Scorpion Cult

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Scorpion Cult
BlackHandLogo.png
The symbol of the Cult
General
Playstyle Psychological Warfare
Faction Colour Maroon
Type Original Blue Alert 3 Faction
Dev. Status Conceptualized

Evil hearted you.
You always try to put me down,
With the things you do,
And words,
You spread around against me.

- "Evil Hearted You," The Yardbirds

The Scorpion Cult, for short Cult but also known as the Black Hand, or the Brotherhood of Seth is a Blue Alert 3 faction. An old cult that has been with the world since the Wheel and the Fire; they utilize cloak and dagger tactics to make up for their up front weakness as well as devastating mind games that can leave their enemies gibbering, laughing empty shells. They are the archnemesis of the Order of the Hawk, who have battled the Cult across every continent, nation, and institution in a shadow war to determine the course of human history. Now they sense that the time is coming, and that soon they shall bring together the pieces of their Messiah's wandering brotherhood to be ready for him when he is revealed and the sacred crystal he promised would come is delivered to him.

At a Glance

Faction Color Maroon
Playstyle Psychological Warfare
Preferred Theatre of Operations Amongst Civilians
Strengths Large array of tricks and tactics to counter brute force, strong damage output, Ease of choosing engagements, good mixture of cheap and plentiful low quality units and strong elites.
Weaknesses Low durability, Weak in straight forward combat, Difficulty with dealing with small numbers of strong units, Robotic Units are immune to their drugs and mind games
Intended Players Tiberium Wars Players
Motives Messianism, Chaos, Sadism, the formation of Nod.

Background

The hidden Scorpion

The Scorpion Cult is ancient beyond reckoning. "As old as the wheel and fire" in its own words. By its own admission it was founded by the man who would first slay his own brother; an immortal who was doomed to walk endless nations by this murder as punishment for his crimes. This man is known by many names, but to the Cult he is the Messiah. The Cult claims that its faith is the heir to the traditions of the Abrahamic, Mazdan, and Dharmic religions; in equal parts the child, ancestor and ultimately successor of the word of Christ, Muhammed, Abraham, Zoroaster, Mani, Buddha, Nanek Devi Ji and more. It is a millenarian apocalypse cult that believes that their Messiah has been doing great work behind the scenes of human history to prepare the worthy for the apocalypse where the cycle shall at last be broken and the deserving shall be saved.

How much of this is true is of course questionable. But what isn't questionable is the Cult's surprisingly vast resources and its far reaching influence. The cult has fingers in every pie and ears in every court. Or at least, so it claims. If one believes the cult, they caused the fire of London to punish England for its decadence. They brought the rats that bore the bubonic plague. They convinced Ivan the terrible to drink Mercury to heal his back and drive him ever deeper into madness. They set Attila the Hun on his warpath to scourge the west. They brought about the end of the Han dynasty to bathe China in the blood of forty million souls. They convinced Hong Xiuquan to set China ablaze with the Taiping catastrophe. They convinced the British to continue grain exports when the colonies were starving from crop failures. They killed Archduke Franz Ferdinand. And they also convinced McPie Kong to only offer the rib pies three months out of a year.

So they say. As with so many things concerning the shadow world of spies and cults, truth is hard to verify. Many would argue that their influence in history even if they had done some of things could not be as great as they say. History is the movement of the masses under the conditions that they live under; not the work of great men and their brilliant ideas. Civilisation is built upon the labour of society as a whole, not the genius of exceptional individuals. They say that society's faults and problems are born out of mechanisms out of the control of any one man or group of men. Others contend that the idea of a secretive organisation maintaining a coherent agenda across the entire span of recorded history and beyond is patently ridiculous. Someone would have uncovered them, they would have drifted in goals and ideology. Even if they had somehow endured; they would not be recognisable to any of their founders.

The Cult's believers would say that they can change even the great masses of man through their direct action and their behind the scenes manipulation. They would say that their conviction allowed them to remain in control of their message and their beliefs where other lesser faiths had grown diluted. They would say that they are strong while the other beliefs and faiths of the world are weak. They say that their prophet and messiah still walks among men, preparing for the great ascension that shall be borne by a crystal that will fall from the stars, the ancient matrices, and the sacred visitors. And that is why theirs is holy work, and to oppose them is the greatest of blasphemies against God and mankind's future. Perhaps that is why the Cult is so bloody minded in its fanatacism; someone who believes in all earnesty that theirs is the holy work of God is not someone easily convinced of their own wrong doing.

Scorpion Rising

The rise of Epsilon and the Cult's highly placed infiltrators within the Allies during the second worlld war proved to be a tremendous boon for the Cult as it was able to piggyback enormous amounts of resources and support from them; tremendously growing their recruitment base and access to technology. They ballooned from a relatively small organisation into a richly supplied and sprawling shadow army lurking in the underbelly of society and their "friendship" with Epsilon was a fruitful one even if they have some doctrinal differences. Their militant orders had an ever growing supply of heavy equipment and had access to enormous quantities of money.

Militias, Temple Guards and Fanatic Sects of the Scorpion

Structures

Civilian structures can be converted into Cult structures by construction crews, allowing a Cult base to be easily hidden amongst any place that people congregate and making rooting them out entirely an incredibly difficult task.

