How great a threat do we consider the Redemptionists? Similarly, how might we aid the Chain Fists in their conflict with them? I doubt it'd be by showing up alongside them and waving our weedy Administratum arms threateningly at people. Funding, perhaps?
 
How great a threat do we consider the Redemptionists? Similarly, how might we aid the Chain Fists in their conflict with them? I doubt it'd be by showing up alongside them and waving our weedy Administratum arms threateningly at people. Funding, perhaps?
I think they could easily wipe us our if they notice us. But we don't operate anywhere near each other so we should be safe.
 
Turn 2 - Part 2: Results
Turn 2 - 751.M41
Cultist Numbers: 171 (237)
Total Votes: 26

Research The Clipper Files
7 Votes - 46 Cultists - +4 Bonus
Roll: 1d100: 70 + 4 = 74
There is a gold mine of information within these files, but you start with something simple. Standard equipment given to Clippers. Although there may be some deviation, where resourceful officers have "augmented" their gear, this is what the average Clippers use.

Each street officer is given a basic set of flak armour, over a synth-thread uniform and their ubiquitous peaked cap. Their weapons are a metal baton and a semi-automatic auto pistol, and they carry at least two sets of constrictor cuffs. They also carry short-range vox-links.

In certain situations, such as riot control or guarding locations or people of import, other equipment is handed out. Autoweapons of numerous varieties, from rifles to heavy stubbers. Suppression Shields that lock together allowing officers to form a solid line.

Specialist units have rarer gear. Raid units use Combat Shotguns, Shock Mauls and wear fully-covering sets of flak armour. High ranking officers are equipped with carapace armour, which often survives longer than its wearer. Sharpshooters are given access to long-las rifles.

The vehicle pool of the Clippers is limited. Aside from patrol bikes, they have access to Boris-pattern Repressor transports; armed with hot-water cannons and flash grenade launchers. To transport prisoners they have Pack-Wagons; little more than boxes on wheels. There are also six Repressors, equipped with heavy flamers and bolters, within a depo in the Lower Hive City. They can only be deployed by the Governor.

Most of this equipment is produced on world, apart from more specialized pieces. They are stored in Watch-Houses, as well as depos, which you currently don't have locations for. However your cultists are now looking into them.

Gain Completed Research: Clipper Equipment Standards (50/50)
Gain knowledge of general Clipper uniform, equipment & vehicles
Can potentially use information to disguise as Clippers, requires equipment sourcing
Discovered Research: Clipper Holdings - ? (24/???)


Use cult funds to buy water for our members and recruits
3 Votes - 20 Cultists - +2 Bonus
Roll: 1d100: 39 + 2 = 41
Although the Apostles of Moisture primarily supply water through the pipe network, they also sell containers of the precious liquid. This year however the prices have been gouged massively. Your cultists are fairly certain they are being fleeced, but they have decided on three deals for purchasing water, and merely require approval of one to utilize cult funds.

Water Purchases options - see below for details

Investigate alternative water sources, are there secret stills reclaiming wastewater? Illicit vaporators generating a trickle? The Cult will know, so the cult can co-opt them.
3 Votes - 20 Cultists - +2 Bonus
Roll: 1d100: 76 + 2 = 78
It seems there are a number of ways to gather water, and although the practice is not illegal per say, the Apostles are hostile to any large scale operations not under their control. That said, there are a number of local operations. Some are run by gangers, some by enterprising individuals. A number of cultists have experience in the various methods, and aside from offering information they can set some up for the cult.

Moisture Vaporators collect water particles from the air, while Moisture Sinks are placed on windows and other cool surfaces to collect condensation. It would be possible to outfit the Church with some, allowing for a passive stream of water.

The Church can also be used to house Water Stills; boilers that can separate water from bodily waste, as well as other sources. Merely collecting the waste of those using the Church's restrooms would be enough, but you could also ask your cultists to collect their own water. At any other time, it might raise a few eyebrows, but you doubt you'll be alone in doing it now.

