until then, you best hope your miracle is all it's cracked up to be.
If you believe you have accessed this file in error, please inform your Tutelary, and await further instructions. Greetings, and welcome to The Nephilim Crusade, a Helldivers 2 inspired riot quest. You'll be individually taking control of one of the Kingdom Of Haven's brand new, untested and under-equipped super soldiers. It's your task to drop onto contested worlds, bring righteous wrath to the enemy, or die trying? And if you do die, you'll just start afresh, and go all over again!
Each player will have their own stats, resources and items that will be explained as they become relevant. We're using a "simple" dice system, and the longer you survive, the stronger you get! But also so will the enemies you face.
Like Helldivers 2, I'll be attempting to create a "living galaxy", with events occurring that are both related and unrelated to your actions. The story is fairly basic, and is mostly there to drive gameplay, but I'll be expanding upon it as I go.
This is just the into post, we'll begin the first deployment soon! Feel free to ask questions, both about lore and gameplay! I hope you enjoy!
Update: There is now a mechanics post! Please read it if you have any questions, the answer might be there.
Greetings [Nephilim]. I am your assigned Tutelary. I am programmed to support your deployment process, as well as giving tactical and combat advice.
You are being deployed as part of the Twin Wings Crusade, simultaneous counter-attacks on the worlds of Laetitia and Witchpool. Both worlds are divinated to fall shortly without reinforcement.
Your first deployments will reveal your effectiveness in combat, and determine your long-term use to the Kingdom.
Equipment Due to supply issues, your loadout has been predetermined
[X] Goliath Mk3 Exo-Armour [Armour]
+1 Dice Highly advanced armour integrating servos, sensor and com systems.
[X] Peltor Autocannon (Modified) [Main Weapon]
+1 Dice A rapid fire heavy kinetic weapon. Commonly mounted on light vehicles, modified to be carried
[X] Combat Blade [CQC]
+1 Dice Large knife, purpose made for Nephilim
N/A [Secondary]
N/A [Upgrade Slot 1]
Augments Pending Further Research First deployment, you only have two worlds to choose from. Things will become more open for future turns.
Vote will go for 24 hours, after that we'll go to Deployment, where I'll tell you what dice you need to roll.
If you're interested in a bit of math, see below for the growth of your enemies control. For reference, a successful mission will lower the control by 3%.
Laetitia
Base 10
Growth 0.9
Threat 10 (2 x 5)
Biome +5
Connected Worlds +6 (3 x 2)
World Defenses -2 (Mid Sectors)
Crusade Forces -9 (3x3)
Total 20.9
Current 50%
After Turn 70.9%
Witchpool
Base 10
Threat 10 (2 x 5)
Biome +5
Connected Worlds +10 (5 x 2)
World Defenses -2 (Mid Sectors)
Crusade Forces -9 (3x3)
Total 24
Current 50%
After Turn 74
Amid an ongoing space battle, the Chariot-class cruiser Crystal Spear enters the upper atmosphere of the ocean world and begins to orbit it, in a manoeuvre most commonly used for wide-spread bombardment. The Crustacian ships move to intercept but are blocked by a screen of frigates and destroyers. They can only watch from afar as the cruiser launches pods towards the surface - not large enough to be standard munitions, not enough for an actual bombardment pattern.
Over the next seven hours the Crystal Spear deploys its cargo across Witchpool, under fire from both ground batteries and ships that are able to pass its screens. Finally, trailing smoke and debris, it completes its orbit and breaks off to return to the safety of the larger formations. Its job is done.
On Witchpool's surface the Crustacian command elements identify the estimated landing zones of the incoming pods, and acting under the belief that they are some kind of weapon - logical, considering their soldiers are in many of the zones - they order rapid general evacuations. Scouts riding Shrimp Jets observe the falling objects from afar, and are able to watch as they split apart, still several miles above the surface. They watch in confusion as giant humanoids are revealed, anti-grav chutes spreading from their armoured backs to slow their falls. The giants still land hard - where they hit solid ground, they throw up clouds of dust, earth cracked beneath their feet. Those that land in bodies of water cause it to flash-boil and spread out as mist.
The first Crustacian casualty is a scout that, out of sheer stupidity, decides to drive closer to get a better look. Their shell is cracked by autocanon fire, blue blood bursting out, and they die with little idea of what killed them. Mere moments later, hundreds of miles away, the next alien dies. And then the next. And the next. And the next.
