Demon Team: Revision Phase T6TURNTURNTURNCoordination Drills: Combat Training Specializations
Our melee infantry can largely be divided into “Light” and “Heavy”, and it’s about time they receive the proper training to fight as such. Our veterans who gain enough status to become heavies receive extensive weapons drills. As they are expected to be in the middle of every fight, heavies practice fighting in tight formations for long periods of time. Light infantry - the rest of our melee infantry - also receive weapons and combat training, but their drills focus on fighting in pairs in looser, more mobile formations. Light Uruks are trained to skirmish using their magical reserves, while Heavy Uruks are trained to use theirs in concentrated volleys.
Coordination Drills: Combat Training Specializations: Normal: (2+4)=6: Above Average
You figure now would be a good time to ensure your followers actually know how to use their new equipment properly. Having grasped the basics of organisation, the main focus is on individual skill at arms, although some time is dedicated to (slightly) more specialised formations as well.
The results are pleasing. Although they could not be described as elite fighters by any stretch, the rigorous training programme (overseen by veterans from the Wartorn Wastes) quickly raises the competency of your forces from "total amateur" to "could win a fight versus a real soldier half the time" (when combined with their slightly enhanced strength and toughness)(but without considering their equipment). At this point, you expect the Uruks to reliably outmatch Angelic soldiers in a one-on-one melee.
The reclassified 'Light Uruks' have practised fighting in loose formations, and will now use Magic Missile more to harass the enemy than actually deal significant damage. The Heavy Uruks have been instructed in the basics of fighting in a tight formation, making them a deadly centrepiece to your line. Of note, this training gives your troops the
option of fighting these ways; they may still employ other tactics if better suited to the situation.
Combat Training Specializations does not modify rarity, and should increase the efficacy of melee infantry considerably.
It has come to Magocs attention that our draughtsmiths have not been keeping any notes when creating batches of CMD. Thus the [six turns] of experience we could've potentially gained in observing the affects of various alchemical mixes has been completely and utterly wasted. After angrily eating one or two of these draughtsmiths, another mentioned the "Draught Draft". A bit of probing revealed that the alchemists had been betting on what results different concoctions might produce, and some of them had gotten quite good at guessing the right answer. unfortunately, the leader had just been eaten, but combining this knowledge with some of the general experience gained from their other exploits into alchemy allowed the draughtsmiths to generally determine whether the resultant mixture would be beneficial to the imbiber or not. Thus we can expect a slightly larger number of volunteers for the Misfits program, along with a higher success rate, as well as more debilitating effects used by our mutamist units in the field.
Ordered Mutagenic Drafts: Normal: (4+4)=8: Unexpected Boon
Fortunately, the soul of the recently consumed Draughtsmith was not fully digested, and it proved possible to bind the tattered remains to the mortal plane as a spectre (a somewhat costly and complex process, which would require extensive work to be practical on a larger scale ((Read: this is not free experience for creating spectres, you'd still need a full design of unchanged difficulty))). This spectral Draughtsmith was then able to lead the project to properly organise the process of CMD creation. With actual time and resources, the Draughtsmiths are able to quickly codify their guesstimations. While cataloguing every single possible combination would obviously be ludicrously infeasible, a less ambitious goal of cataloguing a list of ingredients that generally have desirable effects is possible, as well as ingredients that cause adverse reactions when combined.
As a result, CMD has been divided into three types: the beneficial-mutation type, which is used to generate Misfits; the detrimental-mutation type, which is used for (reliably) causing havoc during infiltration; and the actually-poison type, which is turned into Mutamist. The C in CMD isn't really applicable any more, as the rate of duds or unexpected results has declined to negligible levels.
A welcome side benefit from this project is that the Draughtsmiths stumbled upon a number of interesting interactions that were not directly useful, but portend interesting applications in future. You can expect your next alchemical project to be markedly easier. ((Read: +1 to next project in which Alchemy is a key component)(I swear to your choice of gods, if you try to tack on alchemy to an unrelated project just to get this bonus, I will strangle a goat)(You also gained experience with alchemy from this project like normal, the +1 is a bonus, not a replacement for normal experience))
Mutagenic Draught reduces the scarcity of Misfits to the point they can be considered
Uncommon, causes Mutamist to be significantly more debilitating, and makes the infiltration use of CMD more likely to have an effect (although for optimal use, an appropriate infiltration technique would be useful).
