Demon Team: Revision Phase T8TURNTURNTURN((Minor change in terminology from here on: the name for the energy used in mortal magic (and used in combination with Evil by your acolytes) is now Mana, not Magic. The potential for confusion has been bothering me for a while, and I finally decided to change it. This has no mechanical effects or anything, but hopefully it makes things a little easier to read.))
Currently the military hierarchy is pretty flat, (Magoc > Commanders/Warcasters > Everyone else), so when mutiple Commanders are in one place a substantial amount of ego measuring takes place, with a fluid hierarchy depending on experience, personal combat prowess, physical size, relative unit strength and arrogance in varying degrees.
Instead, we shall formalise it a little. Each front will have a designated Warlord, responsible for the direct management of the army and being the one who must go to Magoc/other-military-champion for orders. They will have final say on seniority order for the rest of the Commanders. If a Commander feels they have been incorrectly judged, they may make a formal challenge for restitution, and if successful, they will have earned the position they challenged for. The Warlord position is naturally available for challenge. A challenge consists of a small mock battle (where a casualty rate higher than 20% is frowned upon) between equal numbers led by the challengers. Their solders may come from their own unit, and/or from the unit of another Commander with permission, ensuring that a modicum of social skill is required of our senior military officers.
Uruk Warlords: Trivial: (4+4)+2=10!?: Unexpected Boon
Expanding the military hierarchy proved quite simple. With advice from senior officers from the Wartorn Wastes and veteran Commanders, the newly appointed Warlords were able to formulate a comprehensive military structure that would be the envy of the human kingdoms. The challenge system is successful in creating a meritocratic organisation, with the need to negotiate and lead troops ensuring senior Commanders are not defined merely by brute strength, but also tactical skill and strategic cunning. You are also pleased to see that the Warlords are possessed of even higher levels of arrogance, treachery, and cruelty than their subordinates.
In fact, so arrogant are the Warlords that they dared to go against your directives, suggesting their own strategies for the conquest of the human kingdoms. Inspired by the methods of the Victory Faction, they have drawn up plans for lightning strikes at angelic positions, overwhelming them before they can react. This will require force-marching the troops, inevitably resulting in them being tired when battle is joined- but the Warlords believe that the benefits outweigh the costs.
Of course, you don't have to put up with this. Rip the head off of one or two, and the rest will fall in line, and make plans employing a less risky approach. A choice will have to be made.
Uruk Warlords (and the senior Commanders beneath them) are highly effective warriors, tacticians, and strategists. With them leading your armies, you will have the upper hand over Heliel's followers in leadership, an important factor in any fight.
Frag Dens
Built into the backrooms of established cult fronts, Frag Dens are underground (occasionally both figuratively and literally) locations where trained cultists administer "proper" amounts of Frag and provide the basic comforts and care for those who utilize the substance. While Frag Dens are meant primarily as a means of bringing in and observing potential recruits as we corrupt them both body and mind, they also act as a business. While Frag can be sold everywhere, Frag Dens sell the product (at the highest quality available) and charge a small fee for use of rooms, food and water service, and medical attention should it be necessary. Consorts also occasionally make rounds at the Dens, especially once a good (which in this case means evil) recruit is found.
Frag Dens: Easy: (3+3)+1=7: Superior Craftsmanship
Life can be stressful. Eldritch forces conspiring to overthrow the government, armies of mutants marching through neighbouring kingdoms- it's quite understandable that folks would want to get away from it all for a while. And why shouldn't they be allowed to do so in a secure, comfortable location, all while being charged an exorbitant sum and having their mind corrupted?
The main concern you had for this project was security. Smoking Frag doesn't really need all that much infrastructure, but being raided by Angelic lackeys could make for bad reviews. It's a good thing that your criminal contacts know a thing or two about keeping things on the down-low, and were willing to hand over some of their most secure hideouts in exchange for a small cut. From magically hidden rooms in the Scholarly Towers to opulent clubs guarded by bribed watchmen in the Trade City, you are always able to find somewhere where folks can trip balls in peace. Your other operatives will still have to venture the outside world where a Shadow Walker could be around every corner, but they will have somewhere safe to fall back to, and the distribution of Frag is as secure as secure can be.
Frag Dens will boost the revenue generated by Frag and greatly reduce risk of disruption. All other operations will be somewhat safer, and recruitment will be easier. As such secure locations are not commonplace, and furnishing them is not free, Frag Dens are
Uncommon.
It is now the Strategy Phase. Choose where to send Magoc and the Obsessive Scholar. Also decide whether to use the Uruk Warlords' blitz strategy (you can choose to use them in one lane and not the other, and may reverse your decision at any time (though you are not required to vote on this every Strategy Phase- only if you want to change your mind)).
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.
Champions:
The Obsessive Scholar: An undead being with the ability to absorb the appearance, memories, and personality of victims. Obsessed with knowledge. A powerful spellcaster, with a considerable repertoire of (especially divination-type) mortal spells in addition to being able to cast all of Magoc's spells. Physically relatively weak, albeit hard to kill. Needs to absorb Evil to survive. 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 Blood-Drinker sword and partial plate armour (including a helmet with a nice red crest). They are distributed amongst all Uruk/CHAD units. The use of basic Coordination Drills gives them more options for commanding their underlings.
Uruk Warlords: Highest-ranked Commanders in Magoc's army. Oversee the hierarchy of other Commanders, bolstering their efficacy by ensuring the most capable rise to the top at the expense of the least capable. Also plan strategy.
Misfits: A small band of mutants. What kind of mutants? Who knows! Uruks 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 (both weapon options are of the Blood-Drinker variety), 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 Mana/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
Manipular Missile: An upgrade to Magic Missile, allowing for magic density to be increased or decreased. Denser missiles have slightly increased range and piercing-power, less dense missiles arc downwards and have decreased range/damage. Uruks can only be programmed with one 'mode' of casting at a time.
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 concurrently 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
Blood-Drinker Blades: Weapons (need not necessarily be bladed), engraved with demonic runes, enchanted to 'drink' the blood of injured foes, 'feeding' the wielder to bolster their vitality and stamina. Provided to certain units.
Frag: A light blue crystalline substance, best used by inhaling vapours released by heating. Increases the flow of Mana through the user, resulting in intensified sensations and an improved spellcasting ability. Contains a small amount of Evil. Somewhat addictive. Provided to casters to improve their performance, and sold through Frag Dens as a revenue source (which is quite lucrative). 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
Leverage Criminals: Methods of taking control over existing criminal organisations, and having them work for the cult. Criminals can be encouraged to spy, kill, destroy, guard, steal, or smuggle on the cult's behalf- at which they are not as effective as a more zealous cultist could theoretically be, but it's definitely better than nothing. Also provides minor revenue stream. Effective rarity depends on local crime rate.
Frag Dens: Impressively secure locations where those with the coin to spare can enjoy a carefully administered dose of Frag in peace. Increase revenue from Frag sales, make recruitment easier, and provide safehouses for other operatives to fall back to. Uncommon
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 |
3/5Scholarly Towers:
3/5 |
4/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
3/4 |
1/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
3?/5 |
3/5Ostentatious Capital:
3?/5 |
3/5Wartorn Wastes:
3?/5 |
4/5