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Author Topic: RTD horrors 2: Finish him. game 1 turn 22  (Read 39819 times)

Evonix

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #195 on: April 05, 2016, 05:00:26 pm »

Oh ya dident put that, fixing
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Hiddenleafguy

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #196 on: April 06, 2016, 09:08:39 pm »

Question, can I give my heavily armed cultists the armor instead? Just making sure.
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Evonix

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #197 on: April 09, 2016, 11:46:09 pm »

Yes but they can only have one type on at a time
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Hiddenleafguy

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #198 on: April 11, 2016, 10:46:10 pm »

Yes but they can only have one type on at a time
Wait, only one type of armour? If not, why can't they just be heavily armed and armoured cultists?
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Evonix

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #199 on: April 13, 2016, 01:59:04 pm »

Yes but they can only have one type on at a time
Wait, only one type of armour? If not, why can't they just be heavily armed and armoured cultists?
I do not understand what you mean
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Hiddenleafguy

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #200 on: April 13, 2016, 10:30:09 pm »

Yes but they can only have one type on at a time
Wait, only one type of armour? If not, why can't they just be heavily armed and armoured cultists?
I do not understand what you mean
Okay, I can get it if they can only wear one type of armour, which I'm assuming is what you mean, as it would make no sense for them to be unable to shoot a weapon with the armour on.
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Evonix

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #201 on: April 15, 2016, 12:02:55 pm »

Yes, they couldent for example put on two layers of light armor an have it act as medium or wear one over a space suit, they could try to craft them together though.
« Last Edit: April 17, 2016, 09:04:00 am by Evonix »
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carp

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #202 on: April 24, 2016, 07:28:51 am »

(instead of gravity slingshot) get the council of elders into the main capsule then deorbit the rest of the station ontop of bont's base attempting to both take out bont and skeis and land the main module properly
« Last Edit: April 29, 2016, 07:13:17 am by carp »
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Carp carp carpcarp CAAR-ARP carpity carpcarp CARP CARP
Caaarp car-AARRP carpity carp-arp carppp-aaaarP.

*i'm looking at you biggerfish.

crazyabe

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #203 on: April 24, 2016, 12:13:05 pm »

Me: Get Healed.
Everyone But RRs: Attack Skyies with everything we have!
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Evonix

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #204 on: April 30, 2016, 10:02:50 pm »

Continue assault because all of his cultists are busy.
What do you mean by that? you? your cultists? Assaulting who?

in other news I have done some of the rest of the turn, if Skyies doesn't say anything I'ma assume they all charge at Bon'ts base.
« Last Edit: May 01, 2016, 12:48:39 pm by Evonix »
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Evonix

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #205 on: May 02, 2016, 09:15:23 pm »

Me: Get Healed.
Everyone But RRs: Attack Skyies with everything we have!

6: You won't settle for just any eldritch hospital, it must be the BEST eldritch hospital, you spend so much time looking that you have sustained permanent damage by the time you get there, it's a testament to their skill that they manage to heal you at all. Also it took so much time that you will need to heal during next turn instead. It could have been worse, you could have ended up here
5: They don't have much but it's put to good use, the flat bed truck makes excellent cover when filled with planks.

Continue assault because all of his cultists are busy.
3: It takes quite some time but everybody has suited up and gotten ready for battle, you lead the charge but barely get a syllable of your war cry before you see a pickup coming the other way.

Continue assault because all of his cultists are busy.
Just saying, I have heavily armed cultists still there, also, GM, can we get the resource things back? I don't know how much Dragon armor I have, or how many new cultists.

Spoiler (click to show/hide)
6: Rumors of Devil worship do not help Rushin PR, also your influence doesnt really spread, Turns out "BOW TO ME" doesn't really appeal to non cult members.
3: The national religion is technically changed, you do get true converts but most just sorta burn a dollars and mumble their neighbors credit card number every sunday.
4: You get a group tempted in by a chance to dissect you, you will need to have a talk to your cultists about their recruiting strategy.
+600 cultists +50 scientists +10 cultists per turn.

(instead of gravity slingshot) get the council of elders into the main capsule then deorbit the rest of the station ontop of bont's base attempting to both take out bont and skeis and land the main module properly
6: So your cult is not astrophysicists, they think big rock make big dent. What happened started with the battlefield's sky gaining a deep red tint and a second sun, continued with megatonnes  and ended up on the news.    skeis is fine, whoever he is
Cultists stranded -Skyies' cultists -bont da lifas' cultists -space base -skyies underground base -Tax goat's heavily armed cultists -300,000 pop -ground



Tax goatTM
Followers:A skunk. The 5th segment of a man 'O' war. Some slime mold on a banana, 25 hidden cultists, 80 cultists with you, 48 heavily armed trained cultists, 12 leader cultists, 5 cultists in high places, pro speaker, 600 cultists, 50 scientists, +10 cultists per turn.
You: Wounded
Items: Purge ritual, Magnificent Palace in home plane, attuned island, Tungsten, graphene, 2 light weapons, 50 armor, 80 heavy armor.
haters: skies inquisitors
PR: The town of belford thinks you are an alright guy, Brand awareness, government of russia partal control, normal cultists have heavy armor, good PR.

Kinesis
Followers: 15 cultists, 5 astronauts, all stranded in crater
You: summoned, Dead
Items: Orb of Stalwart 3, Incompetence-B-gone [1] charges (makes a roll a forgone conclusion), Volcano base damaged and filled with madness inducing scribbles.
PR: disliked by humanity, card carrying villain

Skyies
Followers:
You: Summoned, lightly wounded, Very heavy armor,
Items:Dragon's blood (You are pleased by the name), damaged reinforced barn, Training facility, Invincible wood rune, 50 armor
PR: Servant to Tax goat, -PR with scientists
Haters: 10 inquisitors in high places, 25 researcher inquisitors, NULL crystal.
Misc.: local law enforcement insane.

Bont da lifasBont mortality wounded
You: Summoned, Healing, permanently lightly wounded
Followers: +25 per turn
Items: Orb of Stalwart 2 with summoning platform, Trapped temple base flooded with kool-aid, some money, dragon's blood, weapons cache location, subterranean mansion, scrap, 50 weapons, Flatbed truck
PR:

World
Locations/landmarks: -New york city, Tortoise temple, Pony farm (near Skyies base), Crater
Pop: 7 bill - 8.3 mill (I should total up all the cultist and inquisitor deaths too)
Events: Election in [3] turns
Politics: President of russia dead, Rushha infuenced by taxgoat
Misc: "Inquisitor con" where inquisitors convene, helicopters have replaced cars, Tactical nuke somewhere
« Last Edit: May 14, 2016, 01:31:17 pm by Evonix »
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Hiddenleafguy

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #206 on: May 02, 2016, 10:26:36 pm »

You know, Bont, my Island is probably more defensible then that big crater... but in exchange you will give me the resources to develop the land of said Island?
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crazyabe

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #207 on: May 03, 2016, 01:18:21 pm »

"Sure..."
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Hiddenleafguy

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #208 on: May 03, 2016, 11:10:12 pm »

Great, oh, and I, but possibly not you, I'm not sure, can manifest on the island without being  summoned, now, come here and build our underground base.
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crazyabe

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Re: RTD horrors 2: Finish him. game 1 turn 22
« Reply #209 on: May 04, 2016, 08:05:00 am »

I: Finish healing.
Anyone still alive: steal a ship and get over to that Island.
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