Demon Team: Design Phase T3TURNTURNTURNChaotic Homogenized Alpha/Assault Demonic Soldiers (CHADS):
CHADs are cultists that have undergone a transformation through the Draughtsmith on a severe physical level and the powerful alchemical reagents mutating these soldiers’s body to serve their rolls as chaotic marauders. The alchemical processes manipulates the body and enhances it to reach the height of seven feet (214cm) tall, becoming an imposing figure to anyone that approaches them. The changes to their body also affects that their eyes constantly glow red, and their skin cracks constantly with demonic energy inside them- giving them a minor crimson glow. The transformation of a Cultist into a CHADS is a severe process, their physical strength, toughness, and athleticism are doubled compared to that of a regular human allowing them to break lines and dish out raw physical force to foes that much more greater as well as taking damage much easier. Indeed CHADS are what one would consider to be our elite shock troops, they have the rage of demons inside their veins even if it doesn’t noticeably affect their mental state and the significant physical enhancements compared to the human soldiers mean that their physical presence on the battlefield scares those into submission, as they are often a force multiplier where they are present amongst the main army even if acting separately from them, with the only facet being that only thing that can entertain CHADS is the three things that are goods in life. (I let you guess what those are)
CHADS: Normal: (4+1)=5: Average
Demons appreciate the finer things in life, such as a good acronym. CHADS is a mediocre acronym, but you suppose it will have to do.
Together with your Draughtsmiths, you took a bunch of swole AF cultists and infused them with Evil and Alchemy, doubling their strength, toughness, and speed.
This works as expected. There is some minor mental degradation, but you accounted for that by also streamlining their minds to focus on combat. They probably won't be winning any smart guy competitions, but they don't need to when they can crush a smart guy's skull with their bare hands.
Testing shows that a CHAD can defeat six regular cultists in a straight fight. But that's when facing them all at once- so long as they have someone to watch their backs, they shouldn't ever be defeated by a non-augmented opponent. Of course, eventually minor injuries will build up, and the CHAD will be forced to retreat- but by then they will have dealt out enough damage to make them well worth their doubled rations.
While it is technically possible to mistake a CHAD for a really big, muscular human, anyone getting close would notice their red eyes and the malevolent energy that lingers around their body. You probably won't be sending them on any infiltration missions.
The only problem is not really a problem so much as a lack of improvement. Your cult's equipment, which already looks shoddy on regular cultists, looks pathetic on a CHAD. The spear flimsy, the shield too small, their total lack of armour an embarrassment. There are several instances of a CHAD breaking a spear during training, and while none would dare question your judgement, it is plain that the CHADS are dissatisfied with their mediocre armaments.
CHADS will be an excellent addition to your armies, serving a variety of roles, although they shine as shock troops. They are organised into small units, though in practice a unit may be spread out amongst more mundane troops. The Evil required to perform the mutations, and the alchemical concoctions needed to stabilise them render CHADS
Uncommon.
Birds are a ubiquitous creature, and the crow is the most common and strongest amongst them. Highly intelligent, they are capable of recognising individuals and spreading knowledge of which humans are friendly, and which should be targeted for retribution.
Thus it is a simple matter to enhance their memory and vindictive nature, whilst instilling a deep belief in the power of Magoc and a rudimentary tongue with which it can pass on knowledge to the cultists. Sent forth in great flocks, these crows will serve as spies and scouts, observing the movement of enemy units, listening in on delicious zecrets and mobbing lone individuals before tearing them apart in a whirlwind of razor sharp claws and flesh-eating beaks.
A Murder of Crows: Normal: (3+1)=4: Below Average
“Prophet!” said I, “thing of evil!—prophet still, if bird or devil!” -The Raven
It is the work of moments to augment a captured crow with a small amount of Evil, enhancing their intellect and binding them to your will. Unfortunately, it proves somewhat harder to alter their fundamental nature, which is one of curiosity and defiance.
The newly-formed Devil-Crows ((feel free to change the name)) are somewhat larger than their common brethren, and have a mean red glint in their eyes, though these changes are subtle, and difficult to notice unless one is specifically looking for them. They can speak a handful of words and phrases- enough to share simple messages, though more complicated concepts are harder to convey.
They will obey orders from you or your followers, be that to track an enemy army, observe a human politician, harass enemy archers, or any number of other things. The problem is that, as mentioned, they retain strong streaks of their primal nature, and as such are not the most reliable- a Devil-Crow might be waylaid by a dead sheep, some shiny rocks, or simply decide to preen its feathers.
Devil-Crows are effective scouts, provided they don't get distracted. They can also be deployed as spies, although their lacking vocabulary limits their effectiveness. In combat situations, they provide minor harassment at best. Crows are easy to find, and the conversion process is trivial (for you), rendering them
Common, although for combat purposes they will be merged into larger flocks that are closer to
Uncommon.
It is now the Revision Phase. You have two revisions.
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
Devil-Crows: Crows infused with a small amount of Evil, increasing their natural intelligence slightly, and making them subservient to Magoc and his followers. They are larger than an average crow and have an unnatural red glint in their eyes, but are otherwise hard to distinguish. Easily distracted, and have a limited vocabulary; apart from that they are capable scouts and spies. Murders of Devil-Crows may be deployed in battle to harass the enemy, in limited numbers. Common
CHADS: Tall, intimidating mutants, suffused with Evil and Alchemy. They are stronger, tougher, and faster than even a well-trained regular human. Their every waking moment is consumed with thoughts of violence, at which they excel, although they are less well suited to intellectual pursuits. Fortunately for their enemies, they are no better armed than the average Cultist. Operate in small units. Uncommon
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:
4/4 |
0/4Dry Plains:
4/4 |
0/4LESIMOR (Influence)Scholarly Towers:
?/5 |
2/5Lawless Capital:
?/5 |
2/5Fortified 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