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Inner Sanctum The deployed version of the Scorpion Cult MCV is generally disguised as another innocuous but large building, and serves as the hub from which the cult expands its operations; sending out truly faithful construction crews to the designated sites of construction to assemble the bases of the cult.
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Scorpion Cult Generator These power plants rely on various different civilian accessible means of creating power and can later be upgraded with cult modifications to improve their power generation abilities. As they are disguised as civilian power plants based on the civilian sets used on the map; a stealth detection unit is needed to properly target them.
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Hand of the Messiah These facilities train, indoctrinate and house the cult's infantry for war.
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Ore Facility Scorpion Cult Ore Miners work here at facilities cleverly disguised as simple mining operations until someone can uncover the ruse with a stealth detection unit.
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Messianic Factory This facility is where the Cult assembles the various vehicles it has bought, built, or otherwise procured and readies them for battle.
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Airport Seemingly a civilian VTOL airport, these can hold twice as many planes as standard air fields to maintain the illusion of simply being a small airport.
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Disguised Docks Like most Scorpion Cult Buildings, other than some well hidden architectural motifs, the Disguised docks are difficult to discern from the local docks of an area, and allow the cult to assemble its fleets.
IconCult.png Indoctrination Center Here is where the cult assembles the manipulated, those duped into the service of the cult and from which they are sent out into the world to do its bidding.
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Temple of Scorpions Here the Cult is able to make the needed requisitions from which it can call forth its most advanced technologies and sophisticated weaponry.
IconCult.png Temple of the Messiah Only these facilities have the means with which to assemble and ready a whore of babylon for war against the enemies of the Cult, and from them also emerges the Cult's heroes, who are held there in places of honour.
IconCult.png Fallen Plant Fallen plants are hidden as standard industrial plants, but inside the fallen of the Cult are kept in storage, waiting for the call to war. Those abducted by Snatchers are also brought here, and their fate is best left to the imagination.
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Chapel of Madness This superweapon fires a missile loaded with rage gas that explodes over an area, spreading chaos as everyone turns on each other as a result of the hallucinogens being pumped through them.
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Cathedral of the Apocalypse These Cathedrals ready large cluster missiles for firing upon the enemies of the cult; devastating large sections of the map with a massive amount of explosive ordnance with some of the widest area of effect of any super weapon, even if the damage dealt to any one target might be relatively weak.
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Militant Shrine The deployed version of the construction crew, militant shrines provide a base from which further expansions can take place.
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Greater Shrines These shrines aid the cult in spreading further by also adding to their construction abilities, allowing for the more rapid deployment of additional structures.

Defenses

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Civilian Wall Scorpion cult civilian walls help maintain the illusion that the facilities they are guarding are just part of the scenery. They are a bit weaker but they aren't immediately targetable.
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Spy Wall Equipped with hidden cameras, these walls have greatly extended line of sight and can allow the cult to keep tabs on an enemy without them even realizing that they're being watched.
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Civilian Gate The Scorpion Cult's civilian gates function much the same as its walls.
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Shredder turret These turrets meet the enemy with a brace of six shotguns that can quickly mulch most enemies who try to intrude on a Cult base, hiding underground until the time comes to pop out.
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Camo Turret Camouflaged turrets taken from inoperable cult vehicles, these Camo turrets don't hit all that hard, but they are a good stop gap measure against incoming vehicles and have the rate of fire and durability to hold the line against superior force.
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MANPADS Nest Firing man portable anti-air missiles in rapid fire volleys to keep aircraft busy, MANPADS nests are companions to the heavier Hidden SAM Sites that may struggle to deal with aircraft that can dodge their lock ons by suppressing incoming air units.
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Sudden Sprayer Emerging from the ground to spray a noxious mix ofo lethal chemicals, the Sudden Sprayer is the Cult's most devastating anti-infantry defense and also slows down vehicles afflicted by its lethal concoctions.
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Hidden turret Emerging without warning from the ground are these crimson ray turrets that can quickly cut open most vehicles and give the Cult some defense against vehicles.
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Hidden SAM Sites Well defended while underground, Hidden SAM Sites pop forth and let loose a large volley of anti-air missiles that will seek out and destroy any offending aircraft that think themselves the masters of the skies above Cult Land.
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Pulse Cannon Emerging from storage below the ground, Pulse Cannons strike their foes with pulse launched armour piercing rounds that can rip through heavily armoured units with ease.
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Eye of Judgement Seeming to be an appealing obelisk, the Eye of Judgement actually has a powerful crimson ray emitter that can fire forth and smite those who would tread upon Cult territory.
IconCult.png Stealth Field Generator These fields generate stealth fields around them to help hide cult units so long as power is fed to them.
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Baffler Towers Baffler towers emit randomized stealth fluctuations when they sense incoming projectiles in their area, easily making most of them miss their targets completely.
IconCult.png Maker of Dreams Seeming to be fire hydrants, Maker of dreams reveal little mortars that fire out chaos gas filled shells to help disrupt incoming enemy attacks.
IconCult.png Minefield A general purpose and largely standard minefield also works wonders to maintain the integrity of cult territory.
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Subterranean Howitzer A 240mm gun from a mallet artillery piece that can be kept hidden when not needed, these howitzers rain death upon the enemies of the cult as enormous shells come crashing down upon them.