Gun and blade, fist and boot. The Nephilim rampage like beasts, barely listening to the tactical information provided to them by their integrated tutelaries and handlers in orbit. Their world, narrow from birth, has constricted to one goal - kill the enemy. And that they do. Squads are bowled over by bullish charges, their energy weapons near useless against personal shielding. Light vehicles are riddled with bullets until they detonate, while heavy ones are torn over like cans, exposing the soft pilots inside.
It must be said the Crustacians are not helpless. Their weapons, when they break through shields and armour, are enough to stagger their attackers. Claws augmented with hydraulics prove sufficient to sever limbs. But the Nephilim do. Not. Die. They fight on, even as their blood seeps into the soil, into the water, staining the world red. Broken bones, missing arms, Goliath armour damaged to the point of non-function - still they fight, dragging themselves forwards, unwilling, unable to stop fighting.
Nephilim that do stop are rarely truly dead, instead falling into comas at the prompting of implanted organs and mental programming. There they lie, untouched by friend or foe alike, until the fighting moves on. Later, when the Crystal Spear once more makes a pass across the planet, shuttles will descend on their locations. White robed ministers exit with medical tools in hand, gather up what they can, and then carry the fallen warriors back, back into orbit. They shall be healed, made whole again, re-equipped and rearmed, and soon shall once more fight.
Their fellows that yet stalk the planet also return eventually, called away by command codes, the desire for violence quashed until needed again. They leave in their wake destroyed bases, broken vehicles, and dead Crustacians by the hundreds. Each has reaped a toll higher than some Hosts do in a single month, all within the space of less than seven days.
Witchpool Result
Succeeded Donald Darf, Chiperninerm, ScorpioSting, Doctor Elsewhere, RookDeSuit, Nerm, Thozmp, The Well Wisher, Jack727, DiscordOxymoron, TylonGreas112, ConfusedPotato, Klackon
Control Change 13 Success, -39 to Adversary Control
Crustacian Control now at 38% Thousands of light years away a similar tale is played out, although the actors are different. Here it is the cruiser Mourning Sun that disperses the deadly cargo, and although the space around Laetitia is clear of enemy craft, the amount of anti-orbital fire coming from below more than makes up for it. Acorns the size of tanks crush armour plates, exploding with viscous force to spread acid that chews through metal. The Reliquary Pods also suffer on their descent, smaller seeds knocking dents into steel but failing to penetrate.
The Nephilim are fighting as soon as they land, as the intelligent Green Folk biosphere reacts to their violent intrusion. Grasses and vines wrap themselves around limbs, while entire trees shake as they swing their branches. More plants exotic are also present, such as thick stemmed flowers that spit boiling acid, and needle toothed bushes that snap at any that get close.
The Nephilim fight back, often exchanging their autocannons for their combat blades, cutting and slashing at the offending vegetation. Despite the lack of specialised weaponry, the sheer brutality they are unable to unleash seems to traumatise the plant life, shocking it into passivity. But soon it rallies, driven and guided by the will of another.
The Dryads have come - plants in the forms of lithe women, hair of flowers, eyes like those of insects. They act like commanders, directing the actions of the biosphere. Vines act in concert to trip up Nephilim and hold them in place, allowing acid to be poured upon them, allowing the very earth to eat them. The invaders falter under this renewed assault but still push on, meting out death. The Dryads are torn apart, yet more still come, more and more, an endless green tide.
When the Nephilim are called away there are none among them that have not suffered horrible wounds, but they have driven the green back, and shall soon return in wrath and fury. When they do, the woods shall be waiting for them.
All Gain:
+1 Enemy Specialty - Green Folk
+1 Tactical Specialty - Defence
+5 Requisition Points
+3 Exotic Materials
Failed Jaguar2234, SeQuester, Shard of Victory, Lo_and
Control Change 9 Success, -27 to Adversary Control
Green Folk Control now at 43.9% In case it wasn't clear - none of you actually died, merely failed to have a sizable impact. I have a system for Threat Level that decides what you need to roll to win, and what rolls you need to die. I'll share part of it below:
Level 1, succeeds above 1, 1 success needed, no death
Level 2, succeeds above 2, 2 success needed, no death
Level 3, succeeds above 3, 3 success needed, no death
Level 4, succeeds above 4, 3 success needed, death on 1, needs 3+ death rolls.
Specialties are your experience, you gain one for each kind of deployment you succeed on. Enemy Specialties - Crustacians or Green Folk - are separate from Deployment Specialties - Defence, Invasion, etc. After reaching a set amount - it starts at 3 - you'll have the option to confirm it. Doing this gives +1 dice in the relevant situation, resets that experience to zero, and increases the need level for all related specialties. If the system is a bit harsh, I might change it.
