Angel Team: Design Phase T4TURNTURNTURNThe Hussars of Muu were once cuttlefish that have been twisted into humanoid form, and are designed to serve as light cavalry - replacing humans in this role. They retain many of the abilities they once had - specifically, they are able to use their suckers to latch onto their mounts, and they can emit clouds of obscuring ink to cover their charge (literally clouds - they emit ink as a black fog, and no, Muu isn't sure how she managed to get that to work above-water either): the better to ambush and flank with. The Hussars are designed as mounted cavalry capable of using the new Spears of Light (see further below). After their mutation (which has imparted an instinctive set of combat skills), they have been given intensive training on mounts and the use of the Spears. With their drakegulls and Spears of Light, they can close on high-value targets and easily deal great damage to powerful Evil units.
The Spears of Light themselves are made of bonewood amalgam that has been introduced to grown coral in the Forge of Cleansing with the attempt to create a polearm that is strong, yet flexible, and able to take enchantment well. They have a single spearhead and a metal shank composed of iron that is of roughly pyramidal shape (greatly resembling a Roman pilum), and they have been weighted to allow them to pierce modest armour from sheer momentum when thrown or used in a charge. Additionally, some Bottled Sunlight has been used in creating them to allow them to have greatly increased lethality against Evil-aligned beings. This has the side-effect of making the Spear shine brightly, hence the name. It is hoped that each Spear of Light will be able to be produced in sufficient quantities to arm each Hussar with half a dozen. Each use of the Spear of Light consumes some of the Bottled Sunlight used in its manufacture; while it is not projected to run out in a battle it will periodically have to be sent back to be reforged if not used. When thrown or on the end of a charge, the stress of impact will cause the Spear to release all of its stores at once, creating an intensive effect that is very damaging in a cone in front of the Spear and essentially burns out the Spear (making them single-use).
The Hussars of Muu are reasonably armed with an iron sabre as a sidearm for close combat along with their Spears as well as protected by a simple-in-design yet well-crafted leather and coral vest (carefully cut to allow them the flexibility their cuttlefish nature gives) as well as a teardrop bonewood-backed coral shield designed to protect them from gullback. Their Spears of Light, when not in use, are strapped to the gull; and there is also a "cup" in the saddle to allow a Spear to be used like a lance.
We intend to use some of our extra Wealth to aid in allowing their numbers to equal our numbers of Gulls, both by allowing the capturing or breeding of greater numbers of cuttlefish and by funding the production of extra Bottled Sunlight to create enough spears for each. In addition, we are using a High-Effort Action. This should be sufficient to allow Hussars to replace human cultists riding Drakegulls on a one-to-one basis.
Hussars of Muu v3 (High Effort)(Uses 1 Wealth token): Very Hard Hard: (
1+2+2+4)-1=5: Average
You don't understand why some of your cultists think the Hussars look creepy. They're cuttlefish! That's practically cuddlefish!! How could they possibly be anything but the cutest things ever?
??
With time, resources, and determination, all things are possible. In specific, this project was possible. It can be broken down into several components:
-Cuttlefishkin: though a challenging mutation, the fact that these are only intended to serve as Hussars meant you didn't need to worry about how to produce them in large numbers. Their ink-cloud spewing ability, though only usable once per battle, is able to obscure a modest but respectable area- large enough for three or four Drakegulls to hide in. Using it on the charge is... problematic, since any cloud emitted would naturally be behind the charging Hussars... but it is still a useful ability- it can cover withdrawals (after which a second charge
would benefit from the screen), confuse foes in melee, or be used to shield allies following behind from view.
-Spears of Light: a fairly straightforward piece of equipment, with the coral-bonewood amalgam working out quite well. Absorbs Liquid Sunlight as desired, unleashes the energy into enemies as desired.
-Other equipment: the coral-covered vest and shield, iron sabre, and other bits and pieces. The only issue here was the vest- coral just
isn't flexible. Rather than spend significant amounts of effort trying to figure out how to combine coral and leather and end up with a usable product, you opted to scrap the idea and go with regular leather for the vest. The shield wasn't a problem- and the swirls of colour in the smooth coral surface are quite pretty. Likewise, an iron sabre for a unit of this quantity wasn't a challenge- it's not the best sword in the world, but it's good enough.
-Training in throwing javelins from
horsegullback, improved mount control and combat skills, while not costing more time/resources than regular Drakegull units: here is where the instinctive combat skills imparted on the Cuttlefishkin are crucial. While humans could've been trained to do the same job, the Cuttlefishkin pick things up much faster. With extra funds set aside for their improved equipment, the target cost was just barely met, allowing Hussars to essentially render Drakegulls obsolete.
Hussars of Muu have great potential as skirmish cavalry, outclassing Drakegulls significantly. They are well equipped, well trained, and not too expensive to deploy. Unit Size: ~20
Uncommon
It is now the Revision Phase. You have one revision (which may be split into two Emergency Fixes).
