With roaring engines barely drowning out the zealous overtures of a collected mass of fanatics, the Cult begins its mobilisation, dabs of paint and searing ink marking out those cultists chosen to be the holy vanguard of the Master of Schemes.
The teams begin their capture of the nearby areas with extreme enthusiasm, if not discipline, the squad leaders keeping some semblance of order with barked orders.
The Mines - M1The contingent entering the mines is a comparatively huge host, the idle chattering and occasional screech from the cultists who are familiar with this scenery a counterpoint to the stoic wariness of the Space Marines as they stoop to pass through the myriad of caves and tunnels, a countless number of worming tracks burrowed through the stone in search of resources.
The first location is eventually reached, an old foreman's camp in a larger cavern, complete with rusting vehicles and forgotten tools. The cultists set about restoring life to the place as the chaos space marines fan out and begin securing the perimeter.
M1 Encampment: 1/2The Workshops - W1The cultists here arrive with only mildly blunted enthusiasm as the diminishing blare of breakneck engines retreats off into the distance, leaving a haze of disturbed dust and the smell of glorious promethium. The area here is much larger, with dedicated, albeit old and poorly maintained, roads allowing the ferrying of materials to and from the various manufactoriums crowding the landscape. Many are still in production, although the fabricators are hard at work, furthering no cause but that of their petty overseers. The armed and armoured cultists are able to move into some empty factories and begin their sermons to the nearby occupied ones without any undue attention being raised.
W1 Encampment: 1/2W2The heavy mining trucks blast through the first hub with no issues, a relatively boring journey ended peacefully as the three squads disembark and begin to conscript the manufactoriums in the area.
Soon enough, goods and supplies will be siphoned off to support the cause, with none above the wiser.
W2 Encampment: 1/2
M1
4 Units Chaos Cultists, Militant
2 Units Chaos Space Marines
W1
1 Unit Chaos Cultists, Militant
W2
3 Units Chaos Cultists, Militant
2 Goliath Technical Transports
Manpower: 990 (+520)
Civilian Equipment: 156/1000 (+100)
Military Equipment: 50/1000 (+50)
Ordo Xenos: 7/100 +7
Ordo Malleus: 0/100
Ordo Hereticus: 0/100
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
It is now the Design phase. You have 5 dice remaining.