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.
Requisition Points and Exotic Materials are for buying stuff! But you can't do that yet. More on that later.
Before the next post I'll set up the Nephilim roster. The actual update may take a while, going to be somewhat busy.
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!
…this is Malakhim, your source for news and current events. We bring you a special report on the progress of the Twin Winds Crusade, and the initial deployment of the Nephilim super soldiers! On both worlds our newest champions have won overwhelming victories, driving back the inhuman invaders! Conflicts that were due to last months have instead been cut down to weeks! It is speculated that the coming months will see words liberated from their oppressors, until they are driven beyond the Outer Sectors! Denizens have been instructed to spend their Assigned Meditation Hours praying for the swift victory of our Hosts, and our heroic Nephilim!
In other news, a new reward scheme for efficient workers will come into effect over the next week, depending on availability. Those eligible will be given access to an exciting new ration option - Shell Salad… Ministry of Defence Internal Communion System To view this record you must be Order Level 2
General Notice For Crusade Command Elements
It has been decided that the objectives of the Twin Wings Crusade will not be changed, even after the overwhelming victories of the Nephilim. Witchpool is likely to be cleansed fully shortly, but Laetitia is still a concern. Seraphim Micheal is already determining what actions will be necessary.
Furthermore, going forwards the Nephilim will be directed to complete objects, instead of ramping behind enemy lines. This will increase their effectiveness, at the cost of increasing casualty rates, but this has been judged as worthwhile. New units are currently being distributed, both to expand operations and replace casualties, and production has been ramped up on Haven.
It has also been decided that going forwards the Nephilim will be equipped based on combat effectiveness. As new weaponry designed to their specifications are produced, they will become more available.
Continue with your work, and our Great Lord's blessings be upon you.
Amen.
If you believe you have accessed this file in error, please inform your Tutelary, and await further instructions. Week 2, Month 1, Year 40,333 of Our Great Lord
Greetings [Nephilim]. Preparations are complete for your second deployment, including new tactical information from the Hosts. There are several missions that you may be given, including deploying in support of the Host's ground forces, and targeting the enemy's command elements.
New equipment is due to arrive post-deployment, and distributed as necessary.
[ ] Laetitia
Operation: Defence Adversary: Green Folk General Threat Level: 2 Control Growth: 21.2% Projected Control: 65.1% Hosts Present: 3 Tactical Target(s):
-[ ] Heart Trees (TL4) (Decapitation) Nexuses of biosphere growth and control. Destroying them will affect the entire network.
-[ ] Dryad Groves (TL3) (Sabotage) Dryads emerge from these groupings of trees. Destroying them will thin their numbers.
-[ ] Fire Teams (TL3) (Support) Infantry and mechanised units equipped with flamethrowers drive the vegetation back, but are always coming under attack.
[ ] Witchpool
Operation: Defence Adversary: Crustacians General Threat Level: 2 Control Growth: 24% Projected Control: 60% Hosts Present: 3 Tactical Target(s):
-[ ] Command Relay Articulated Bastion (TL4) (Decapitation) Crustacian ground operations are controlled from these massive vehicles. Destroying them will
-[ ] Vehicle Shoals (TL3) (Sabotage) Zones where vehicles are repaired or resupplied. Attack while they are unprepared.
-[ ] Beachheads (TL3) (Support) The Host's landing areas come under constant threat, impairing their ability to deploy.
Equipment To expedite deployment, your loadout has been predetermined based on available options
Augments Pending Further Research Tactical Targets are optional deployments that grant double the resource rewards of a standard deployment, and also an additional bonus, while having higher Threat Levels and therefore a higher chance to fail or die. To get the bonus, three Nephilim need to succeed on a target, and the bonus can stack.
Decapitation targets relate to the command structure of the adversary. Destroying them reduces their Control Growth.
Sabotage is about the adversary's military power, and limiting it in some way. When destroyed, they grant an additional die for all players deploying on the planet next turn.
Support is about fighting alongside the Hosts. Doing so makes them more effective on the planet next turn.