Gained knowledge of some local water gathering operations
Water Collection options - see below for details


Infiltrate The Clippers
2 Votes - 13 Cultists - +1 Bonus
Roll: 1d100: 3 + 1 = 4
Remember how some of you cultists had the same abrasive & aggressive attitudes as the Clippers? Yeah, it seems that mixing that with alcohol is a bad idea. A minor disagreement became a full bar fight, and thirteen of your cultists spent the night in jail for "Disrupting Clipper Business".

Aside from damaging your infiltration of the Clippers, this also brings up another problem. The Clippers are somewhat lax, but they often perform background checks for every inmate they process. This could lead them back to the cult. While it's too late for their previous associations, if you asked your cultists to spend time away from the cult, there would be less suspicion. This would mean they would be unavailable for any cult works, and you could choose to risk it instead.

-1 to general stealth roll this turn
Lost Clipper Infiltration -1 (1/5)
Secrecy Choice - see below


Research Alderi Movement (52/???) (The Aeldari Files)
2 Votes - 13 Cultists - +1 Bonus
Roll: 1d100: 25 + 1 = 26
Your cultists continue to examine the files, although their work is much slower this year. Sadly you make no breakthroughs, but you learn some interesting details. Did you know Aeldari have hollow bones?

Gain Research progress: Alderi Movement (78/???)

Pray to the four, united! Seek their guidance and benedictions, and make sacrifices in their name! Nothing too gauche, of course, but surely nothing can go wrong if you secretly stab some vermin while muttering prayers...?
1 Votes - 7 Cultists - 0 Bonus
Roll: 1d100: 43 - 5 (Valsen) = 38
Your cultists catch rats, and sacrifice them in four groups. Six for the Tempter, seven for the corruptor, eight for the Murderer, nine for the Deceiver. There is no burst of power, no great sign, but that night your cultist's dreams are many.

Gain 1 Undivided Devotion
Gain 1 Khorne Devotion
Gain 1 Tzeentch Devotion
Gain 1 Nurgle Devotion
Gain 1 Slaanesh Devotion


Infiltrate PDF (focus on logistical members)
1 Votes - 7 Cultists - 0 Bonus
Roll: 19
Although a number of potential contacts are determined within the PDF, no proper contact is made.

Failure to begin infiltration

Recruit in The Upper hive, among the dissatisfied clerks and menials.
1 Votes - 7 Cultists - 0 Bonus
Roll: 22
Your cultists have small success recruiting outside the Administratum. There are simply less opportunities to mingle with such workers, although they manage to convince a few.

+4d4 to Recruitment Roll next turn
+2 Undivided Devotion


Consecrate the Church and turn its allegiance to the Four. Do this by performing a small ritual to Chaos Undivided in the central room of worship and by adding the iconography of the four to the church's interior.
1 Votes - 7 Cultists - 0 Bonus
Roll: 97 - 5 (Valsen) = 92
Although only a small number of cultists perform this work, they put their bodies and souls into it. They draw out images from their warped dreams, comparing the images to find common themes. Once they have a design that seems right to them, they practice carving it until they are certain there will be no mistakes. Despite Valsen's distaste, she sees the worth in their work and allows them to make the alterations.

They work their designs into the current decoration of the Church's main chapel, altering it to better suit their new masters. Carved scripture is modified so they tell the truths of the warp. Icons of worship are subtly modified to make them more pleasing to the eye, becoming figures. Runes are hidden in crooks and crannies, there for those who know to look.

The final piece is a of eight pointed star, centred around an eye, carved onto the altar. It is so place a cloth can cover it. Before they finish, each cultist cuts their palm, allowing the blood to cover their chisels, and drip down onto the star. With that, they perform the final strikes at the same time.

For a second nothing happens; then the stone eye at the centre of the star blinks. The cultists' blood seeps from their bodies, running into the design until it is filled. It solidifies, becoming like stone itself, red surface showing invisible ripples. A wave of power bursts from the altar, quickly covering all surfaces of the room, before draining away.