Infantry

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Scorpion Made with the technology of Epsilon to make them larger; fiercer and more frightening than ever before, these giant scorpions can tear through infantry with their pincers and their tail. Scorpions can squirt their poison to deal damage in a cone, and their senses allow them to root out would be infiltrators, and they are capable of walking along the ocean floor.
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Acolyte The jackbooted footsoldiers of the Black Hand, Acolytes use bolt action rifles fitted with deadly bayonets with skill and discipline, as well as narcotics-based hallucinatory grenades that release chemicals known as "Rage Gas". Fighting them can be difficult due to their numbers, powerful weapons, and long range, though they are completely unarmoured, the mail shirts they're fond of wearing being essentially useless against modern weapons.
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Armour Hunter Armed with highly illegal & heavily modified Airburst RPG launchers, the Armour Hunter is used when the Cult needs to defend itself against vehicles, and can also plant booby traps filled with stun gas.
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Air Hunter Using illegally gained MANPADS, the Air Hunter protects cult forces from the depredations of air units, and can fire special gas missiles that foul up the engines of aircraft; forcing them to slow down.
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Man hunter Using illegally gained and modified automatic rifles converted into full machine guns are the man Hunters, who can move and fire unlike most machine gunners and do so with accuracy and fire special poisoned bullets to deal additional damage, though they are very poorly armored compared to other suppression troops.
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Machinist Cult Saboteurs can leave booby traps behind as they spread the will and the way of the cult by seizing structures for its purposes.
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Agent Provocateur The experts in causing chaos among the enemy ranks, Provocateurs are able to disguise as any infantry, assuming their weapons, customs and language, infiltrate enemy positions and in the right moment start firing on the "supposed allies", causing a chaos where enemy troops, in confusion, better fires on their actual friends than risk that the false ones will live, in combat they use twin machine pistols against infantry and C4 packs against vehicles and structures.
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Mendicant Medic Healers for the cult, Mendicant medics can rescue fallen troops from either side, brainwashing them into the Cult's service, and they have flame pistols to deal with those who would interfere in their work.
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Chem Warrior When the enemy is too dug in to remove quickly, Chem Warriors move to the front; armed with sprayers full of some unknown concoction of chemicals that can melt flesh with ease and does some damage to vehicles, though it more importantly slows vehicles being affected by the chemicals. Chem Warriors also pack inhibition nullifiers that can make enemies in a cone act randomly when affected by the stuff.
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Assassin Stealthy snipers of the Scorpion Cult, Assassins use a long-range compressed-air gun to shoot darts filled with hallucinogenic toxins that cause their targets to go berserk and slowly die, then slip away into the darkness. If somehow cornered despite all their stealthy trickery they can make use of suicide bombs to kill anyone who would try to capture them.
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Confessor A preacher and zealous follower of the Cult wearing one of its recently designed battlesuits, the Confessor acts as the leader of the Acolytes, assisting them with light machine gun and hallucinogenic grenades. Their loud preaching of Words of the Messiah can be used for undermining the very minds of their foes, indoctrinating them to the point they will join the Scorpion Cult.
IconCult.png Apothecary A Cult infiltrator and chemical expert, the Apothecary can disguise like other units, similar to the Spy, in order to infiltrate the enemy camp. The Apothecary debuffs any units in its presence, and is also able to sneak up to and poison an individual, which cause them to slowly go insane with diminishing morale, discipline, accuracy, and other important soft stats until they lose control completely and go permanently berserk if not cured.
IconCult.png Mad Demoman Meant to cause havoc and level structures, the Mad Demomen are equipped with grenade launchers to crack open holes in structures and a number of traps that they can lay, including proximity mines, frag trip wires to shred infantry, and chaos dispensers to turn an advance into confusion.
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Night Thief The Night Thief is able to hijack enemy vehicles for the cult's sinister agenda and is usually stealthed most of the time. Unlike the WLA Hijacker, the night thief can deploy a collapsible glider to pass through obstacles and get to their objective more quickly.
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Elite Cadre The best of the best, the Elite Cadre troops are wearing jet black battlesuits of original Cult design, long red capes and powerful flame rifles to cause maximum damage on their enemies' morale in their capacity as the cult's most prized infantry, Crimson Ray guns to be used on armoured targets, or they can set their flamers to be used as blow torches, cutting through nearly everything. Elite Cadres also have have a special drug dispenser that makes enemies think that getting burnt to death is hilarious, and so stop firing at the Cadres and just let them torch them.
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Cult Wizard The sinister psychics of the Scorpion Cult are few in number but disproportionately able to affect the outcome of the battle as they not only devastate morale but make the enemy waste their shots by attacking things that aren't there, conjuring illusions in their minds that will draw all enemy fire to what their foes fear most.