If you don't want to do a tactical target deployment, just vote for the world. Otherwise it should look like this:
[X] Laetitia
-[X] Dryad Groves (TL3)
Cry havoc, and let slip the dogs of war - you are the dog, and your new fangs shine so brightly in the light of the flames. The goals have changed, the battlefields are more deadly, yet nothing is more complicated than the gun in your hand, the enemy in front of you, the voice in your ear that demands you kill kill kill-
Is there anything else that needs to be said? Total Nephilim Deployed: 54
Although Dryads appear as individual entities - the lowliest of the "Green Folk", as they have been named by the Kingdom of Haven - each is merely an ambulatory plant still connected to the wider, intelligent biosphere. They grow like fruit on trees, trees which themselves only grow in the most nutrient rich soil. This means large groupings - groves - of these Dryad Tress naturally form, which also act as resting or healing places for Dryads not performing tasks. This means, when the Nephilim attack, they encounter much more resistance than anticipated.
With the mindless attention of the biosphere unintentionally drawn away by massive fires on the other side of Laetitia, the Dryads are momentarily surprised by the assault, allowing the Nephilim to literally rip into them, autocannons turning swaths of living plants into lawn clippings. The birthing trees' delicate processes prevent them from being controlled by phytokinesis, meaning the Dryads must rely on their natural thorns to attack, much to their detriment. They throw themselves at the Nephilim, trying to pin them in place and find weak points in their armour. The super-soldiers can easily shrug off a single Dryad, or two, or three - but a dozen? More? Armoured warriors are dragged to the ground, blood watering the roots.
The Nephilim turn their fury on the mature Dryads, but some are clever enough to go for those as yet unripe - those still in their birthing fruit. Hanging from tree branches like giant peaches, they are easy targets, popping like water balloons when punctured. The immature Dryads that fall range from nearly fully grown, to "children" half the size of their "adult" forms, to mere bundles of unformed vines and sap. While most of the prematurely born Dryads fall lifeless to the ground, or die on impact - not all do. They climb to their feet, instantly grasping what, who, where, why, and charge in to join the fight.
Even as they do, some unseen biological switch is flicked - each and every Dryad fruit with a "living" Dryad inside peels open, disgorging its occupant. Some drop directly onto Nephilim - barely weighing anything, the impact itself is negligible - but having an angry plant lady suddenly scrabbling over your armour is a shock to anyone. One Nephilim accidentally shoots a comrade when their aim is thrown off. Another ends up stabbing themselves in an attempt to kill the Dryad wrapping herself around their arm like a determined snake.
With the furious flora outnumbering them severely, the Nephilim are forced to withdraw. They could, perhaps, eventually kill all the Dryads within the Grove - but by then more would have arrived from further afield, and damage to the birthing trees would be minimal. They leave behind some of their fellows, whose bodies will be swallowed by the earth, to feed the next generation of Dryads.
Elsewhere on Laetitia, the mortal soldiers of the Havenly Hosts are unleashing fiery wrath, in the most literal way. Troopers equipped with both light and heavy flamers hose down Green Folk contaminated vegetation, moving forwards at a slow but steady pace. When Dryads attempt to break through the firing line, they are pushed back with yet more fire, their skin proving easy fuel for hungry flames. Reacting to the burning pain, the biosphere finally begins to escalate.
The first warning the Host has is the loud groaning, the creaking, as trees bend out of the way. Shouts and screams for backup repeat up and down the line, but too late - the Ents are here. Bursting from the treeline they come, giants of bark and root, hands already swooping low. Soldiers are plucked from the ground and thrown like toys - others are simply stepped on, their flamethrower packs exploding from the pressure. If the Ents feel the pain as their bark is charred black, they show little of it, simply striking harder. When Purifier Tanks roll in, sheets of flame coming from their turrets, they are crushed by hurled rocks, the Ents pulling boulders from the ground with ease.
Nephilim deployed to support proved ineffective, lacking any specialised equipment to counter the Ents. Despite their enhanced speed and strength, they are still gnats compared to their foes. In an ironic mirror of events in the Dryad Groves, some super-soldiers dare to climb onto the Ents, knives and armoured limbs digging into bark. Although the majority are plucked off, crushed or tossed aside, one makes it to the Ent's head - where they draw their Prayer Hand Cannon, and put two bullets each into the glowing "eyes" of the giant. Giving a wooden groan, the Ent stumbles and falling, eliciting a cheer from the watching soldiers - but it is a hollow one, as they are still forced to flee for their lives.
Eventually the Nephilim are recalled, allowing the Ents to stomp about as they like. Already, green shoots poke through the ash. Given time, the biosphere shall recover, and spread once more.
