Goliath Armour: 1
The attempts to find the original schematics for a Goliath truck have gone hopelessly at best. Whilst they aren't shipped in from a forgeworld, the plans are still divided amongst various worlds and workshops on a "need to know" basis.
Whilst some advances have been seen for armour in future projects, sadly none of them are applicable to the Goliath.
Goliath Speed: 6
Alternatively, the Goliath has been found to be an absolute powerhouse under the hood. With the simple addition of a gearbox, they've been able to ramp up their speed significantly, and there's still room for further improvement. They still aren't up to zipping around the battlefield, but on distance treks they're a sight better than they were.
The Goliath now moves 1 hub per turn in the Mines and Promethium Sprawl, and 2 hubs per turn in the Workshops and Habs
Turn 0
Manpower: 250 (+150)
Civilian Equipment: 200/1000 (+100)
Military Equipment: 100/1000 (+50)
Ordo Xenos: 0/100
Ordo Malleus: 0/100
Ordo Hereticus: 0/100
TechnologyUnits:
Cultist (Troop): Manpower 5, Civilian Equipment 5.
The generic soldier, breeder and worker, ready to die for your cause.
Chaos Space Marine (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.
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 very unpredictable side-effects.
It is now the Design phase. You have 5 dice remaining.I'll be doing an FAQ in the core thread after this turn. Feel free to ask any questions you have..