The room has now been altered, beyond the cultist's work. Any of the true faith feel buoyed, knowing they stand in a holy place of worship. Potential initiates brought in pick up on this as well, feeling the undeniable power of their new religion. Yet the changes made seem to flicker when not looked directly upon, hiding themselves. Unbelievers will not be able to easily see the alterations, only seeing a place of the Emperor's worship.

Church gains trait Holy Consecration
  • +5 to all piety actions performed within
  • +2d4 passive recruitment rolls
  • Church stealth improved
Gain 3 Undivided Devotion
Gain 1 Khorne Devotion
Gain 1 Tzeentch Devotion
Gain 1 Nurgle Devotion
Gain 1 Slaanesh Devotion


Attempt to be employed in jobs that the common citizen doesn't pay attention to, and won't question their presence in some areas. Cleaning staff, for example.
1 Votes - 7 Cultists - 0 Bonus
Roll: 71
Although it necessitates quitting their current employment, cultists are able to find jobs as cleaning and basic maintenance staff within the Administration and other Upper Hive businesses. In such positions can they collect useful information, while perhaps performing some skulduggery…

+1 to actions within the Upper Hive

Pray To Nurgle to "bless" the water supplies of the non believers. Sacrifice a non believer or two just to be sure.
1 Votes - 7 Cultists - 0 Bonus
Roll: 17 - 5 (Valsen) = 12
Your cultists are, by and large, not practiced in the arts of violence. Three attempts were made, to capture three sacrifices for this rite - the first two barely escaped with their lives, and the third put up such a struggle they were killed by accident. A shame, for certain, but your cultists disguised themselves, so there should be no links back to them.

Failed to capture sacrifices
First blood for the cult
Gain 1 Khorne Devotion


Research Paper Knives
1 Votes - 7 Cultists - 0 Bonus
Roll: 44
Progress is being made with weaponizing Keltist's most common resource. Using cutting machines usually used with metal, a paper knife sharp enough to cause serious cuts can be made. One last flaw to overcome is that the knives bend too easily, ruining their edge. Only a small amount of work is needed however.

Gain Research progress: Paper Knives (94/?)

Formally approve the structure and hierarchy of the cult.
1 Votes - 7 Cultists - 0 Bonus
Roll: 23
Valsen's preferred hierarchy is as such: Her at the top, everyone else following her orders. Ranks and levels are irrelevant, at least in her opinion, and without her approval no work can be done.

Failure to define structure

Search additional sources of income, legal ones if possible. Money feeds the faithful and opens many doors.
1 Votes - 7 Cultists - 0 Bonus
Roll: 55
Your cultists decide that there are currently three ways to gain additional income, two legal and one illegal.

The first is catching rats. Vermin is always a problem in Hive Cities, and there is a bounty for breeding females. If your cultists devoted time and energy to the task, they might be able to rake in quite a profit.

The next route is questionable. The Snitch Law is still in effect, and if you truly wanted to you could use it for your own ends. Asking your cultists to keep watch for any illegal activities won't cost you anything, and depending on the severity of the crimes you could get quite a bit. Of course, you wouldn't be making any friends with gangers, even if they might profit from your actions. If you've ratted out one of them, what's to stop you from doing it again?

Finally, it's possible you could act as intermediaries for the Slippers; becoming a link in their package chain. Heavily illegal, deping on the item being moved, and perhaps not a steady stream of income; but it would allow you to begin infiltrating the Slippers, and allow you to use their services yourself. Do the risks outweigh the cons?

Gain Ratcatching Action
Income Choices - see below


Stealth Roll
Roll: 1d100: 55 + 40 (Observant) + 25 (Church Skippers) - 5 (Snitch Law) - 1 (Jailed Cultists) - 1 (Recent Murder) = 113
While you cultists do get some side eyes, so does everyone else. The initial fervour of the Snitch Law might be over, but there is still money to be made by selling out criminals. Thankfully, you continue to pass under the radar.

Decide on the size of your water purchase, with a larger amount allowing you to supply more of your members and potential recruits.