The Fallen Circus

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Circus Rejects "Failed experiments" that are born into a life of twisted suffering, Circus Rejects simply charge at their foes to try and rip them open with their claws and blades, usually opening with a keening howl of agony to weaken their foes' resolve before charging in.
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Black Clown The Black Clowns are cyborgs freshly awoken into the life of undying service to the cult. Fitted with a general purpose machine gun and a grenade launcher, they are resilient troops by the cult's standards who can shrug off small arms and help gum up an enemy advance and can fire off laughing gas grenades as well.
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Televised Preformer The Televised preformer come with something a bit different in the form of mortar weapons to help the Cult deal with distant foes not worth the time of their heavier artillery assets. Though more fragile than the fetal, they don't need to deploy to fire and can fire a chaos gas round to make a mess amongst the enemy's ranks.
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Showstopper Armed with unusual EMP generating weapons, Showstoppers stop enemy armoured advances in their tracks and with infantry stunning taser weapons to ensure that should the Cult not desire it; nobody gets to move past them; and they can also fry the targeting systems of enemies for quite a long time, leaving them helpless before the Cult.
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Snatcher A feared and hated form of Fallen Cyborg used by the cult, snatchers deploy make use of knock out gas to disable them to be collected by their unusual looking claws, locking the unconscious victim in a pack behind them. These captured infantry units can be brought back to base for the cult to do with as it pleases. They are of course stealthed when not attacking.
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Trouper Fallen starting to come into their place in this sinister branch in the cult are dubbed the Troupers. Twin heavy machine guns replace their right arms while the left arms are outfitted with mania dispensers that can help the Cult hold a line and make enemies charge right into their teeth.
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Limelighters Lime Lighters are meant to help the cult by burrowing into the ground, opening up access ways for the Cult into the underworld and allowing their forces through the darkness and provide illumination in Umbral maps. They are also dangerous assault infantry and are vicious in melee.
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Strongman More elite anti-tank forces with access to the potent crimson beams the Cult makes use of, the Strongman is both a powerful anti-tank unit and a means to illuminate dark areas and provide safety bubbles in Umbral maps. They can also deploy themselves to stealth themselves and prepare to ambush an enemy tank and are able to release a fear gas when surrounded.
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The Chaosbringers Fallen deemed to be of little value for whatever reason, Chaos bringers have been turned into machines to faciliate in the spread of Chaos Gas in all directions, ripping apart the cohesion in enemy lines and can be commanded to explode to spread as much chaos gas as possible. Destroying them also spreads chaos gas, but not as much as normal. They can also detonate themselves in a spectacular explosion, functioning as suicide bombers.
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Carnival Beasts Even beasts can become Fallen, as the Carnival Beasts show. Carnival Beasts are now some sort of terrifying hellhound. More well suited to dealing with vehicles, these monstrosities simply chomp them open and can open up a vehicle's armour to weaken it.
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Flying Acrobat The flying infantry of the cult, these Cyborgs fly around to bombard enemies with crimson rays and napalm grenades, being dangerous to most targets they meet including most forms of aircraft. They may also activate stealth fields and disappear for some time, evading the notice of potential enemies.
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Dunker Potent amphibious cyborgs, Dunkers hunt from the depths of the sea to ambush targets with crimson rays able to pierce through the water, and are able to grab at targets and try to pull them beneath the water to their doom.
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Sword Swallowers Fallen engineered for hidden assassinations, Sword Swallowers, are stealthed even while moving, and are able to increase their speed in short bursts to get at a target or even jump at aircraft when needed.
IconCult.png Jester Cyborgs deemed fully ready by the cult, the Adult attack with a pulse autocannon on one arm and a powerful heavy crimson ray projector on the other, letting them devastate most hardened targets and a quick sweep of flame from them can also deal with the masses who would seek to get in the way of these well protected cyborgs, though they have a weakness to aircraft. Jesters can use powerful drugs that make enemies laugh themselves sick, doing continual damage until it's either cured by a medic or the enemy dies, a sight which disturbs those who see it.
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Human Cannonball A very potent anti-air cyborg with a pair of heavy crimson rays, the Human Cannonball shreds aircraft that get too close to the clanking industrial horror that is this particular kind of cyborg, one with very little in the way of human traits left to its form. Dream Killers can partially burrow themselves to increase their durability, but have only a single machine gun to defend themselves against ground targets due to their inability to get a proper lock onto ground units with the crimson rays. Though it can also convince enemies that what they're seeing isn't real with drugs to make them temporarily ignore the cyborg.
IconCult.png The Juggler The strategic artillery of the cult, the Juggler is a total conversion cyborg that is essentially built to be a housing for a cluster missile launcher that can pound enemies from a distance and devastate massed formations of units; though the warheads used are weak against structures and the spidery cyborg requires to plant itself into the ground to fire its weapon. The Juggler also has a powerful impulse eliminator chemical warhead that temporarily makes enemies do anything that comes to their minds, causing them to engage in random inanity such as possibly murdering each other, opening up their armour, simply leaving vehicles, killing themselves, getting drunk, or crashing into things.

The Stooges

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Duped Mercenaries Despite the title of Mercenary, these are simply soldiers who do not have any real idea as to who they are serving; having been drugged and convinced into believing that they're just serving with some unusual special forces outfit. Armed with an assault rifle, Duped Mercenaries can also be commanded to explode; the bombs planted inside of them releasing rage gas that can turn brother against brother.
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Construction Crew These construction crews are simply taking up what they believe is a routine hot zone job, and can deploy into cult militant shrines to expand the field of construction of the cult.
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Heavy Duty Construction Crew Not only can these crews deploy into a militant shrine, but these construction shrines also function as additional build tabs, allowing the cult to increase its rate of production.
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Handymen Operating standard recovery vehicles are the Handymen, who operate a number of repair drones on this powerful vehicle which can pull back ruined vehicles to be repaired or converted into scrap to be used.
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Healer Doctors convinced that they're serving alongside a just cause, these Healers help mend the wounds of injured cult soldiers with their knowledge of modern medicine and clean out debilitating effects such as poison gas with their array of counter-chemicals.
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Drugged Informant Cheap scout units, drugged informants are overlooked by most armies and are considered normal civilians for the area, and thus must have counter-stealth units to uncover the ruse and then be forced targeted for the enemy to eliminate. Drugged informants can report in, which removes the need to be forced targeted to eliminate them, but expands the area that they can see.
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Manipulated Tank A crew driving International Incorporated's Spider Medium tanks, the crew of a Manipulated Tank is certain that they're on a normal job and function quite adequetely at their role. An activation phrase can cause them to go berserk, greatly increasing their rate of attack while slowly killing the crew.
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Financier Influential politicians, powerful union bosses, wealthy businessmen and community pillars all can be turned to the service of the cult to acquire it additional money. Financiers can gradually generate additional income for the cult, but work best when near other civilians where their rate of income gain increases. They can also start a donation drive where they get you a certain amount of cash for every civilian unit or structure they are near. They do however, have a build limit.
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Catspaw Cops These policemen or community militia have been turned to the service of the Cult and now can make things difficult for enemies of the cult by setting up barricades that will hold off infantry and slow down vehicles. While poorly armed with just a service pistol and baton most of the time, they're great for delaying the enemy.
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News Chopper The reach of the cult is far and their tendrils in the media are deep. These sleeper agents within news agencies not only act as added scouts for the cult but also can stir up bad press for the enemy, lowering the morale of units targeted by the effect.
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Supply Truck Armoured trucks loaded with supplies, these vehicles can boost the rate of fire and speed of cult troops by ferrying them extra supplies to ensure that they can spend as much as they want. Deploying them turns them into a supply dump with a larger area of effect.
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Riot If need be, the cult can stir up a riot filled with angry people; who while only armed with improvised weapons will quickly gum up any advance, and can be commanded to surge forward and trample infantry underfoot.
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Commandeered Transport Any ship can be of service to the Cult for inconspicuous transport with the right leverage. And that includes these various makes of cargo ships which can ferry large numbers of units at once without drawing suspicion. The transport can blow its cover to open up the containers and let the units inside shoot if needed however.
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Chartered Airline Civilian aircraft pressganged into the cult to serve as a bulk air transport that can either carry vehicles or infantry (but not both) and can ascend to cruising altitude to put it out of the range of many forms of anti-air.
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Confused Spotter These spotting aircraft designate targets for Cult artillery vehicles to fire at with greatly extended range and accuracy, entirely unaware of whose guns are actually using their targeting data. They can also file in a false request for super long range artillery bombardment to the nearest available army to launch a barrage against a position.
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Enthralled Submersible Scientific minisubs capable of diving much deeper than most military submarines, enthralled submersibles can infiltrate enemy positions without being detected even by most submarine hunters, and while they are unarmed; they can make analysis of enemies to make future attacks against them more effective.