Laetitia Result Succeeded
Jaguar2234, Rush99999, Spector29, SomeDude134, BobFranklin, Valorum
All Gain:
+1 Enemy Specialty - Green Folk
+1 Tactical Specialty - Defence
+5 Requisition Points
+3 Exotic Materials
Failed
*name*, Ice_moon_dreams
Support - Fire Teams Succeeded
Floom
All Gain:
+1 Enemy Specialty - Green Folk
+1 Tactical Specialty - Support
+10 Requisition Points
+6 Exotic Materials
1/3 Successes - No Bonus
Failed
Rise Shine, Bonapartist, Kingster, The Well Wisher, SeQuester, Shard of Victory, GAWR, KingCrimson1081, Artesian
Control Change 6 Successes, -18
3 Tactical Target Successes, -18
Total -36 To Adversary Control
Green Folk Control Now At 29.1% Although the vehicles - and other technology - of the Crustacian race are often biological in appearance, they are totally mechanical in nature. And even the most advanced technology requires maintenance. Crustacians military doctrine orders that on contested worlds the maintenance of war machines be done in large groups, to better defend the most damaged vehicles. On Withpool, once such gathering took place in a shallow lagoon.
While the mechanics and pilots tended to their mechanical steeds, soldiers scuttled about, watching the horizon. It had been less than a week since the unstoppable, unthinkably violent rampage of the mysterious human warriors, and the Crustacian were still reeling from the attack. They knew next to nothing about their attackers - where they had sprung from, how they were so physically powerful, how they had armour seemingly more advanced than anything the Kingdom had deployed before. All they knew was they were extremely difficult to kill, and could come from anywhere, at any time.
The Nephilim charge in from all directions at once, armoured legs pumping like pistons and steps throwing water into the air. This strategy makes sense tactically, as the Crustacians outclass them in ranged firepower, while the reverse is true in close quarters. But in truth, the super-soldiers just want to get to grips with the enemy as fast as possible. This simultaneous assault took many hours of planning and guidance by their handlers and is expected to do significant damage.
In the initial moments of the attack, that divination proves true. The sentries barely have time to give warning before they are gunned down, or literally ran over, then the sharks are amongst the shoal. The blue waters mix with blue blood, as crab-soldiers are shredded. Those that try to run are butchered even more brutally, shell plates broken by fists and left to bleed out. The vehicles are not spared either - newly gained hand cannons are used at short range to punch through armour and destroy critical systems, or idling reactors. The most crazed Nephilim simply use their impossible strength to lift up the machines, flipping them onto their sides. One climbs atop a toppled tank, screaming their hatred and bullets into the air.
A stream of boiling plasma sprays over them, melted armour and flesh mixing, dripping down into a messy puddle.
Their assailant is a massive dark shelled scorpion, its thick tail waving above its body, plasma launcher already recharging. It does not lack for other weapons however; large claws twice the size of man each seize a charging Nephilim, and in mirrored movements slice them clean through. Other legged tanks march across the muster field - Heavy Isopod troop transports are used as mobile cover, soldiers peering between legs to shoot.
The Crustacians rally as their vehicles come back online, superior firepower killing Nephilim by the score. The tide turns, and is visible even from orbit - against their better judgement and the wills of their charges, the Nephilim's handlers order for a tactical withdrawal. Not a retreat, or a rout - a redeployment, a reassessment. There are easier, more advantageous targets elsewhere on the world.
One such target is not the Havenly Hosts' landing zones. Drop ships are blasted from the sky by assault craft or ground-based weapon systems, and even once the soldiers inside are deployed they come under constant shelling. The Crustacian artillery pieces outrange the Kingdom's, even if they could be deployed, and fast moving skirmisher units keep the troops trapped in hastily made defensive positions - often little more than a shell hole, a natural cliff, a burning shuttle wreck.
Despite the Nephilim being intentionally deployed to support the Hosts, all of them were deployed far from the beachheads, and have to move through enemy territory to reach them. Once they are spotted, the Crustacians do their best to prevent the super-soldiers from linking up with their mortal allies, diverting whole squadrons to drive them off. This does reduce the pressure on the landing zones, but not enough to make a true difference.
Witchpool Result Succeeded
Nerm, Ralakesh, Phoenix853456!, Zxzx24, DecaffeinatedOwl, CaOp, Moon-llama
Failed
Donald Darf, Chiperninerm, DArkcreeper, ScorpioSting, Archon7, Jack727, TylonGreas112, RookDeSuit, Red The Shark, _Plague Doctor_
Support - Beachheads Succeeded
N/A
Failed
Doctor Elsewhere, Cult of Scruples, MrRageQuit, Thozmp, The Commander, Space Jawa, Altom
Control Change 7 Successes, -21
3 Tactical Target Successes, -6
Total -27 To Adversary Control
Crustacians Control Now At 33% Before the After-Action I'll need to update everyone's info/inventory, because you're going to be buying stuff! Capitalism never dies, baby.