Muu: The benevolent leader of your faction, a being of immense power. There is very little she cannot do. Needless to say, she is Unique
Champions:
The Good Doctor: Venturing forth with her trusty sword Moonlight (and an unnamed parrying dagger), with traces of Truesilver flowing through her veins, the Good Doctor strikes with surgical precision at enemy weak spots, absorbing their vitality (she's definitely not a vampire). Her sword is especially potent versus non-human foes. Unique
Mundane Units:
Cultist Spears: Reasonably equipped with an iron dagger, a bone-wood-amalgam shield, and bone-wood-shaft iron-tipped spear, though still lacking training. These are not elite warriors- they'd usually lose a one-on-one fight with a real soldier-, but they're cheap and plentiful. Like regular cultists, their dedication makes them more resilient mentally than civilians. Unit Size: ~50 Common
Cultist Archers: Cultists who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, and their bows are designed for hunting, not piercing armour, but they're better than nothing. Like regular cultists, their dedication makes them more resilient mentally than civilians. Unit Size: ~25 Common
Acolytes: Cultists who have begun their exploration of the magical arts, studying under their angelic patron. 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. Unit Size: ~25 Uncommon
Cultist Missionaries: Cultists with a modicum of charisma and subtlety, sent forth as emissaries of their eldritch master. Unarmed and untrained, they serve no role in combat. Unit Size: ~10 Common
Summoned/Mutated Units:
Sea Servants: Deceased cultists, returned to unlife by the grace of Muu. Their mind and soul bound to a hivemind, their body strengthened and transformed into a more tentacle-y version. More vulnerable to damage than humans, but heedless of pain and danger. Used both as labourers and warriors. They are more effective in the presence of Muu, as she can control the hivemind (and a limited number of individual bodies) directly. Unit Size: ~100 Common
Drakegulls: Sea gulls, on a much bigger scale. Three-piece beak, extra eyes, sporadic tentacles, claws on both feet and wingtips. Ridable by cultists, who direct the beasts in battle. Very hungry- will sometimes stop mid-battle to snack on a corpse. Too heavy to fly, though they can glide. Unit Size: ~20 Uncommon OBSOLETE
Hussars of Muu: Humanoid Cuttlefishkin, riding Drakegulls into battle. Armed with a brace of Spears of Light- javelins infused with Bottled Sunlight, that unleash their charge on impact. Also reasonably well equipped with a leather vest, coral-covered shield (very pretty), and iron sabre. Unit Size: ~20 Uncommon
Liquid Light Elementals: A self-propelled mass of Liquid Sunlight, bigger and stronger than a human. A Cherub forms the core of the Elemental, and only by destroying said core will it fall for good. Unfortunately, the Cherubs burn with righteousness, and refuse to dim their light, meaning they must be transported in stasis, and introduced to large barrels of Liquid Sunlight prior to battle. Unit Size: ~15 Uncommon
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
Ymis Ward: A simple magic barrier that can reduce the impact of attacks both mundane and mystical- or be tuned to focus on one over the other. Opposite frequencies can be layered (with a small gap). Won't last long, but can be useful in a pinch. Common
Magical Equipment:
Bottled Sunlight: Sunlight, infused with Good, in liquid form. Can serve as a light source (either extremely bright but short-lived, or quite bright but lasting an hour), applied directly as first-aid (with risk of mutation), or thrown at enemy troops where the concentrated Good will burn Evil beings. Uncommon
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Good word, finding those sympathetic to their cause and slowly winning them over. Not the fastest way of gaining converts, but it keeps the cult growing. Common
Worms of Muu: Parasitic/symbiotic worms that produce a worsening malaise unless the host engages in Good-producing acts. Worm will starve if deprived of Good for a week. Encourages good behaviour in a community, and causes the affected to be drawn together by exuded pheromones, forming strong bonds between Good-aligned individuals, who will easily trust angelic operatives while being extremely hard to lure into Evil. Uncommon
Gadflies: Individuals willing to die for a cause, trained in rhetoric and infused with emotion-amplifying hexes that trigger on death. They deliberately seek to be executed for standing up against evil, using the spectacle as an opportunity to give an impassioned speech that is amplified by their death. Even if they are killed before giving their speech, the hexes will still cause a significant swelling of sympathy for the Gadfly and their cause, even amongst the embittered. Unit Size: 1 Rare
Gadfly Funeral Expenses: By spending a (relatively) small amount of money to organise funerals for Gadflies (who specify it to be their desired funeral in their will), a large gathering is assembled where angelic missionaries can mingle with a receptive audience. The Gadfly's spirit lingers during the funeral, either instilling or reinforcing the effect of their death on attendees.
Corals of Community: Mutant coral, harvested from the waters around Tendril Village, sold as a decoration for aquariums (targeted at the wealthy). Being around the Community Coral will instil a desire to do Good and find a community, as well as rendering the customer susceptible to angelic suggestions. Uncommon
Infrastructure:
Forge of Cleansing: A magically-enhanced forge, where specially blessed water is used to make materials malleable (instead of using heat). This allows for greater use of metals, as well as the use of more exotic materials such as bone. Infrastructure
THPENOS (Influence)Bountiful Quarries:
3/5 |
2/5Gridlocked Polis:
2/5 |
3/5Restless Satrapy:
2/5 |
3/5CHEGITHA (Combat)Sheltered Fjords:
8/8 |
0/8Rolling Hills:
0/8 |
8/8Deserted Urbs:
0/8 |
8/8XYRANIA (Influence)Pirate Haven:
3/5 |
2/5Schism'd Capital:
2/5 |
2/5Raiders' Roost:
2/5 | [color=red3/5[/color]
WESTERN PROTECTORATE (Combat)Windcarved Mesas:
8/8 |
0/8Vast Steppe:
6/8 |
2/8Pestilent Marshes:
0/8 |
8/8