Vehicles

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Cavalryman A light, fast moving melee-ranged bike with anti-tank demo charges and a heavy melee weapon produced alongside the other vehicles instead of at the barracks. Reported weapons include monomolecular chains, wheel scythes, handheld lances and axes; and their ability to detect stealth units is invaluable. Cavalrymen can also throw laughing gas grenades to paralyze their foes with the giggles.
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Missile Bike Another bike unit produced from the Cult's factories, this enclosed bike has a simple twin missile launcher that can harass vehicles and aircraft from a significant distance, effectively making it a light artillery unit, while hypnotic headlights can convince enemies that they are supermen who should go charge the nearest enemy regardless of whether that's a good idea or not.
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Himmelhammer Buggy A light, flexible and distinctly skeletal Himmelhammer Beetle armed with an unique glass canister gun, Buggies are used as anti-infantry patrol vehicles, quick transportation and status symbols within the Cult. They are completely unarmoured; any weapon should prove effective. They can transport a single infantry squad who can fire out of the vehicle. Himmelhammers have special infrasound devices that when activated, make enemies more suggestible and thus far more quick to surrender and accept being captured by the Cult.
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Silence APC A fast, wheeled APC vehicle with a 30mm autocannon and the ability to carry two squads of infantry at high speeds, the Silence APC can ensure that the Cult's forces are delivered in safety and in style. The Silence can induce a state of mania in the Cult's own soldiers to give them the boost of courage they need to see a battle through to the end.
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Scorpion Tank Aging and outdated, Scorpion tanks are so cheap that they can be bought by practically anyone, including the Cult, who carefully paint them black and red and have been known to adorn them with candles and scripture. Their shells are filled with hallucinogenic gas that slowly kills infantry and can gradually kill the crews of vehicles. Additionally, the Cult has also fitted them with launchers that fire grenades filled with a gas that can make enemies easily spooked to death, suffering massive heart attacks if their morale reaches zero.
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Antlion Tank A tank original to the Scorpion Cult that can partially bury itself in an upright position to extend its range and armour, the 115mm smoothbore gun used by the Antlion doesn't do too much damage or penetrate all that well, but it is lethally accurate, especially when the tank is buried; and when buried, it has the range to serve as the Cult's light artillery as well as its main battle tank. The Antlion is also able to dig out a full tunnel on demand.
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Flame Tank The principal assault gun/urban warfare vehicle of the Cult, the Flame Tank does what the name suggests, it burns things. Quite well in fact, as it is quite unusually durable for a cult vehicle while its flames can torch down just about any structure and even significantly damage afflicted tanks. The Flame Tank also has hallucinogenic grenades that can convince foes that it is an ice cream truck and they should approach it, stepping into flamethrower range and being promptly burned to death.
IconCult.png Crimson Cannon Fitted with a crimson ray cannon atop its wheeled chassis; the Crimson Cannon at first seems to be quite lacklustre as a medium artillery unit, with low damage per hit and being limited to direct fire only. However it has many special tricks up its sleeve. Crimson Cannons can bounce their beams off of certain Scorpion Cult Aircraft to reach longer distances and deal with non-line of sight targets at the expense of some power with each bounce, and also combine their beams into one when firing at the same target for vastly greater striking power. They also can charge up Eyes of Judgement for greater range and power as well as functionality when base power is cut, and finally are able to fire a scatter beam to deal with closer ranged targets.
IconCult.png Cricket Mobile SAM Site The Cult's primary medium anti-air vehicle uses powerful anti-air missiles to rip targets from the sky with frightening ease and cost-effectiveness, and their bafflers make it hard for enemy aircraft to get a good lock on them. Crickets may also pull a disappearing act and briefly become invisible if cornered.
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Mobile Bastion The mobile bastion's dozer blades let it crush many forms of infantry not crushable by standard vehicles, allow it to clear mines without concern, and is able to deploy into a garrisonable bunker that cannot be cleared by any hostile means to secure a posoition for the cult for up to three squads. Mobile Bastions also induce chaos by being able to temporarily block certain units from receiving orders.
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Ezekiel's Wheel Ezekiel's Wheels are some of the most potent heavy hitters of the Cult, armed with pulse autocannons that perform excellently against light vehicles and tanks. Expensive, fast, and stealthed, these vehicles can effortlessly crush infantry, small vehicles and walls as they roll along, even when stealthed. Additionally, these vehicles can also create illusory units that perplex enemies and draw their fire.
IconCult.png Phantom Artillery The Cult has acquired the ability to create M100 artillery tracks, and has equipped them with both traditional and incendiary shells to crush enemies beneath enormously powerful 240mm shells as well as stealth systems to allow them to strike without being seen. Phantom Artillery also have a stockpile of bizarre chemical shells that make afflicted enemies in a significant area see their worst fears; devastating their morale.
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Sinestros Heavy Tank An unusual design of heavy tank built around the Cult's "pulse weapon" technology that uses a pulse of energy to launch a projectile at higher speeds than can be achieved by most any chemical propellant, the Sinestros provides some heavy punch for the cult and its spidery limbs are useful in melee, as is its "web" of hidden explosives that it can built when it has the time to sit down.
IconCult.png Stealth Tank Capable of turning invisible at a moment's notice, the Stealth Tank is a powerful tank destroyer fitted with a heavy multiple launch missile launcher that can unload a large number of warheads in a very short span of time, devastating against not just tanks but also aircraft. The Stealth Tank can also drop a disruption pod to help make other nearby friendlies invisible as well.
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Venom Tank A bizarre, stealth capable creation of the cult, and vicious poisons reputed to be devastator toxins. They can spray a deadly combusting poison gas that can instantly clear garrisons or drive enemies crazy with hallucinogenic gas instead and are able to release a spread of special chemicals that induce mania in allies and make enemies far too confident for their own good; abandoning cover to pursue enemies they shouldn't and serves as the Assault Gun of the Cult
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Azrael Warmech Hidden in the depths of their shrines and temples, Azrael is the Cult's ultimate war machine that spreads out fear and death everywhere it goes, particularly with its ability to stealth (though it is on the fragile side for a superheavy). Its twin crimson beams tears down armor, heavy flamethrower kills infantry in seconds and destroys their will, and the free hand can throw any enemy agaisnt another, even tanks! The Azrael's most devastating ability is its ability to induce a sort of topor in enemies, making them lethargic, easily suggestible, easily scared, and unsure of where they are; wandering out of cover aimlessly and vulnerable to capture or being scared to death if their morale is dropped too quickly.