Speaking of, if you have some name and concept ideas for equipment, I'd like to hear them. What they can actually do is limited - give more dice, death resistance, etc. But it'd be interesting to see what stuff you come up with.
Also, something for the future - how do you feel about vehicles? You need to use them cooperatively, but you share rewards. Thoughts?
Seraphim Command Internal Communion System
To view this record you must be Order Level Zero.
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
…increasing numbers of dedicated troop transports. Their fleet has noticeably become more aggressive in defending them, allowing large numbers of dropships to land without adequate reprisal. Based on their landing zones, we can only assume the Crustaceans are attempting to reinforce their final strongholds.
If we do not remove their taint from Witchpool they shall dig in, and only become more difficult to remove. If I may be so bold, I wish to request a full deployment of Nephilim, both to bleed their strength and deliver the final blow…
Extract from a report by Crusade Force South's Ophanim commander …previously unrecorded levels of growth within select areas. Although it is drawing resources away from other areas - notably those far from front lines - based on predictive divinations in the long term the biosphere will have doubled, possibly tripled its military capabilities.
Put in military terms, the biosphere is fortifying and settling in for a long conflict. Although this behaviour is providing excellent data, the loss of Laetitia would be non-optimal for Haven. We suggest this fact is made plain to the mudsloggers - it is their purpose to deal with this…
Extract from Ministry of Science team attached to Crusade Force North Week 3, Month 1, Year 40,333 of Our Great Lord
Greetings [Nephilim]. Data from both engagement worlds are showing the adversaries are increasing in strength - by the end of the month, the Threat Level for both worlds is set to increase.
In the face of this, Crusade Command is introducing a secondary objective. If at least one of the worlds can be fully cleansed it shall be a blessing for future actions. This will, however, not be easy. It has been divinated that only a near-total deployment of Nephilim to a single world will bring about a favourable outcome.
Of lesser importance, the Ministry of Defence is readjusting the distribution of supplies for the Nephilim programme. This should allow for wider usage of quality equipment.
Bonus Objective(s):
Cleanse Laetitia
OR
Cleanse Witchpool
Reward: 10 RP
Deployments
[ ] Laetitia
Operation: Defence Adversary: Green Folk Global Threat Level: 2 Control Growth: 21.5% Projected Control: 50.6% Hosts Present: 3 Tactical Target(s):
-[ ] Heart Trees (TL4) (Decapitation) Nexuses of biosphere growth and control. Destroying them will affect the entire network.
-[ ] Dryad Groves (TL3) (Sabotage) Dryads emerge from these groupings of trees. Destroying them will thin their numbers.
-[ ] Fire Teams (TL3) (Support) Infantry and mechanised units equipped with flamethrowers drive the vegetation back, but are always coming under attack.
[ ] Witchpool
Operation: Defence Adversary: Crustacians Global Threat Level: 2 Control Growth: 24% Projected Control: 57% Hosts Present: 3 Tactical Target(s):
-[ ] Barnacle Bastions (TL4) (Decapitation) Fortified bunkers, often in complexes near cities. The Crustacians' leaders cower here - kill them.
-[ ] Vehicle Shoals (TL3) (Sabotage) Zones where vehicles are repaired or resupplied. Attack while they are unprepared.
-[ ] Beachheads (TL3) (Support) The Host's landing areas come under constant threat, impairing their ability to deploy. I'm not fully expecting you to reclaim a world, but if you can, the reward is 10 RP for everyone that deploys this turn, regardless of where you deployed. There will be a moratorium to give you some time to discuss. I'll post a reminder when the vote opens properly.
As a reminder - If you don't want to do a tactical target deployment, just vote for the world. You also need to vote for your equipment!
Delete the { } brackets and fill in the relevant details. If you don't have enough hardware just leave them out. If you don't fill a slot, I'll fill it with a basic item. The current basic items are the Peltor Autocannon and Combat Blade, as well as the free item you might have picked up.
Based on feedback, I'm also going to start giving you partial rewards if you fail a deployment, but don't die. I'll work on the numbers later, but roughly- the closer to success, the better.
I should say that after this week updates will slow dramatically, because I'm literally travelling half way around the world to see my brother. I'll do what I can, and I might do some omakes to make up for it.