Containment Runes: 5
The runes have been of varying success. Whilst they do have a baseline ability to temper the warp phenomena surrounding the 'cup', it has been found that the runes are more effective when 'charged'.
How do we charge runes, you ask? Currently, human sacrifice seems to be working rather swimmingly.
Vox Ex Deus Ritual SiteOnce Off: 270 Manpower, 100 Civilian Resources, 30 Military Resources, 5% Alarm
One manpower per turn: +25% effectiveness
Ten Manpower per turn: +50% effectiveness
One Hundred Manpower per turn: +100% effectiveness
A room filled with glowing runes and a single ominous brass conch. Whisper. Listen. Understand.It is now the construction and deployment phase(Have an updated list)
Temple
1 Goliath Technical Transport
M1
2 Units Chaos Cultists, Militant
M2
4 Units Chaos Cultists, Militant
2 Units Chaos Space Marines
W1
3 Units Chaos Cultists, Militant
1 Goliath Technical Transport
W2
1 Unit Chaos Cultists, Militant
H1
1 Unit Chaos Cultists, Militant
Hab Skurg
1 Unit Chaos Cultists, Militant
Manpower: 1930 (+965)
Civilian Equipment: 201/1000 (+150)
Military Equipment: 60/1000 (+50)
Ordo Xenos: 15/100 +8
Ordo Malleus: 2/100 +2
Ordo Hereticus: 2/100 +2
Vox Ex Deus Ritual Site
270 Manpower, 100 Civilian Resources, 30 Military Resources, 5% Alarm
One manpower per turn: +25% effectiveness
Ten Manpower per turn: +50% effectiveness
One Hundred Manpower per turn: +100% effectiveness
A room filled with glowing runes and a single ominous brass conch. Whisper. Listen. Understand.
TechnologyUnits:
Cultist squad (Troop): Manpower 5, Civilian Equipment 5.
The generic soldier, breeder and worker, ready to die for your cause.
- Elected Leaders: This squad has a strong and disfigured sergeant to inspire them
Chaos Space Marine squad (Elite): Manpower 20, Civilian Equipment 20, Military Equipment 25.
Bringing their own weapons and armour, these walking tanks appear from the warp when summoned (usually exploding out through the body of a worshipping cultist)
They are heavily armoured and powerful combatants, carrying a Boltgun and Power Armour as standard.
Chaos Sorceror (Ruler):
Try not to attack with this guy, because if he dies it will end the game.
He isn't amazing in combat, however he can use various spells to aid friends and hinder foes..
Goliath Technical
Civilian Equipment: 30 Military Equipment: 10
This sturdy truck is able to move with some pace through reasonably uncluttered areas, however does not afford much protection to its occupants.
It can transport two squads of light infantry or one squad of heavy infantry, and moves Two hubs per turn if in Workshop or Hab districts.
Autogun: Military Equipment: 5 or Civilian Equipment 10
The basic weapon of the cults, able to be cobbled together from practically anything and only slightly less reliable than a sharp stick.
Improvised Knife: Civilian Equipment 5
It's a sharp stick. Good for attacking people who do not have sharp sticks. Bad for anything else.
Autopistol Military Equipment: 5 or Civilian Equipment 5
Shorter range and a slower rate of fire than the Autogun, but otherwise the exact same, but in handheld form. Helpful if your other hand is being used for, say for carrying a sharp stick.
Flak Armor Military Equipment: 2 or Civilian Equipment 3
Not-quite military grade but certainly capable of fooling a bullet, this basic armor will negate some damage from light small-arms fire.
Troops who wear it are slightly slower in battle.
Heavy Stubber Military Equipment 3|Civilian Equipment 13Heavy Weapon
A powerful machinegun capable of mowing down crowds of enemies. Due to it's bulk only the strongest can carry it and so it is limited to one per squad.
Fire and Advance
The unit fires overwhelmingly in the direction of their enemy whilst slowly moving up the field towards them.
Civilian Jury-Rigging
This cult is proficient in retrofitting the tools of their trade and salvaging scrap and ganger gear.
Mining equipment, civilian weaponry and junkyard constructions can be designed.
Basic Rituals
There's a large difference between "Magic", which is learned, complicated, and has the wielder pitting their will against the warp, and the rituals of chaos cultists, which involves opening oneself up to the warp completely and attempting to ask boons of the right Chaos God. This usually has lethal consequences for the participants, but does allow things to be summoned forth with some degree of consistency.
Basic summoning and ritual magics can be designed.
The Cult of Change
Rolls of "6" on effectiveness for any design featuring magic or mutation will invoke the RtD rule of 'Gone horribly right', and will feature some unpredictable side-effects.
This rule is also subject to Change.
Credit: Vehicle Armor
RfI: Flak Armor
Alpha Legion Contact
Cost: 5/9 Bugs: 7/9
Completion: 1/12
Prerequisites: Communications.