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Hive Tyrant Quest 2

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Thread replies: 95
Thread images: 5

You are the Heart of the Swarm. You are the Hive Commander. You are an Indescribable Horror, the Eldest Adversary. You have devoured countless systems, and innumerable worlds. You are a Hive Tyrant, and they shall learn to fear.
>>
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>>154193
Last Time on HTQ
>Devoured 3 Cities
>Created a new strain of Psychic Warior, the Zoarnaut
>>
>>154216
What else mate? Also don't forget to archive threads/link to the last one as well. Helps.
>>
Rolled 36 (1d100)

>>154216
Well the radio call got out do to us not knowing the challenge to stop it. I think we should just hit new towns and keep moving with our 100+ units. Once we get a good size to hold a place we can make a base.
>>
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>>154216
Now you must decide where to expand.
>Empiro Aegios: Where most of the citizens (and therefore biomass) is. 4 cities surrounding a space marine outpost.
>Fist of Hurst: The bulk of manufacturing, if you don't take this out, the space Marines will continue to get bigger and better war machines. Both cities are connected to the Space Marine's personal manufactorum.

>Imperius Dominatus: The planet's capital, if you take this out the other cities will be completely disoriented. Unfortunately, it's also connected to the Space Marine's Fortress Monastery.

>Astaro Telepathicus: Home to many of the planet's Astropath's, they have yet to tell the system that Tyranids are here thanks to the Shadow in the Warp. If you keep delaying however, they may get a message through.

>You have to complete each sector to move on. Now, choose.
>>
>>154345
>Fist of Hurst: The bulk of manufacturing, if you don't take this out, the space Marines will continue to get bigger and better war machines. Both cities are connected to the Space Marine's personal manufactorum.

And then I would suggest the Telepathicus place, take care of the immediate threat and then the possible reinforcements
>>
>>154345
Astropaths, chaos bugs need more psychic munchies
>>
Rolled 26 (1d100)

>>154345
Fist of Hurst: The bulk of manufacturing, if you don't take this out, the space Marines will continue to get bigger and better war machines. Both cities are connected to the Space Marine's personal manufactorum.
>>
>>154345
Hurst
>>
>>154494
>>154374
>>154356
Alright then.

You begin the trek southwards towards the peninsula known as the Fist of Hurst. If you can take out their manufacturing capacity, there'll be less metal to digest.

What will you attack first?
>Munitions Manufactorum
DV: 195
BM: 1950
Reward: 10 less AV on base defense.

>Heavy Armor Manufactorum
DV: 205
BM:2050
Reward: 1 Less Drop Pod on Reinforcements

>Space Marine Manufactorum
DV: 250
BM: 2500
Reward: 10 less DV on Space Marine cities.
>>
>>154838
If you do not wish to attack just yet you can:
>Buy more forces (Will take a turn to arrive)
>Research new genestrain(Space Marine)
>>
Rolled 32 (1d100)

>>154852
>Research New genestrain (Space marine son)
>>
>>154852
If we attack something we will be at a disadvantage, Iirc. I believe we have some matter to work with. So research and build up a little.
>>
>>154882
You do, you have 1700 biomass. Your current AV is 171.
>>
>>154838
>Munitions Manufactorum

Let's start off small and get a foot hold
>>
>>154852
Research a bit.
>>
>>154870
>>154882
>>155067
Alright. 2 more rolls vs DC 80.
>>
Rolled 78 (1d100)

High dc
>>
Rolled 66 (1d100)

>>155390
>>
Rolled 70 (1d100)

Dam I guess we didn't make it then.
>>
>>155390
>>155396
>>155464
This time, your genesmiths dissapoint you. They fail to get anything useful.

>Attack (Specify city)
>Build more forces (Takes a turn to arrive)
>>
Rolled 6 (1d100)

>>155543
>>Attack (Specify city)
I guess we do it now or wait to be attacked.

>Munitions Manufactorum
>>
Rolled 100 (1d100)

>>155543
>Attack (Specify city)
>Munitions Manufactorum
>>
Rolled 95 (1d100)

>>155806
I...but...Ok.
Needing a 76 to break even.
>>
>>155878
We're obviously the best tyranid swarm
>>
>>155878

Course it would have been better if the Space Marines had been shittier
>>
>>155878
A crit is special! Gotta be.
>>
>>155878
Actually, you lost combat :D. 291 vs 271. You lost 20 Gaunts.

Despite your Swarm ' greatest efforts, they cannot break through the wall of defense. A few hormagaunts are killed in their reckless charge.

Space Marine reinforcements drop in, bringing in 3 drop Pods that contain 2 squads of 20 space Marines and a dreadnought.

