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Author Topic: Cult Race: Chaos  (Read 16908 times)

sprinkled chariot

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Re: Cult Race: Chaos
« Reply #30 on: September 10, 2017, 11:23:00 am »

Thousand sons sorcerer as cult leader would make cult more FABULOUS and he would be able to somewhat exist in reality without twisting it horribly and attracting adeptus arbites psyker scrying.

Sorcery

Since our patron is god of witchcraft it would be religious crime not to go into this sphere.
It gives us all kinds of neat things   like opening, gate to warp at our base and getting slaughtered by demons of khorne for being scheming scum  attracting inquisition by bloody sacrifices  mind control, mind  reading, divination of future,  insane biomancy heals, shooting lightening bolts and WARPFIRE and summoning demonic allies.
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RAM

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Re: Cult Race: Chaos
« Reply #31 on: September 10, 2017, 04:30:45 pm »

Mindscreams
Blast a target's mind with pulses of awareness to open their mind to the warp. With its myriad songs playing in their mind, coordination will be impossible, and spreading the forbidden sight is a worthy goal of its own.


Neophyte
Inducted into the ways of the warp, these former cultists can tug on the threads of fate. They may not be breaking realities or forging daemons any time soon, but their power should not be underestimated.
Capable of casting basic spells and contributing to rituals, often as favoured sacrifices. More likely to receive favourable results from mutation.
 Comes equipped with a "Channel Fate" spell that increases their own odds of survival at the cost of their neighbours', resulting in an increase in command-structure-stability/effective-morale.
Otherwise as cultist.


Grand Design: Sorcerer
The flow of reality is too complex for the simple to comprehend, only a master is truly capable of wielding The Warp's perfection. The training is harsh, most are devoured by The Warp upon their first exposure, many more must be spent upon rituals of empowerment and awakening. And well, though there are many volunteers to attain such power, but only one may ascend from every batch, and ensuring that they are that one is the most important test of all... But the cost is worth it, an immeasurable lord who can beckon reality and have it come to heel...
Can lead rituals and mutations to provide stability and control.
Can exert authority over lesser daemons.
Can become a daemon as a result of particularly noteworthy deeds, though loyalty and sanity are not guaranteed, as this is likely to be a gambit of their own devising to usurp whatever power they believe themselves able and the results of such are never certain.
Can master any spell that we can fathom.
Can cast "Bind Fate" to have an ally die in their place. They are near immortal if they can see their death coming, and have allies to spend...
Can cast "Daemonic Possession" to create simple constructs or interrogate prisoners+recruit mutated monstrosities who have had their minds dissected.
Chaos marine armour, otherwise as cultist.

I really don't know much about Chaos Sorcs, someone else ought to butcher this and make something sensible.

Spell: Warp Slip
Creates a tiny vortex through space that leads one point to another without any of that euclidian nonsense. Creates a palm-sized portal that leads to a point within a metre. Requires a small ritual thus cannot be performed in the midst of battle. But with enough planning, and the enemy's woefully predictable habits... It is easy enough to place such a portal and place one's heart behind it and enjoy the sight of a xeno stabbing itself in the back...
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Khan Boyzitbig

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Re: Cult Race: Chaos
« Reply #32 on: September 10, 2017, 04:40:41 pm »

We wouldn't want to sacrifice a Sorcerer for anything less than a greater daemon and that would cause much shit to go down, there is no way we could hide one of those coming through from the warp. But otherwise the suggestion looks okay. Probably should be a Thousands Suns Sorcerer if possible, but any Chaos Marine Sorcerer would be a boon.
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RAM

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Re: Cult Race: Chaos
« Reply #33 on: September 10, 2017, 05:15:18 pm »

Well I figure that Neophytes would be sacrificed frequently as a result of standard office politics. The sorcerer would not be sacrificed, they would seek ascension of their own volition whether we like it or not.
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FallacyofUrist

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Re: Cult Race: Chaos
« Reply #34 on: September 11, 2017, 04:06:13 pm »

