Demon Team: Revision Phase T2TURNTURNTURNCultist Commanders: Commanders are picked from the best leaders and fighters of our Armed Cultist, given a real sword instead of the dagger, and sport a fancy red beret. Commanders lead moderately sized groups (unsure of what numbers we can expect to be on the field in the fighty zones, but they're essentially sergeants, so do with that as you will) of Cultists to, from, and during battle, and are to maintain themselves at peak physical form at all times. A Commander not in command is often training for the next fight.
Cultist Commanders: Normal: (4+2)=6: Above Average
While none of your cultists were military officers in their previous lives, some of the newer recruits from the Wartorn Wastes are experienced soldiers, and many of them are quickly selected as Commander material, along with a few of the more naturally talented warriors. Being promoted to a position of power over others has made the Commanders arrogant, backstabbing, and viciously cruel; perfect specimens, in other words. They constantly try to outdo each other; the former soldiers were eager to prove themselves superior with their elementary knowledge of tactics- but the other, less experienced commanders quickly caught up after a few mock battles. Their physical strength is satisfactory as well, as they are all quite capable of defeating three or four other cultists at once- albeit with the unfair advantage of having a sword where the others wield only spears and daggers. Said swords are not masterpieces, but they're decent blades, hand-stolen from a well-known weaponsmith. The snazzy hat may be considered the most important element, of course, and does not disappoint.
Cultist Commanders will augment all Cultist military units, instilling a modicum of order and discipline in the ranks, and presenting an example of what a proper fighter looks like.
Mutagenic Mist Globes
Pressurized canisters that can be safely released in battlefield conditions are likely the very limit of what our cultists can achieve technologically. So lets not push for the bleeding edge when tried and true methods will suffice. We clearly have some ability to compress the Mist, otherwise the Mutamist Sprayers wouldn't work at all, so instead we shall place a pressurised mist into fist sized globes of glass. As we all know spheres are the strongest shapes and they're also some of the easiest for glass blowers to make. Once the Mist Globes are produced, they can be launched at enemy formations using the most venerable of ranged weapons. The Sling. Long range volleys of mist should make up for the dispersion issues and the melee range application quite handily.
Mutagenic Mist Globes: Easy: (3+4)+1=8: Unexpected Boon
While the mutagenic compound used by Mutamist Sprayers is a liquid, not a gas, this was fortunately not a problem, as during the development of the Mutagenic Mist Globes (Mutamist Globes for short) your Draughtsmiths stumbled upon a catalyst that can be added to the mutagenic liquid that causes it to self-aerosolise when exposed to air. This allowed them to fill the globes (or, well, globular flasks) almost to the brim, adding the aerosolisation catalyst in as a final touch, then stoppering the flask before the catalyst can dissolve. When striking a target, the globes shatter, and the liquid (into which the catalyst has since dissolved) rapidly aerosolises, forming a large, dense cloud of the chaotic compound. This method of dispersal is so effective that it would more or less completely supplant the Sprayers, but for the fact that the same innovation was applied to the Sprayers' contraption, giving them an increased range and output (though the globes will still be the preferred delivery mechanism).
Another catalyst that neutralises the enraging aspect of the mist was devised, which is installed into a mask that Mutamist Sprayers/Globadiers can wear. Manufacturing the catalyst for all your forces would be impractical, so it makes the most sense to provide it to those most at risk of coming into contact with the compound. Cultist Commanders will also be provided such masks, which they can put on when needed.
Mutamist Globadiers will augment/replace units of Mutamist Sprayers, though with much greater efficacy. (Rarity remains
Uncommon)
It is now the Strategy Phase. Decide where to send Magoc.
Magoc: The diabolical leader of your faction, a being of immense power. There is very little they cannot do. Needless to say, they are Unique. Their Power is currently 20.