New DV is 240. Will you continue the attack?
>Press forward
>Retreat (Roll a 1d100 to see casualties as you glee)
>>
>>156082
Can you remind us how many forces we have left/our remaining strength?
>>
Rolled 52 (1d100)

>>156082
I want to press forward, but we need some tactical bonus to make it.
>>
>>156109
151. So you quite literally need an 89+
>>
Rolled 2 (1d100)

>>156129
So victory is mathematically improbable, but retreat isn't really an option. Rolling to attack.
>>
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Rolled 12 (1d100)

>>156185
>>
Rolled 88 (1d100)

>>
>>156129
dice+1d100

Rolling to attack.
>>
Rolled 82 (1d100)

>>
>>156252
fighting
>>
>>156295
Ah, shit, I'll go kill myself.
>>
>>156296
Dig in and improve defences
>>
>>156295
neeed to put that in the options bit when you are posting
>>
>>156252
>>156296
>>156185
You push very very close, but their mighty war machines keep you back, losing you an additional 13 gaunts.

A team of 10 terminators teleports in, and their leader challenges you! You can choose to pawn it off to the nearest Zoarnaut. Will you?

>Accept the challenge
>Send in the Zoarnaut
>>
>>156392
>Send in the Zoarnaut

I want to see how they do
>>
Rolled 80 (1d100)

>>156392
>>Accept the challenge
To run is to die!
>>
>We still lost on a critical 100
What the fuck man
>>
>>156545
That was kind of off, wasn't it
>>
>>156570
>>156545
It was 171 vs 240. The only reason you lost is because I also rolled high.
>>
Keep thread alive til I wake up.
>>
>>156598
Yeah but crits are special maaan
>>
>>157316
Ever heard
Ard of a critical hit. You could get all the doubles you want and it wouldn't do a thing of you don't hit in the first place. That's what happened. You should be glad I didn't roll out an Imperial Knight like I planned to.

>>156490
>>156488
Need a tiebreaker vote.
>>
>>158028
Accept the challenge. Could you flesh out the battles more? It would be cool to see it described rather than "Your roll was better, you win"
>>
>>158061
That's what challenges are for :D
In a challenge, we go back to normal 40k. IE, Terminator captain barebones vs Hive Tyrant barebones. Though I may take some stat liberties...

>Hive Tyrant
WS 8
BS 8
S 6
T 7
I 5
A 4
LD 10
Sv 2+/4++

>Scything Talons
S - U
AP - 5

>VS.

>Deathwing Terminator Captain
WS - 4
BS - 4
S - 4
T - 4
I - 4
W - 1
A - 2
LD - 9
Sv 2+/5++

>Power Sword
S - U
AP - 3
>>
>>158626
That is supposed to be BS 4, sorry.

First round, you have initiative.
4 Attacks hitting on 3s please.
>>
>>158680
Goddammit it's been a long time since I played.
5 Attacks for two melee weapons.
>>
>>158626
I haven't done the system for this. Do we roll d6 or something else?
>>
>>158835
1d6 yeah.
>>
Rolled 3 (1d6)

>>158626
>>
>>158944
Good. Now roll the other 4 attacks.
>>
Rolled 6 (1d6)

>>159227

:D
>>
Rolled 3 (1d6)

>>159227

:DD
>>
Rolled 6 (1d6)

>>159227
>>
Rolled 1 (1d6)

>>159227
>>
>>158944
>>159239
>>159245
>>159361
4 hits
>>159362
And a miss.

S6 vs T4, 2+ to wound. 4d6 please.
>>
Rolled 1, 1, 6, 1 = 9 (4d6)

>>159459
>>
Rolled 3, 6 = 9 (2d6)

>>159552
So only one wound. Rolling to save.
>>
Rolled 1, 3 = 4 (2d6)

>>159580
Saved.
Now the Terminator strikes back. Needing 4+
>>
Rolled 52 (1d100)

>>159583
Oh dear god WTF.

Yeah, you're now force to escape. It's 151 vs 260.

Your army retreats, going back to your base camp. Before you go, you me.krisr the name of your enemy: the Terminator Captain that refused to die: Levictus. You will see him fall before you.

They fire into your formation as you flee
taking many of your swarm.

On your way there, you cross the paths of a crab like creature. Your genesmiths wish to study it, so you consume it and move home.

>Build new forces
>Attack a sector (Specify)
>Research a genestrain(Crab)
>>
>>159599
You've lost 74 gaunts in that battle, leaving your forces at:
>You
>4 Zoarnauts
>10 Warriors
>22 Gaunts
>>
This quest was nice before it started getting too complex and acting like what i assume the actual tabletop game is like
Now im just confused and irritated
>>
Rolled 10 (1d100)

>>159599
>>Research a genestrain(Crab)
>>
>>160080
I agree, if it's going to work it needs to be streamlined. This isn't a tabletop and the game wont work like that.
>>
>>160080
>>160237
Sorry, it's hard to please everyone. I'll try to strike a balance between keeping it detailed and keeping it easy.
>>
>>160135
Gonna need 2 more rolls for this.
>>
Rolled 97 (1d100)

>>160297
>>
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>>161638
Well then.