Utility Units

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Hidden Harvester A stealthed Ore Collector, the Hidden Harvester gets the resources of the Cult to base in the safety of not even being seen. Hidden Harvesters can also release chaos gas to thwart pursuit when threatened.
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MCV The Scorpion Cult's MCV is more fragile than other MCVs, but is stealthed unlike others; allowing it to sneakily set up shop without being noticed
IconCult.png Cult Shadow Capable of hiding Scorpion Cult armies in their optical cloaking devices and baffler fields, Cult Shadows are vital for getting in secret strikes and can direct its illusion effects on enemy units to make them seem like yours to the enemy, usually with fatal results.

Aircraft

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Oculi Scout Helicopter Procured from rejected military designs, the Oculi is a stealthy aircraft that can itself observe the battlefield to sniff out targets or scout out objectives. With two quadruple missile launchers and a heavy machine gun, it can pack a surprisingly nasty punch for a scout helicopter; though it requires commands to fire the missiles and must return to reload when its out.
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Pillager Gunship Another design rejected from normal militaries modified for the Cult's purposes, the Pillager has two twin anti-infantry gatling guns on its wing pylons and a third beneath the nose that allow it to absolutely shred infantry and light vehicles while the incendiery nature of its rounds are deadly to structures. The Pillager can also drop a napalm bomb to clear out garrisonned structures to let the cult's war machine through.
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Rage Hunter A hunter helicopter with violently enthusiastic pilots, they fly helicopters rejected in contract competitions that have been modified to have a stealth field to let them get close enough to open fire on an enemy with crimson rays effective against most ground targets, and can even have special mirrors deployed that refract their beams across larger areas to reduce their damage potential but increase their area of effect.
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Poisoner Air Defence VTOL A special design by the Cult made possible thanks to its continually growing resources after the chaos of two world wars has given it the space to expand, the Poisoner is built around a pulse autocannon that is highly effective against infantry and traverses quickly enough to track even fixed wing aircraft despite its movement characteristics being mostly comparable to a helicopter. The Poisoner Air Defence VTOL has further uses, such as beguiling enemies with phantom images of other aircraft to force them to split their fire. They can also bounce Crimson Cannon rays onto the appropriate targets.
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Headcase Helicopter Headcase Helicopters are equipped with rage gas rockets and morale affecting subliminal messaging that will spread chaos and discord throughout the battlefield, turning enemies against one another and wreaking havoc on morale, and if that weren't enough they can drop a special form of poison that in addition to slowly killing its targets; causes them to see double, negatively affecting their accuracy.
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Uprooter Sub-Hunter Enemy naval craft beware, for the Uprooter's powerful torpedoes are ready and able to blow their ships out of the water when this stealthed sub hunter locates them and lets loose with its torpedoes or its sonar scrambler that temporarily shorts out the ability of other sub detectors to locate their targets, usually the prelude to a devastating ambush.
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Toiling Ox The main transport of the Cult is this helicopter design that is strong enough to lift just about the heaviest of its vehicles and bring it to the battlefield; or deploy upwards of six Cult squads at a time in luxury and relative safety thanks to its stealth field, though it is quite poorly armed with only a single autocannon if spotted.
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Flying Circus The Flying Circus spreads the joys of Chaos and delirium across its enemies with wild glee and abandon, inducing a state of mania in allies with their potent drugs and outright hysteria in enemies; making allies unbreakable and causing enemies to refuse to take cover or retreat even when outmatched, taking their lives if they are forced to retreat. The Flying Circus can also let loose with highly potent laughing gas that causes enemies to break out laughing, lying prone on the ground and unable to move or shoot or dodge.
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Black Helicopter The Black Helicopter knocks out targets with powerful tranquilizers and then quickly moves to grab them in large numbers to be taken away by the cult for unknown and probably sinister forms of brainwashing.
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Skyscreamer Fighter The main air superiority fighter of the cult is a cold war era jet fighter with a distinctly sleek looking chassis and a twin tailed design that makes it stand out in a mostly single tailed aircraft time period. Attacking with a brace of machine guns, a single autocannon, and heavy missiles, the Skyscreamer's main virtue is speed and damage, though it is quite fragile and a poor turn fighter; and its limited ammo capacity means that it will soon need to activate its afterburners, stealth field, and flee. Skyscreamers can start up a baffling field to make hitting the actual Skyscreamer a difficult prospect.
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Leering Harvester The principle ground attack craft of the cult, the leering harvester bombards designated areas with napalm and HEAT rockets and a pair of quick firing autocannons before pulling up and returning to base with its afterburners and stealth field, though at the field it can instead be equipped with rage gas filled rockets to spice up a particular battle.
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Taskmaster Stealth Bomber A stealthed aircraft that can slip through defenses with ease and appears to be an original design, the Taskmaster drops a single bunker buster bomb that clears out garrisons, punishes units who sound to hide in cover, and devastates most defenses and then restealths to disappear. Taskmasters also have a single gatling gun behind them to deal with pursuing aircraft. The Taskmaste can drop a subliminal messaging pod that bolsters cult morale and harms enemy morale as well, with enemies reduced to zero morale killing themselves.
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Toxin King Chemical Bomber These vile aircraft are well known for the vile ingredients they drop all over their enemies. Primarily dropping a drug that induces a heightened state of panic and an agonizingly painful death, this bomber can scatter armies off the field and slowly decrew vehicles and buildings; with afflicted enemies immediately trying to run out of the cloud and committing suicide if they reach zero morale while the Cult's own forces are empowered by it. They can also drop "courage bombs" that make enemies believe that they can do anything and that they should try to do something impossible, making them waste their weapons on the target they are least effective against.
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Rageshrieker Interceptor High speed interceptors, the Rageshrieker opens fire with a potent centrally mounted crimson ray projector that excels at gutting bombers and airships and seems almost tailor made to deal with the Hawk's airships. The Rageshrieker activates a stealth field and fires up its after burners and disappears before anyone can tell what happened and is able to induce rage in targeted enemy units via chemical warheads.
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Deathblow Bomber Acquired from American plans for a flying wing bomber during the second world war, the Deathblow is much like the Taskmaster in that its stealthed the whole time, both to and from its attacks. To defend itself it has a number of parasite aircraft who can refind it even when stealthed; as well as some machine gun turrets. Few struck by the Deathblow's cluster bombs; a mixture of high explosive and Napalm warheads meant to devastate all targets; live to require a second strike.
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Obscura Insertion Plane A stealthy aerial transport plane that can paradrop the cult's forces where they need to go with little trouble, the Obscura is not only stealthed, but even units that can detect it have to contend with the baffler field and illusory copies that will very often make finding the true Obscura before it delivers its cargo nearly impossible. Obscuras can also drop extra munitions, medical supplies, and spare parts to give the cult's warriors a better chance on the field.