It is now the Strategy Phase. Choose where to send Magoc.
Magoc: The diabolical leader of your faction, a being of immense power. There is very little they cannot do. Needless to say, they are Unique.
Mundane Units:
Acolytes: Cultists who have begun their exploration of the magical arts, studying under the Demon. They can cast any Common spells (unless noted otherwise). Their physical strength leaves something to be desired, but their mental fortitude is even greater than regular cultists- and further enhanced by studies in the Warcaster's Keep. Their gambeson matches those of the Light Uruks. There are not many Acolytes in a unit. Uncommon
Teachers of Magoc: Acolytes who specialise in the use of the Language of Inception. They primarily accompany missionaries and aid in late-stage conversion with their scrolls of dark scripture. Uncommon
Keepers of Desire: Acolytes given a creepy white mask, nice clothes, and a club & dagger, and told to protect the cult's infiltration assets. They are not especially well trained, however. Uncommon
Warcasters: Graduated Acolytes, with a greater aptitude for the magical arts, who have undertaken intense study in the Warcaster's Keep. They can cast any Common or Uncommon spells (unless noted otherwise), and more effectively than regular Acolytes. In addition to their magical training, they have found time to practice the arts of command and close combat as well, making them effective leaders and passable fighters. Provide improved leadership to Acolytes (one per unit). Wear a black leather coat/cloak & stupid felt hat, and carry a sword.
Summoned/Mutated Units:
URUK: A cultist who has undergone Cultist Baptismal Indoctrination. Submerged in a muddy pool of mutagenic muck for an hour, they emerge with a strikingly distinct appearance, improved strength and toughness, and most importantly, the ability to cast a pre-programmed spell two or three times an hour. Their spellcasting strength is lower than acolytes, but they can in principle cast any Common spell. They do not modify rarity, although unit sizes are slightly reduced.
Light Uruks: Equipped with a one handed weapon, a solid spear, and a sturdy kite shield- all made with steel-, make these remarkably well armed warriors (considering their ubiquity). A steel cap with nose/eye-guard and a padded gambeson provide decent protection. They have received enough basic training to reliably match a real soldier. They are plentiful, as well as being stronger and tougher than most humans. Their shield and gambeson are emblazoned with demonic runes that assault the mind with dark temptations and demands to worship Magoc. Like regular cultists, their dedication makes them more resilient mentally than civilians. Common
Heavy Uruks: Light Uruks who survived previous battles, provided with a mail hauberk in addition to their other equipment, making them substantially more resilient. They are specialised in tight formations. Uncommon
Uruk Archers: Uruks who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, although they wield well-made recurve bows, and have a quiver full of steel-tipped arrows, making them fairly effective. Their increased strength slightly improves their archery as well. Their gambeson and helm match those of the Light Uruks. Like regular cultists, their dedication makes them more resilient mentally than civilians. Uncommon
Mutamist Sprayers: Uruks carrying a tank of mutagenic liquid on their backs, connected by hose to a pump-and-nozzle contraption that sprays the substance over the battlefield, creating clouds of mist that poisons those exposed to it, as well as vastly boosting their aggression. The range is short, and the effects are temporary. Their gambeson and helm match those of the Light Uruks. Uncommon
Mutamist Globadiers: Globadiers carry a satchel of glass flasks filled with the same mutagenic compound as the Sprayers, which they can sling (using a sling) at the enemy, where they shatter and unleash large clouds of the mist. Carry less of the compound than Sprayers, but have much greater range.
Uruk Commanders: Mean, tough, with a basic understanding of tactics, Uruk Commanders instil a modicum of order and discipline, while also being capable combatants themselves with their exclusive sword and partial plate armour (including a helmet with a nice red crest). They are distributed amongst all Uruk units. The use of basic Coordination Drills gives them more options for commanding their underlings.