Your genesmiths seem to have learned their lesson. This time, they bring you your solution to the heavy armor problems: the Magnanaut, a beast devoted entirely to the art of crushing metals like glass.

>1200 Cost
>AV 4, AV 5 against cities with manufactorums.

>Build more forces
>Attack a city (Specify)
>>
>>162028
Fuck me, I can't keep track of my names.
>>
>>162028
>>Build more forces
>>
>>162028
>build more forces
>>
>>162091
>>162115
Specify please
>Hormagaunt - AV 1, Cost 50 biomass, can take AG to increase AV by 1 or TS to always remove one DV, both cost 20 biomass
>Termagant - AV 1, 40 biomass, can take Devourer for 40 biomass to upgrade to AV 2
>Ripper - AV 0.5, 130 Biomass for 50, they can take AG and TS with the above affects, or Tunneling Jaws in order to be built during a battle and not take time to arrive. Also, if any rippers are left after a battle, they can be sacrificed to create a foothold, so you don't have to wait for reinforcements.
>Warrior - AV 2, 300 Biomass. Can take AG or TS, or Deathspitters for +1 AV against infantry.
>Zoarnaut - AV 3 normally, increased to AV 4 against psyker cities. 550 Biomass. Can take AG or TS for 30 Biomass. Also, they serve as Synaptic Commanders, meaning you can send one with an army and they'll attack a predetermined city.
>Magnanaut - AV 4 normally, AV 5 vs Manufactorums. Biomass 1200. Can take AG or TS for 50 Biomass each.
>>
>>162200
Bumping for replies....
>>
>>162200
Kinda need the mass we got to work with. Is it still 1700? Also unless there is a point to them I think buying the cheep guys to boost our attack power is the way to go.

If there is a point 1 Magnanaut with AG & TS for 1300 and 10 Termagant. Assuming it's 1700 to work with.

Other wise 20 Hormagaunt & 17 Termagant.
>>
>>164598
I agree with this anon.
>>
>>164598
Yes you are correct .
>>
>>164598
Yes you are correct. 1700 biomass.
>>
>>164598
The point is that you're essentially AV 7.
>>
>>167445
Then 1 Magnanaut with AG & TS for 1300 and 10 Termagant.

They are stronger than us at the moment. So they will help with challenges.
>>
>>167445
So we're basically fucked then. We're crippled offensively and the only way of gaining more biomass to replenish our losses is through raiding well defended enemy settlements. What you're saying is that at this point all we can do is either throw the last of our forces into a suicidal banzai charge or wait for our foes to bring the hammer down on us.
>>
>>170762
I think they meant the Magnanaut is AV 7. Which works in the the 1v1 fights. Since our strongest was 5. We will be around 150 attack power, I think.
>>
>>170980
And every single city we've looked at has a DV over 200, and I can't see how a single unit could crush a city virtually singlehandedly no matter how powerful it is.
>>
>>171255
Yeah that part sucks. I was hoping we would get those more detailed battles during this. Maybe using tunnel systems and what not to give us a edge.
>>
>>170980
82 actually

>>164598
>>165073
>>169807
The Norn Queen disgorges the giant egg, as well as several smaller ones. The Magnanaut is soon born.

>>170762
(Oh come on man, I'll throw you a bone.)
Your scouts inform you that a large portion of the space marine's 10th company, the scouts, is on the move. They seen to be trying to locate your base. By tapping their signals, you know that they bring with them a beacon so that they can coordinate a drop pod assault. If you retrieve it, you may be able to set a trap. However, there is the possibility that it is a trap for you. In which case, it might be better to send a Zoarnaut, although you would be losing your own combat prowess.
>Go yourself
>Send a Zoarnaut

And

>Specify which forces to send.
You have
>4 Zoarnauts
>10 Warriors w/ Deathspitters
>32 Gaunts
>1 Magnanaut
>>
>>172942
Bumping to keep alive ;_;.
>>
>>176910
To tell the truth I'm down for playing. It's just with the combat being mainly base number + 1d100 vs match. It makes it hard... The challenge is a nice touch and I like that as a chance for the weaker forces to win.

>>172942
We are kind left with the need to pull back and hope we can gain new biomass. Seeing that our fighting power is 82. Yet if we need to fight the beacon group. I think it would be best if we bait them into finding the base and let it get taken out. Giving them the feel that we are dead.

From there go into hiding to let them cool off and give us a chance to rebuild the army. We can probably eat wild life and planets to get bio mass. So we can take on new towns and start this fight back up.
>>
>>177245
The DV of these forces is 75, and give 750.
>>
>>177245
I will need 3 votes for the option to withdraw and attack another planet.
>>
Bumping before the point of no return...
Thread posts: 95
Thread images: 5


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