Goliath Technicals
The imperium uses some staggeringly tough trucks in it's mining operation. We would do well to acquire the ability to obtain and manufacture Goliaths to enhance the mobility of the cult's forces (And turn genestealers into roadkill).
+1.
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RAM

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Re: Cult Race: Chaos
« Reply #35 on: September 11, 2017, 05:56:39 pm »

Goliath Technicals
The imperium uses some staggeringly tough trucks in it's mining operation. We would do well to acquire the ability to obtain and manufacture Goliaths to enhance the mobility of the cult's forces (And turn genestealers into roadkill).
+1.
+2
Feels boring, but the mines will likely favour genestealers, and are an important production multiplier. Also gives us a basis for military vehicles later...
I do kind of want some magic though. What fun is chaos if no heads explode? Chaos sorcerers also likely fall victim to daemons tricking them into becoming portals by which the daemon can manifest. I mean, we chose the god of backstabbing, we can't really expect our forces to be reliable.
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Taricus

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Re: Cult Race: Chaos
« Reply #36 on: September 11, 2017, 06:03:37 pm »

We have to get our psykers to and from places without them being shot or stabbed. And Goliaths... well, they're built to imperial standards; just slap on an autocannon or two and the damn thing IS a military vehicle that's basically an equivalent to a razorback.
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Archangel

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Re: Cult Race: Chaos
« Reply #37 on: September 11, 2017, 11:51:45 pm »

Speaking of Autocannon, we should probably start developing some heavier weapons. Heavy Stubbers would likely be the easiest to get; Autocannon would be better but might be much harder to get; since there are mines there's probably plenty of explosives kicking around to repurpose for our cause; and of course Flamers are great at close range, which makes them very handy for fighting in tunnels and city streets, even more so when you're up against Genestealers. Heavy Bolters, Mortars, Sniper Rifles, and Grenade Launchers are all fairly common Imperial weaponry, and all would be handy, but I think either too hard to acquire or too specialised to be worth while right now. They are, however, definitely things we should keep in mind for future armoury development. Better body armour for our non-Marine units would also be a good idea.

Anyway, I say we put some dice towards getting Flamers, and maybe Heavy Stubbers and flak armour as well.
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RAM

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Re: Cult Race: Chaos
« Reply #38 on: September 12, 2017, 12:16:34 am »

We have a bonus to daemons and magic. We should consider using those where applicable. Sniper-rifles, for example, would probably be somewhat redundant with a decent long-ranged go-mad-from-the-revelation spell and some sort of daemon-possessed golem could probably suffice for most circumstances that call for a grenade launcher. And a golem breaks down into warp-drenched rubble, which is probably about as conspicuous as a grenade launcher being used openly unless someone decides to perform a detailed examination.
...
I am trying to think of good magic and daemons, and I am just thinking that Tzeench is really poorly matched against genestealers. Cunning plans are famously effective against mindless rabble, but there comes a time when you are facing a thousand car-sized bullet-proof cockroaches with mouths that consist of four extra-large glaives and you really need something to make them gather together and hold still for a tick while the mines detonate... Maybe a magic spell that makes one of our cultists smell really really delicious?
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Archangel

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Re: Cult Race: Chaos
« Reply #39 on: September 12, 2017, 12:52:01 am »

Well, the thing is, guns are consistent, effective, and able to be used by anyone. Magic, even (or perhaps especially) with the favour of Tzeentch, is random, and it is generally limited to psykers. A sniper rifle will always put a hole in the head you were aiming at, whereas, say, a head-exploding spell might make that head go boom, it might even make the heads of that enemy's whole squad go boom. Or it might make your psyker melt, or burst the heads of some of your cultists, or summon a hostile Bloodletter into the middle of your army.

I'm not saying that we shouldn't look into making daemon-golems, I'm suggesting we focus on getting some basic, practical equipment for to improve our basic grunts (and possibly Chaos Space Marines) first. I was thinking along the lines of the Goliath mine trucks (Which is a good idea by the way and has my support). There's also the tech development costs to consider - stuff we can nick from the PDF, mines, or wherever is gonna take much fewer dice than inventing any kind of warp trickery.