[] [WaterPurchase] Small Purchase - 200
Buy a minimal amount of water, enough to keep a few people going
Possible percentage of unavailable cultists decreased by 5%
+1 to recruitment rolls

OR
[] [WaterPurchase] Medium Purchase - 400
Buy a sizeable amount of water, allowing more people to quench their thirst
Possible percentage of unavailable cultists decreased by 10%
+2 to recruitment rolls

OR
[] [WaterPurchase] Large Purchase - 600
Buy a large amount of water, satisfying as many people as possible.
Possible percentage of unavailable cultists decreased by 20%
+4 to recruitment rolls

OR
[] [WaterPurchase] No Purchase
Buy nothing from the Apostles; you can source your own water

Choose what methods of water collection you shall invest in, and if you will be asking your members to collect their waste

[] [MoistureCollection] Install Moisture Vaporators & Sinks - 150
Your cultists will install water collectors within the church, allowing for a passive flow of water.
Church gains trait Moisture Collectors - +1 to recruitment rolls (+2 under drought conditions, % of unavailable cultists -5%)
OR
[] [MoistureCollection] Don't Install
Water collectors will not be added to the church

[] [WaterStills] Build Water Stills - 250
Waste from your cultists can be turned into moderately clean water, allowing it to be reused.
Church gains Water Stills, taking up one slot (1/5)
Water Stills give +1 recruitment per 100 cultists (50 under drought conditions)

OR
[] [WaterStills] Don't Build
Water Stills will not be built in the church
(If picked, next choice irrelevant)

[] [WasteCollection] Long Term Collection
Ask your cultists to collect their waste and bring it to the church. Continuing this practice beyond the Drought might raise questions
Water Stills now give +1 per 50 cultists (25 under drought conditions)
-1 to stealth when drought ends

OR
[] [WasteCollection] Short Term Collection
Ask your cultists to collect their waste and bring it to the church. Cease this practice when the Drought ends
Water Stills now give +1 per 25 under drought conditions

How will you advise your cultists to act?

[] [CriminalDistancing] Keep Away For A Year
Tell your thirteen cultists that have been imprisoned by the Clippers to stay away, lessening the chance their crimes will be traced back to you.
Cultists imprisoned for criminal activities will be unavailable for next turn
OR
[] [CriminalDistancing] Tell Them To Return
Take the risk, and allow them to return to the cult as soon as possible.
Possible Stealth debuffs

What sources of income will you choose?

[] [SnitchTime] Seek Snitching Opportunities
When your cultists discover illegal activities (that are not your own, of course), they will debate on alerting the Clippers, gaining a monetary reward. The Clippers will be happy with you, those you rat out will not
Gain Opportunities to Snitch, gaining reward based on crime severity
Affected groups might not appreciate it

OR
[] [SnitchTime] Don't Snitch
You won't set the Clippers on anyone's tails

[] [SlipperJobs] Do Some Jobs
Contact the Slippers and let them know you want to work as intermediaries, holding packages and passinging them between runners. They might not trust you at first, but keep at it and they might become good allies.
Start doing Slipper work, likely illegal
Easier time infiltrating Slippers

OR
[] [SlipperJobs] Don't Do Jobs
Don't work with the Slippers

Vote Will Start In A Few Hours
You're free to vote on as many as you want


Sorry this took so long to come out, been surprisingly busy. Might have rushed it, so if you see anything that might be a mistake please point it out.

Nurgle definitely had his eye on this update. Lots of sevens. None in a way that would trigger an effect, which is a shame.

One thing I want to mention, I thought about adding the +7 to Administratum social to the recruitment roll. However I decided against it as "clerks and menials" is a bit too broad, I'm afraid.

I also realized I should give you some kind of bonus for completing the Alderi Emotions research. I do want to incentivise you to research as much as possible, and although their may be more than one way you can use, it would like to give you something off the bat, so;

Gained Research Modifier: Alderi Mind Understanding: Understanding how their emotional states helps you understand how the Alderi think. +5 to Alderi culture and society related research.

