(I can't figure out the costs of your purchases. I'll roll over your resources once they've been fixed up.)
The MinesM1All is silent for a few hours between shifts before the next few cultists turn up. The smaller squads work no less industriously, pulling together the finishing touches on the ramshackle camp.
M1 Encampment: 2/2 (Insert name here)
-Producing 10 Civilian Equipment
M2The first group leaves the surface of the mines, trekking deeper within the oppressive rock formations as sounds reverberate around with every shuffle of feet or whine of servos. They arrive without issue at a dead-end cavern and set about to making it defensible.
M2 Encampment: 1/2The WorkshopsW1The movement of
W1 Encampment: 2/2 (Insert name here)
Producing 20 Civilian Equipment |
10 Military EquipmentW2The movement of cultists to and from this area is a confusing affair, and nothing more need be said about it. Everything goes swimmingly, and the area is set up.
W2 Encampment: 2/2 (Insert name here)
Producing 20 Civilian Equipment |
10 Military EquipmentW3The surprising rattle of distant gunfire is heard from W2. After a few seconds the gunfire trebles in volume, and the deep timbre of a heavy stubber can be heard for a while before soon all noise stops. Tense hours are spent waiting for any survivors, but none are seen.
Presumed Losses - 1 Squad Chaos CultistsThe Habs - H1The cultist unit assigned to the Habs stroll into the domiciles with little worry. They attract a slight amount of attention but thankfully the sergeant is quick to cover his extra eyes and the roughly military look of their armor serves to make them appear as unobtrusive mercenaries. They evict a few civilians from their domiciles and set about raising a temporary shrine for the secretively faithful.
H1 Encampment: 1/2Hab SkurgHab Skurg is a gigantic, thriving place with masses of humanity constantly moving to and fro along the packed platforms and corridors. The squad of cultists move to begin setting up, but are spotted by some local enforcement and after a brief gunfight are forced to retreat before reinforcements can arrive to detain them.
Hab Skurg Encampment: 0/4
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
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.
It is now the Design phase. You have 6 dice remaining.