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. 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.

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
Weaknesses Low durability, Weak in straight forward combat, Difficulty with dealing with small numbers of strong units
Intended Players Tiberium Wars Players
Motives Messianism, Chaos, Sadism

Background

Militias, Temple Guards and Fanatic Sects of the Scorpion

Structures

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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 Oxanna; the deadliest agent in the cult's service.
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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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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Eye of Judgement Seeming to be an unusually large lamp post, 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 chaos gas grenades to deal with those who would interfere with their work.
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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, then slip away into the darkness. Add to this their ability to fire a disabling shot at vehicles makes these warriors the cream of the crop.
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Confessor A preacher and zealous follower of the Cult, 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 will slowly kill them unless they can reach a medic in time.
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Elite Cadre The best of the best, the Elite Cadre troops are wearing jet black battlesuits of supposedly Syndicate design, long red capes and powerful flame rifles to cause maximum damage on their enemies' morale in their capacity as the cult's premier assault infantry, or they can set their flamers to be used as blow torches, cutting through nearly everything.

The Fallen

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The Fetal The Fetal 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.
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The Newborn The Newborn 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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Snatcher A feared and hated form of Fallen Cyborg used by the cult, Snatchers vaguely resemble Scorpions due to their quadrepedal method of walking, the net caster mounted in a "tail" behind them, and twin missile launchers replacing their hands. Units captured by the net can then be approached by the snatcher who drugs the enemy unit into unconsciousness, allowing them to be dragged away to reprocessing facilities to be used as the Cult desires. They are of course stealthed when not attacking.
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The Childish Fallen starting to come into their place in this sinister branch in the cult are dubbed the Childish. Twin heavy machine guns replace their right arms while the left can actually extend to form a sort of tripod for the Childish; which increases its accuracy and allows the Childish to become stealthed as it preforms suppression duties for the cult.
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The Sleepers Sleepers 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 while also being available sooner than the Elite Cadre.
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The Adolescent More elite anti-tank forces with access to the potent crimson beams the Cult makes use of, the Adolescent is the Cult's closest equivalent to a tank destroyer also serves as the cult's most cost efficient unit 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.
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The Chaosbringers Fallen deemed to have failed 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.
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The Uplifted 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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The Seizers Fallen engineered for the purpose of stealing enemy vehicles, Seizers are stealthed even while moving, and can quickly attack a vehicle once they get within range and tear the crew out of the vehicle and quickly take over; adding the Vehicle's powers to the Cult's army.
IconCult.png The Adult Cyborgs deemed fully ready by the cult, the Adult attack with an 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.
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The Dream Killer A very potent anti-air cyborg with a pair of heavy crimson rays, the Dream Killer 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.
IconCult.png The Ultimatum The strategic artillery of the cult, the Ultimatum 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 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.

Vehicles

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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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Cavalryman A light, fast moving melee-ranged bike with anti-tank demo charges and a heavy melee weapon. Reported weapons include monomolecular chains, wheel scythes, handheld lances and axes; and their ability to detect stealth units is invaluable.
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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.
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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
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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 drowsy.
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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.
IconCult.png Cricket Mobile SAM Site The Cult's primary anti-air vehicle uses powerful anti-air missiles to rip targets from the sky with frightening ease and cost-effectiveness, and fire IR absorbing smoke rounds to delay an aircraft's lock on.
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Ezekiel's Wheel Ezekiel's Wheels are the heavy hitters of the Cult, armed with autocannons and missiles 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 deactivate their cloaking to create fake units, perplexing your enemies.
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.
IconCult.png Cult Shadow Capable of deploying and hiding Scorpion Cult armies in their optical cloaking devices, Cult Shadows are vital for getting in secret strikes
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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 or drive enemies crazy with hallucinogenic gas instead 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!
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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

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 chemical 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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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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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 and autocannons 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.
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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.
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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 Lazarus airships. The Rageshrieker activates a stealth field and fires up its after burners and disappears before anyone can tell what happened.
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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.

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 learned 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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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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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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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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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 from the air field as well as a healthy array of Sea-spray fighters 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.

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 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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