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Author Topic: Cult Race: Chaos  (Read 16882 times)

Taricus

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Re: Cult Race: Chaos
« Reply #225 on: October 31, 2017, 03:07:28 pm »

Well, the goliath is where we want it: Unable to be shot to death by autoguns. Or lasguns or any other equivalent. Should mean we can charge them into combat now. Anyway, just need to know if moving units that are currently securing an area, and moving a unit in to take over in the same turn disrupts the encampment process.

Quote
UNIT PURCHASES:
5 x Cultists W/Autoguns, Flak Armour & Heavy Stubber (50 Military Equipment, 65 Civilian Equipment)

UNIT MOVEMENT:
1 x Goliath Truck from W2 to Temple
1 x Goliath Truck from W2 to W1

4x Cultists & 2x Chaos Space Marines from M1 to M2

1x Cultists from W1 to W2

1x Cultists from W2 to Hab Skurg
1x Cultists from W2 to W3
1x Cultists from W2 to H1

3x Cultists from Temple to W1
2x Cultists from Temple to M1
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piratejoe

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Re: Cult Race: Chaos
« Reply #226 on: October 31, 2017, 03:28:07 pm »

-snipped, just look above this post-
+1
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FallacyofUrist

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Re: Cult Race: Chaos
« Reply #227 on: October 31, 2017, 05:45:00 pm »

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Khan Boyzitbig

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Re: Cult Race: Chaos
« Reply #228 on: October 31, 2017, 05:49:37 pm »

Sounds good to me.
+1 also
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Taricus

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Re: Cult Race: Chaos
« Reply #229 on: October 31, 2017, 06:01:21 pm »

Well, if moving doesn't disrupt we'll have a lot more resources by both the mines and taking over a large chunk of the workshops.
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RAM

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Re: Cult Race: Chaos
« Reply #230 on: October 31, 2017, 06:41:50 pm »

Do our existing goliaths get the upgrade? Do we need to send them home for refurbishment?
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Taricus

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Re: Cult Race: Chaos
« Reply #231 on: October 31, 2017, 06:48:08 pm »

Given the revision I think it's retroactively applied, given the lack of combat so far.
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Tack

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Re: Cult Race: Chaos
« Reply #232 on: November 03, 2017, 04:20:00 am »

All locked in then?
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sprinkled chariot

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Re: Cult Race: Chaos
« Reply #233 on: November 03, 2017, 09:04:04 am »

LET THE GALAXY BURN
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stabbymcstabstab

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Re: Cult Race: Chaos
« Reply #234 on: November 03, 2017, 03:10:17 pm »

Let's do it

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Taricus

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Re: Cult Race: Chaos
« Reply #235 on: November 03, 2017, 03:11:47 pm »

FOR THE GLORY OF CHAOS, CHARGE!
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Quote from: evictedSaint
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Tack

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Re: Cult Race: Chaos
« Reply #236 on: November 07, 2017, 12:33:32 am »

(I can't figure out the costs of your purchases. I'll roll over your resources once they've been fixed up.)

The Mines
M1
All is silent for a few hours between shifts before the next few cultists turn up. The smaller squads work no less industriously, pulling together the finishing touches on the ramshackle camp.
M1 Encampment: 2/2 (Insert name here)
-Producing 10 Civilian Equipment

M2
The first group leaves the surface of the mines, trekking deeper within the oppressive rock formations as sounds reverberate around with every shuffle of feet or whine of servos. They arrive without issue at a dead-end cavern and set about to making it defensible.
M2 Encampment: 1/2

The Workshops
W1
The movement of
W1 Encampment: 2/2 (Insert name here)
Producing 20 Civilian Equipment | 10 Military Equipment

W2
The movement of cultists to and from this area is a confusing affair, and nothing more need be said about it. Everything goes swimmingly, and the area is set up.
W2 Encampment: 2/2 (Insert name here)
Producing 20 Civilian Equipment | 10 Military Equipment

W3
The surprising rattle of distant gunfire is heard from W2. After a few seconds the gunfire trebles in volume, and the deep timbre of a heavy stubber can be heard for a while before soon all noise stops. Tense hours are spent waiting for any survivors, but none are seen.
Presumed Losses - 1 Squad Chaos Cultists

The Habs - H1
The cultist unit assigned to the Habs stroll into the domiciles with little worry. They attract a slight amount of attention but thankfully the sergeant is quick to cover his extra eyes and the roughly military look of their armor serves to make them appear as unobtrusive mercenaries. They evict a few civilians from their domiciles and set about raising a temporary shrine for the secretively faithful.
H1 Encampment: 1/2

Hab Skurg
Hab Skurg is a gigantic, thriving place with masses of humanity constantly moving to and fro along the packed platforms and corridors. The squad of cultists move to begin setting up, but are spotted by some local enforcement and after a brief gunfight are forced to retreat before reinforcements can arrive to detain them.
Hab Skurg Encampment: 0/4


Spoiler: Map (click to show/hide)
Spoiler: Forces (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Alert (click to show/hide)

Technology
Spoiler: Units (click to show/hide)
Spoiler: Vehicles (click to show/hide)
Spoiler: Gear (click to show/hide)
Spoiler: Tactics (click to show/hide)
Spoiler: Knowledge (click to show/hide)
Spoiler: Projects (click to show/hide)

It is now the Design phase. You have 6 dice remaining.
« Last Edit: January 31, 2018, 02:29:02 pm by Tack »
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Taricus

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Re: Cult Race: Chaos
« Reply #237 on: November 07, 2017, 05:21:08 am »

Hmm... looks like they've managed to send a few units up faster than what we could expect. Best send a whole lot more units to deal with it.
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helmacon

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Re: Cult Race: Chaos
« Reply #238 on: November 07, 2017, 05:41:27 am »

They must be fukin fast to already be at W3. I don't like that.

Also, note the alerts ticking up across the board.
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FallacyofUrist

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Re: Cult Race: Chaos
« Reply #239 on: November 07, 2017, 11:04:58 am »

Maybe we could do some sorcery now? Don't we have the dice to spare?
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.
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