Demon Team: Revision Phase T3TURNTURNTURNBonebreaker Gear
Our CHADS are an excellent heavy combat unit, but their equipment is embarrassing. In a bid to upgear them, our limited smiths have produced a set of gear specific to their needs:
- Large, heavy hammers and axes, both one handed and two handed versions. Simple to use, and greatly benefiting from excess weight and strength, they can easily crush through a defence
- Tower shields of wood, rimmed in iron. These large shields are as tall as a man, which means they are perfect size to a CHAD. Naturally emblazoned with Demonic Heraldry
- Rough plates of iron. Whilst our armourers are not particularly skilled, they should be able to knock out some iron plates that can be strapped onto a CHAD to give protection to vital areas
- Our CHADmanders, as appropriate of their rank, are issued a suitably sized red beret concealing an iron skullcap helmet, and an upsized sword to match
Bonebreaker Gear: Normal: (1+4)=5: Average
With an ample treasury (relatively speaking) and connections in the Wartorn Wastes, it is not a great challenge for your cultists to acquire enough equipment to outfit the CHADS appropriately (outfitting the entire army to this degree would be a significantly more challenging proposition, both for cost and logistical reasons).
The weaponry is streamlined to just two-handed hammers and one-handed axes (for a CHAD, so still an axe most would use two hands for). These are sturdy, and in their swole & skilled hands incredibly deadly- in fact, a full-strength blow by one of their hammers might even give
you pause (for a moment- you'd still crush them, but might not emerge uninjured).
Their shields (for those wielding axes) were slightly more challenging, as there isn't (or wasn't) much demand for six-foot personal shields. However, a shield-maker is 'persuaded' to show your craftsmen how an ordinary tower shield is made, after which it is a simple question of upscaling. The result is a fairly resilient shield capable of weathering blows that would shatter the shields your cultists use, although it is somewhat unwieldy- even for a CHAD. It is projected to work best in formation, so as to prevent the enemy from simply attacking from the side or rear.
As anticipated, there is not much to be found in the way of armour fitted for a seven-foot mutant, but simply strapping iron plates across vulnerable areas is quite feasible. It looks a little slapdash, which is because it is, but you suppose a slightly shoddy looking CHAD is worth more than a dead CHAD.
The CHADmanders appreciate having a hat that doesn't look so ridiculously small on them, and figure the iron cap beneath it is a nice bonus. Finding them a proper sword proved somewhat tricky, but your cultists managed to track down a supply of greatswords that seem fitting. However, many CHADmanders prefer a hammer or axe, as while they are capable of elegant swordplay, it does not take full advantage of their incredible strength.
Their new equipment does not modify the rarity of CHADS (although as mentioned this is only due to their limited numbers, don't expect to be able to revise all your soldiers like this).
CHADCrows
CHADCrows are crows made subservient to and mutated by evil. They are even larger than the Devil-Crows, with sharpened talons and beaks meant for tearing flesh and muscle from bone. The CHADCrows feed on meat both living and dead but will avoid attacking anything else tainted with Evil. While they're not the easiest creatures to control directly, when we release CHADCrows they tend to nest nearby so long as there's a source of food.
CHADCrows: Easy: (4+2)+1=7: Superior Craftsmanship
You begin to wonder if letting cultists come up with names for things was a good idea, as the so-called CHADCrows are not really related to CHADS, having no alchemical augmentations. Oh well.
At least the results are pleasing. The CHADCrows themselves are absolutely lethal, their razor-sharp talons and beaks capable of tearing through light armour like paper, and even causing damage to heavier armour. They lack serious resilience, but are agile enough to avoid their fair share of attacks, meaning even a single crow could potentially take out a lone soldier. Of course, they work best in flocks- sorry, murders- against which a single soldier doesn't stand a chance.
Endlessly hungry, consumed with demonic rage at all living beings- but hard-wired to ignore those tainted with Evil-, CHADCrows require little convincing to follow your armies around, and will usually follow orders.
While you were creating the CHADCrows, you worked on fixing the issues with the 'normal' Devil-Crows as well, as simply making the crows bigger and meaner was not especially challenging. Devil-Crows are now substantially more disciplined, and have an expanded vocabulary.
Unfortunately, due to the increased quantity of Evil and the slightly more complex process required to create CHADCrows, CHADCrows are less numerous than their smaller cousins. As they are less effective in spy/scout roles, they will exclusively be used in combat roles, by which metric they are
Uncommon
It is now the Strategy Phase. Choose 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
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. They are capable scouts and spies, having sufficient vocabulary to convey at least a decent summary of what they have seen. Murders of Devil-Crows may be deployed in battle to harass the enemy, in limited numbers. Common
CHADCrows: Larger, meaner, enhanced Devil-Crows. Their sharpened talons and beaks make them a deadly threat, especially when working together. Typically operate in small murders. Uncommon
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. To make matters worse, they are better equipped than regular cultists; in their arms they wield either a sturdy two-handed hammer or a one-handed axe and a massive tower shield, while their bodies are clad in mismatched iron plates strapped over vulnerable areas. 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