Misfits: A small band of mutants. What kind of mutants? Who knows! Cultists who consumed a Mutagenic Draught or two and spun the wheel, ending up with some sort of beneficial mutation. Not substantially stronger than regular Uruks, but somewhat more effective, and kinda freaky, so that's fun. Uncommon
Devil-Crows: Crows infused with a small amount of Evil, increasing their natural intelligence slightly, and making them subservient to Magoc and his followers. They are larger than an average crow and have an unnatural red glint in their eyes, but are otherwise hard to distinguish. They are capable scouts and spies, having sufficient vocabulary to convey at least a decent summary of what they have seen. Murders of Devil-Crows may be deployed in battle to harass the enemy, in limited numbers. Common
CHADCrows: Larger, meaner, enhanced Devil-Crows. Their sharpened talons and beaks make them a deadly threat, especially when working together. Typically operate in small murders. Uncommon
Pale Crows: Albino crows, with increased intelligence enabling them to perform more complex tasks, and lead the other crow types. They are also capable of seeing invisible magical beings, and damaging/destroying intangible magical beings. Uncommon
CHADS: Tall, intimidating mutants, suffused with Evil and Alchemy. They are stronger, tougher, and faster than even a well-trained regular human. Their every waking moment is consumed with thoughts of violence, at which they excel, although they are less well suited to intellectual pursuits. In their arms they wield either a sturdy two-handed hammer or a one-handed axe and a massive tower shield, while their bodies are clad in sparse steel plate armour. Operate in small units. Uncommon
Consorts of Desire: Beautiful, enticing mutants, imbued with Evil and Alchemy. Aside from being breathtakingly attractive, these men and women have the ability to share their own enhanced hedonistic senses with those around them, making all of life's guilty pleasures seem that much more enjoyable, and making life seem grey and meaningless when they depart. Unrepentant hedonists, they insist on a high standard of living. Rare
Spells/Rituals:
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Magic/Good/Evil is a tried and true method of making things go away. Efficacy increases with caster's mental might, and decreases with the target's. Common
Ethereal Armament: A simple cantrip that can conjure any inanimate object the caster desires, with certain limits. Casting time depends on the complexity of the object and the caster's familiarity. Duration of magic depends on mass of object, and number of concurently summoned objects. Common
Dumb Drunkard's Detangibiler: An unusual spell that briefly turns the caster and up to two passengers intangible. Casting takes some time, but can be held at the edge of activation for an extended period. Uncommon
Magical Equipment:
Mutagenic Draught: A carefully selected assortment of alchemical ingredients, infused with Evil, chucked together and processed into bottles of unusual liquids. Comes in three varieties; a beneficial-mutation type, a detrimental-mutation type, and an actually-poison type. Used sporadically by infiltrators to cause havoc. Uncommon
Bootlegger's Bounty: An Evil-infused liquor produced by Magoc's followers. The taste is said to be sublime, to the point where many become addicted after a single shot. Comes in a trademark black bottle with red label, very classy. Sales are used to fund the cult's projects. Common
Bootlegger Barrel Bombs: Kegs of Bootlegger's that explode when struck by magic of sufficient force. Somewhat unreliable. Uncommon
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Evil word, finding those sympathetic to their cause and slowly winning them over. Not the fastest way of gaining converts, as baseline cultists are not expert missionaries, but it keeps the cult growing. Common
Bootlegger Club: A recruitment method specifically aimed at addicts of Bootlegger's Bounty, promising a stable supply of the liquor to reel in new members. Very effective. Uncommon
Language of Inception Graffiti: Demonic runes, drawn in blood, subconsciously impart their message onto those who view them. Painted on the walls of human settlements, they subtly steer the population towards evil. Common
Temptation: Consorts of Desire ply important figures with luxurious pleasures, enticing them into a frenzy of indulgence. Once enthralled, the target is recruited into the cult, or otherwise persuaded to cooperate with the demonic cause. Rare
Mediocre Guarding: A not-especially effective attempt at protecting infiltration assets, hampered by slapdash planning and a lack of training. Nevertheless, any guards is a lot better than no guards, and the efforts are not inherently suspicious. Common
Infrastructure:
Draughtsmith: An eclectic laboratory where a handful of fledgling alchemists develop a variety of potions to augment and stabilise demonic mutations.
Warcaster's Keep: A facility for magical education, including a large library of forbidden knowledge that entices reckless scholars to visit.
DARRIN (Combat)Dry Plains:
4/4 |
0/4Mountain Passes:
3/4 |
1/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
3?/5 |
2/5Lawless Capital:
3?/5 |
2/5Scholarly Towers:
2/5 |
3/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
3/4 |
1/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
3?/5 |
2/5Ostentatious Capital:
3/5 |
3/5Wartorn Wastes:
3/5 |
3/5