Finally, mundane weaponry, even bolters and grenades, also give us a much higher chance of passing off a firefight as (possibly very well equipped) gangers fighting, while that sort of blatant warpcraft will raise a lot of suspicions very quickly.

EDIT: We haven't decided on a cult name yet, have we? Only suggestion I recall was my Cult of the Crimson Blade, which isn't really appropriate for the god that was chosen. The Cult of the Burning Eye perhaps?
« Last Edit: September 12, 2017, 12:57:08 am by Archangel »
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RAM

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Re: Cult Race: Chaos
« Reply #40 on: September 12, 2017, 01:51:06 am »

The Church of Imperial Revelation?
Church of Heretical Abstinence and Opposing Secrecy?

I agree that we need to fill in the basics with common and simple technology. It is just that we are stuck with Tzeench now, unless we want to try betraying the god of betrayal... so we ought to use what we have. Avoiding daemons and sorcery to keep a low profile has a lot to recommend it, as does using equipment that can be distributed more widely, but it flies right in the face of our talents. Given our bonuses, if we have a suitable warp option competing with a suitable technological option, then we should probably seek out The Warp...

But I am right there with you for trucks and flamers, unless there is a flamer-daemomon that would work for Tzeench and not go massively over-budget.
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Archangel

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Re: Cult Race: Chaos
« Reply #41 on: September 12, 2017, 02:45:03 am »

The Church of Imperial Revelation sounds good.

I agree that we need to fill in the basics with common and simple technology. It is just that we are stuck with Tzeench now, unless we want to try betraying the god of betrayal... so we ought to use what we have. Avoiding daemons and sorcery to keep a low profile has a lot to recommend it, as does using equipment that can be distributed more widely...
Again, I'm not saying we don't research and use warp stuff, just that at least for the first few turns we should focus on basic gear.

... but it flies right in the face of our talents. Given our bonuses, if we have a suitable warp option competing with a suitable technological option, then we should probably seek out The Warp...
Even technological and warp options that are very similar will have different applications, advantages, and disadvantages. The only real reasons I can think of to not work on getting both is time and that maybe our mutation, sorcery, and deamon stuff should focus on things we can't achieve though mundane means, for example making enemy cultists see each other as targets, disrupting Genestealers' connection to the hive mind, or deploying deamonhosts.

But I am right there with you for trucks and flamers, unless there is a flamer-daemomon that would work for Tzeench and not go massively over-budget.
Pretty sure one of the lesser daemons of Tzeentch is called the Flamer of Tzeentch. Definitely can't replace such a basic weapon with them though.
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RAM

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Re: Cult Race: Chaos
« Reply #42 on: September 12, 2017, 03:19:40 am »

Time will tell but I am really nervous about our malus. Normally, in R.T.D.s, a 6 is, like, a good thing, basically, but you usually need to work a solution to it into your future actions. With super-overshoots though? Will sixes be unworkable as-is? Or perhaps they will not just introduce problems to the design in question but play merry havoc with existing designs too? Or perhaps it not just overshoots the success but side-steps it too? Mayhaps an automatic rifle not only overheats and explodes from overuse, but dumps its whole magazine in an instant and sprays it in a cone, resulting in more of a shotgun than a rifle... Or maybe, just maybe, I should stop giving the G.M. ideas...

Whatever the case, I just find myself worrying that we have lost one of our "success" results and downgraded it to a fail. And on a D6, a single numeral is significant... So I am just kind of thinking that I really hope that we got something really good to make up for what we lost. But at this point, I suppose tat is all just rampant speculation.
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Khan Boyzitbig

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Re: Cult Race: Chaos
« Reply #43 on: September 12, 2017, 05:10:56 am »

Unless we try and use the warp to make guns a 6 will always be good. Its spells and mutations that can go horribly right/wrong on a 6. And something will come of a 6 while a 1 will have no redeemable features.
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Re: Cult Race: Chaos
« Reply #44 on: September 12, 2017, 06:54:57 am »

Waiting for the three or so GSC guys to pick an option, but after that I'll be rolling it over.
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