Watercraft

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Stonefish These poisonous fish have been bred by the Scorpion cult over thousands of years for their purposes and their domesticated versions are better swimmers than their more sessile domesticated counterparts. Much larger than the normal stonefish, they are still skilled at camouflage and can hide from others as well as spot enemies who would seek to hide from the Cult. One trick the stonefish has gained through selective breeding is the ability to fire a poisoned dart from its spines, which will likely be the end of any infantry struck by it.
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Sea-shadow Minisub A miniature submarine that serves as the basic cult attacker in the water, they are humbly armed with quite potent torpedoes and can surface to fire off rage gas mortars to harry enemy ships making issues for the Cult's fleet.
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Abyssal Air Ambusher A submersible anti-air attack boat, the Abyssal Air Ambusher waits in the water before emerging to the surface with an extensive array of Oerlikon 20mm autocannons that will supress and batter incoming aircraft before they can make their attack runs. The Abyssal also can fire up bafflement generators to make firing upon its true location a pain.
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Ocean Archer Well suited to ambush aircraft, Ocean archers rise from the depths quickly to fire a brace of SAMs that can strike down incoming aircraft and pave the way for the Scorpion cult's fleet to go through, and can release radar scramblers to confound the aiming of enemy planes. They are however, small and fragile minisubs.
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Suicide Submarine Despite the name, the suicide submarine is not actually a suicide unit, but is actually intended to hunt and kill other submarines. Whether beneath the waves with special depth charge torpedoes or when surfaced to fire its hedgehog depth charges; the suicide is well equipped to keep the waves at the mercy of the cult's mostly submerged fleet.
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Despondence Transport A subersible transport, the Despondence can ferry a superheavy, two tanks, four vehicles, or eight squads of infantry to wherever they need to go, and hits the beaches with a powerful flamethrower and rage gas to ease the landings of the Cult's soldiers.
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Black tide Submarine The primary submarine of the scorpion cult, the black tide opens up with a large array of torpedo tubes that may take a while to reload, but can quickly ensure that a targeted ship is gone quickly into the fight. They are also capable of going silent to reduce the range at which stealth detection units can pick them up.
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Cirque Subersible supply craft The Cirque keeps the fleet operational at sea though it has a significantly greater focus on supplying fresh munitions to the Cult's warships to bolster the damage they can unleash, while the submarine's special blend of napalm can burn even underwater and force afflicted submarines to surface to try to fight the fires without sinking or disable the modules of affected surface ships.
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Floatsam Destroyer These submersible destroyers aren't really meant to be fully fledged submarines, but instead rely on their ability to hide beneath the waves to suddenly appear near enemy ships and unload on them with a series of autoloaded Mallet artillery guns mated to their hulls. Their secondary submerges them and stealths them, but makes them unable to fire.
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Joker Carrier Submarine The Cult's own light carrier can launch multiple wings of aircraft from a stealthed position to launch a sudden surprise attack on enemies who might have believed themselves to be safe. The Joker Carrier also packs anti-air ballistic missiles and a special blend of lighter than air laughing gas that is specialised against aircraft.
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Mutiny Cruiser Another submersible, the Mutiny cruiser opens fire with its potent crimson ray projectors to carve up enemy ships after getting the drop on them; continually firing spreads of debilitating chemicals as well to give it the upper hand when it pops out of the water. Relatively short ranged and fragile, the Mutiny tends to either win fights or be destroyed.
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Tightrope Air Defence Submarine The most powerful anti-air asset in the cult fleet, the Tightrope's crimson rays are extremely difficult to dodge, can be fired from under water, and deal their damage very quickly to any aircraft that catches their eye. They can even use their beams to try to hypnotise enemy aircraft into stopping their defensive efforts through the light patterns they can create.
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Sinister Battlecruiser Another submersible, the Sinister's distinctive curved obelisks that rise from its deck can quickly devastate the armour of all but the toughest of enemy ships, and anything that survives can be blinded by the Obelisks when they're set into overdrive, doing modest damage to all enemy targets nearby and letting the Sinister escape.
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Tidal Wave Battleship Rising from the waves with a large series of secondary weapons and numerous batteries of triple cannons, the Tidal wave does not need to be commanded to submerge and will do so automatically after enough time has passed since its last attack; and can fire rage gas filled missiles deep in land to deal with anything that survives its six triple guns ready for any enemy.
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Dream-weaver Carrier A submersible carrier, the Dream-weaver can house a pair of aircraft squadrons from the air field as well as a healthy array of Sea-spray fighters, Sea-pray interceptors, Sea-stay attackers, and Sea-flay bombers launched from inside of it; surfacing to launch its deadly attacks on the surface or on enemy fleets. With relatively weak defensive armament, the Dream-weaver relies on its amnesiatics to make a get away; making affected units briefly forget why they were fighting and making them unresponsive to orders for enough time to let the dream-weaver resubmerge and flee.
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Ringmaster Super Submarine The most powerful warship in use by the cult, the Ringmaster is a barrel full of laughs for anything that has the misfortune of running into this massive undersea warrior. The Ringmaster simply blows through nearly any opposition with missile launchers, crimson rays, torpedoes, and some squadrons of aircrafts that it can carry. Cult ships are invisible in its presence and it continually affects the mental state of enemies near it, making them question what is real or not. The Ringmaster can convince ships in a wide area that nothing is real and the only escape is to die, which causes significant crew damage to all units it afflicts and devastates infantry squads.