I spent so long on the water mechanics I just said "Feth it" and made it simple. Sorry if you expected something more in depth, I just hate Maths. To be clear; a lot of the stuff you are currently investing into will less in value if the Drought clears up next year. You'll still get bonuses, just smaller ones. For example, the recruitment bonuses will be cut in half. Also with all this water stuff I got a sudden vision of a potential future for the cult, and it seems pretty similar to the Fremen from Dune. How do you feel about worms?
 
Hmm. How about we build/find a suitable obstacle course and have some of the more agile cultists train on it? If it works, it might offer some other benefits...
Yes! Khorne would be pleased if we build that, he respects those who train and become stronger without using warp and technology. And I think Khorne would laugh when we kill people with our paper weapons.

Now that I think about it, it would be interesting if we forge some chaotic artefacts and put them in some important people's places, especially ones who will annoy us or will be a problem in the future. Tzeentch would be pleased by that!
 
Now that I think about it, it would be interesting if we forge some chaotic artefacts and put them in some important people's places, especially ones who will annoy us or will be a problem in the future. Tzeentch would be pleased by that!

One problem: Our stealth sucks at the moment.

Although... Gather the more perceptive cultists and the aforementioned agile ones, put them in either the obstacle course or some other facility and put them against each other. One group will have the objective of spotting the opposing team, while the other team's is to steal something/"kill" their opponents.

That, or we infiltrate the Slippers until we find a recruitable veteran that can teach our noobs.
 
I feel like maximizing stealth is a good idea, especially considering the ultimately decentralized nature of our cult- it takes one voter with a risky idea that nobody bothers to stop, and a single awful roll for that player, and we have a serious problem.
 
Maybe we should invest in a legal team. Threatening to sue and having the power to do so would help our organization get some leeway, plus everyone's favorite bird god would probably be on board. Looking up rare lore, twisting the truth and beating your enemy in a battle of wits would be stuff he likes.
 
And that stealth roll!
Your stealth roll results are likely to stay high for quite a while, considering how many buffs you have.

Yes! Khorne would be pleased if we build that, he respects those who train and become stronger without using warp and technology. And I think Khorne would laugh when we kill people with our paper weapons.
I think you'd need a good roll for either constructing the course or using it for Khorne to be interested. Also the paper knives are kinda a mixed bag, as while they are resourceful, they are also deceitful in nature.

Can I convince you to retroactively add that to this update? Since it was technically unlocked last time?
I would've, but sadly it doesn't apply to your current research.
 
Overall solid turn! I am in favor of both water generation options as well as pairing up with the Slippers for work. If we pair that with renewed focus on infiltrating the Clippers we could get some nice synergy going.
 
[x] [WaterPurchase] Medium Purchase - 400
Buy a sizeable amount of water, allowing more people to quench their thirst
Possible percentage of unavailable cultists decreased by 10%
+2 to recruitment rolls

[x] [WaterStills] Build Water Stills - 250

[x] [WasteCollection] Short Term Collection

[x] [CriminalDistancing] Keep Away For A Year

[x] [SnitchTime] Seek Snitching Opportunities

I think we should try to become respectable, and try infiltration of imperial society by appearing like a legitimate congregation. Being cosy with law enforcement is a pod idea.

[x] [SlipperJobs] Don't Do Jobs

That's too dangerous.
 
Last edited:
[X] [WaterPurchase] Medium Purchase - 400
[X] [WaterStills] Build Water Stills - 250
[X] [WasteCollection] Short Term Collection
[X] [CriminalDistancing] Keep Away For A Year
[X] [SnitchTime] Seek Snitching Opportunities
[X] [SlipperJobs] Don't Do Jobs
 
[X] [WaterPurchase] Medium Purchase - 400
[X] [WaterStills] Build Water Stills - 250
[X] [WasteCollection] Short Term Collection
[X] [CriminalDistancing] Keep Away For A Year
[X] [SnitchTime] Seek Snitching Opportunities
[X] [SlipperJobs] Don't Do Jobs
 
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