Mundane Units:
Armed Cultists: Being equipped with only a rusty dagger, a spear, and a wooden shield, combined with their lack of training, mean these are not elite warriors- they'd lose a one-on-one fight with a real soldier-, but they're cheap and plentiful. Their shield and tabard are emblazoned with demonic runes that assault the mind with dark temptations and demands to worship Magoc. Like regular cultists, their dedication makes them more resilient mentally than civilians. Common
Cultist Archers: Cultists who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, and their bows are designed for hunting, not piercing armour, but they're better than nothing. Their tabard matches those of the Armed Cultists. Like regular cultists, their dedication makes them more resilient mentally than civilians. Uncommon
Mutamist Sprayers: Cultists carrying a tank of mutagenic liquid on their backs, connected by hose to a pump-and-nozzle contraption that sprays the substance over the battlefield, creating clouds of mist that induce random mutations in those exposed to it, as well as vastly boosting aggression. The range is short, and the effects are temporary. Their tabard matches those of the Armed Cultists. Uncommon
Mutamist Globadiers: Globadiers carry a satchel of glass flasks filled with the same mutagenic compound as the Sprayers, which they can sling (using a sling) at the enemy, where they shatter and unleash large clouds of the mist. Carry less of the compound than Sprayers, but have much greater range.
Acolytes: Cultists who have begun their exploration of the magical arts, studying under the Demon. They can cast any Common spells (unless noted otherwise). Their physical strength leaves something to be desired, but their mental fortitude is even greater than regular cultists. Their tabard matches those of the Armed Cultists. There are not many Acolytes in a unit. Uncommon
Teachers of Magoc: Acolytes who specialise in the use of the Language of Inception. They primarily accompany missionaries and aid in late-stage conversion with their scrolls of dark scripture. Uncommon
Cultist Commanders: Mean, tough, with a basic understanding of tactics, Cultist Commanders instil a modicum of order and discipline, while also being capable combatants themselves with their exclusive sword and fancy red beret. They are distributed amongst all Cultist units.
Summoned/Mutated Units:
Misfits: A small band of mutants. What kind of mutants? Who knows! Cultists who consumed CMD and spun the wheel, ending up with some sort of beneficial mutation. Not much stronger than regular cultists, but kinda freaky, so that's fun. Rare
Spells/Rituals:
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Magic/Good/Evil is a tried and true method of making things go away. Efficacy increases with caster's mental might, and decreases with the target's. Common
Magical Equipment:
Chaotic Mutagenic Draught: A random assortment of alchemical ingredients, infused with Evil, chucked together and processed into bottles of unusual liquids (usually brown, though). Consumption can have one of a wide range of effects, from nothing at all, to death, to moderately serious mutations. Used by infiltrators to cause havoc. Uncommon
Bootlegger's Bounty: An Evil-infused liquor produced by Magoc's followers. The taste is said to be sublime, to the point where many become addicted after a single shot. Comes in a trademark black bottle with red label, very classy. Sales are used to fund the cult's projects. Common
Bootlegger Barrel Bombs: Kegs of Bootlegger's that explode when struck by magic of sufficient force. Somewhat unreliable. Uncommon
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Evil word, finding those sympathetic to their cause and slowly winning them over. Not the fastest way of gaining converts, as baseline cultists are not expert missionaries, but it keeps the cult growing. Common
Bootlegger Club: A recruitment method specifically aimed at addicts of Bootlegger's Bounty, promising a stable supply of the liquor to reel in new members. Very effective. Uncommon
Language of Inception Graffiti: Demonic runes, drawn in blood, subconsciously impart their message onto those who view them. Painted on the walls of human settlements, they subtly steer the population towards evil. Common
Infrastructure:
Draughtsmith: An eclectic laboratory where a handful of fledgling alchemists develop a variety of potions to augment and stabilise demonic mutations.
DARRIN (Combat)Rice Terraces:
0/4 |
4/4Mountain Passes:
3/4 |
1/4Dry Plains:
4/4 |
0/4LESIMOR (Influence)Scholarly Towers:
?/5 |
2/5Lawless Capital:
?/5 |
1/5Fortified Frontier:
?/5 |
0/5XA-NAM (Combat)Light Jungle:
0/4 |
4/4River Crossings:
3/4 |
1/4River Delta:
4/4 |
0/4DOLGOTH (Influence)Wartorn Wastes:
?/5 |
2/5Ostentatious Capital:
?/5 |
1/5Trade City:
?/5 |
0/5