Heroes and Epic Unit

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Oxanna The Cult's Commando is a fiery redhead who uses twin crimson light firing pistols, detonation packs, and a device that hides her from enemy sight while she remains still. Oxanna can also temporarily cloak a number of units around herself to get in range.
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Slavik A Fallen Cyborg equipped with a special arm cannon Slavik torches everything before him with flames with temperatures comparable to the sun, burning through things with the ease generally attributed to spectrum beams while also ignoring any possible cover. Quite durable for a Scorpion Cult unit, Slavik can also surprise enemies with sprays of rage gas to drive all before him mad with hallucinations.
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Raveshaw Flying through the air is Raveshaw, whose Ultralight flying machine lets him go through the air and bring a formidable arsenal to bear; all while being entirely stealthy. Striking with silenced pulse cannons and smokeless missiles, he can hit an enemy who will never be aware of his presence, or he can give enemies a taste of the power of the cult by marking a target for artillery bombardment; leveling the area with large shells.
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Alexa Somehow able to carry and fire her .50 caliber sniper with ease, Alexa is amazingly quick to fire and equally amazingly accurate even when moving. She can also bring out a very long ranged rocket launcher that she can use to devastate vehicles and aircraft and damage structures. Upon command, the stealthy Commando sets up an explosive trap for incoming enemies, who are unlikely to find the explosive devices she leaves behind to be a very pleasant surprise. Enemies who approach her in melee get a taste of her knife fighting skills, and while she can't match melee oriented commandos, she can leave most infantry choking on their own blood.
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Ajay Ever since the first aircraft have taken flight, the Cult has made sure to always have some of their own in their possession. A veteran of the long war of cloak and dagger between the Cult and the Hawk and assorted third parties throughout the years, the mysterious man known only as Ajay strikes without warning; his sinister black aircraft suddenly appearing like some sort of phantom and cutting down an enemy with a flash of red light before rapidly recloaking. Fast and tricksy, even if spotted Ajay's aircraft can leave behind a number of illusory doubles that make tracking the actual one before he gets away a stunningly difficult feat.
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Kilian The Cult's premier tank ace drives an amphibious submersible vehicle that uses burrowing its primary means of transportation; even when faced with water it will tend to head as deep as it can go to avoid dealing with unwanted enemies. When faced with such deep water, Kilian's primary method of attack are powerful homing torpedoes that seem to explode with far more force than they should for their size and make the geiger counters flicker briefly, and when she is otherwise not faced with water, she makes her wrath known with devil's tongue flamethrowers and ruby red light to cut through and burn the enemies of the cult. Her vehicle may be relatively fragile, but it is swift and strikes and disappears without warning, and can hide itself on command for some time to help make its escape to find the next target.
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Whore of Babylon A tremendous machine with powerful crimson ray cannons on each of its arms, the Whore of Babylon walks the earth with four legs and can consume the weaponry of infantry to augment its firepower and take on more destructive forms or release amnesiatics around itself, causing all enemies save for commandos, animal units, and robotic units to suddenly come to a stop as they forget where they were and why they were fighting before the sounds of battle jog their memories once again.

Assassination Target

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Deliverer of Truth Generally protecting itself by burrowing into the ground and making its own tunnels to get around, the Deliverer of truth can open fire with deadly flamethrowers that can melt even tank armor in seconds and spread forth amnesiatics to confuse and disorient its enemies, but it is not intended to be in front line combat; though the augments it gives to nearby Cult soldiers are considerable.

Protocols

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