Largely these Cultists aren't up to Imperial Guard standards. For example, lasguns (Carbines) are a rarity, with autoguns (Fantasy Ranged) being the default weapon. I'm happy making them less effective than an Imperial Guardsman... that really makes them feel like the cannon fodder scum they are, which is how I like to use them. So they hover around the 2-4 range for most traits - that gives some more flexibility when configuring a force to a Credit restriction.
What I haven't done yet is prepared individual game cards for each of the Cultist Units. Instead (presently) the faction's compiled onto a single pdf available here. Once these lads get some proper photoshoots happening, then I'll see what I can do card-wise.
Of note are the few 'leader' or hero Units I've employed. Like many a gamer, some of these Units have taken a life of their own and even feature in one or two of my Battle Reports. It's kind of cool calling out models by their name rather than "that big one over there"... it ramps up the immersion, and therefore enjoyment, of the game immensely.
Why the Hispanic influence? Simply put: why not. So let me introduce The Enlightened Fire Cult's more notorious members:
Emilio "The Evil Eye" Couto (Leader @ 101 Credits) makes for a good but not overly powerful adversary. With only Imperial Guard norm melee and shooting skills (CQ and RAT both @ 3), he'd be rather underwhelming but for the inclusion of a Power Fist and the fact that he's a Psyker with (when I'm playing 'set' powers) Blink, allowing him to shift Units around the battlefield and Counter Cast, which can really put a dent into one's plans. Oh yeah, Emilio's hard to kill as well: DEF 5 coupled with Power Armour means he brings 3 Energy Points (Light Armour + Power Armour + Power Weapon = 3) to the table - all that for 82 Credits. I like to think of him as a Cult boss who's worked his way through the ranks... he's not a strategic genius, but within his Gang, he's most certainly the top dog and the powers of Chaos have rewarded him with a degree of invulnerability (reflected in the Power Armour-related Rogue Die saves).
Armando Elizalde (45 Credits) is Emilio's brother-in-law and lieutenant*. Throwing his lot in with the Cult, he's been gifted a pristine if not somewhat aged but reliable Heavy Stubber (Machine Gun) by Emilio. Armando's primary role is to provide fire support, which he does with gusto, whilst directing Cultists toward their targets.
*Depending upon the type of Rogue Planet game played, sometimes a force can nominate a second Unit as a Lieutenant, allowing them also to use the Leader Action 'Command'. That's a particularly useful Action if the force is attempting to overwhelm their opposition through superior numbers.
Hector Barrios (54 Credits) is a contender for the top-dog role. He sports a Heavy Stubber, but unlike Armando, he has some serious plate armour that provides him with protection on par with that of Emilo's. Now if only he could prove his worth to Chaos...
Horacio 'Doc' Alves (46 Credits) was once a medical professional, but now... well, he's quick to administer aid or last rights on his on his fellow cultists. It's a valued service, but for the murmurs that he's a little too quick to "...put his out of hims miseries" (say it like Manuel from Faulty Towers) with his beloved 'surgical pick'.
The Medic trait is specifically used in Campaigns to negate permadeath - a good investment. I've used it in game, allowing a Medic to attempt a Revive Action on any ally they can come to base Contact with during the same Turn that the Model is otherwise destroyed (but for Critical Hits) - I'll have to write it up as a proper House Rule at some point.
Valentino Pardo (42 Credits) cares nothing for the powerplays within the Cult. He has his mining laser rig and as long as he has an opportunity to employ it as he sees fit, he is not complaining to anyone. Actually, given his rather frightful visage, his fellow Cultists are wholly supportive of anything that keeps him out of their faces - the Gods of Chaos can be somewhat too generous with their blessings.
Hector Barrios (54 Credits) is a contender for the top-dog role. He sports a Heavy Stubber, but unlike Armando, he has some serious plate armour that provides him with protection on par with that of Emilo's. Now if only he could prove his worth to Chaos...
Horacio 'Doc' Alves (46 Credits) was once a medical professional, but now... well, he's quick to administer aid or last rights on his on his fellow cultists. It's a valued service, but for the murmurs that he's a little too quick to "...put his out of hims miseries" (say it like Manuel from Faulty Towers) with his beloved 'surgical pick'.
The Medic trait is specifically used in Campaigns to negate permadeath - a good investment. I've used it in game, allowing a Medic to attempt a Revive Action on any ally they can come to base Contact with during the same Turn that the Model is otherwise destroyed (but for Critical Hits) - I'll have to write it up as a proper House Rule at some point.
Valentino Pardo (42 Credits) cares nothing for the powerplays within the Cult. He has his mining laser rig and as long as he has an opportunity to employ it as he sees fit, he is not complaining to anyone. Actually, given his rather frightful visage, his fellow Cultists are wholly supportive of anything that keeps him out of their faces - the Gods of Chaos can be somewhat too generous with their blessings.
Here's an example of a 'List' that I've employed for fixed-Credit games. Definitely not a case of shooting for a perfect list, rather an example of a skirmish warband that has proven enjoyable and thematic:
Impromptu Patrol (200 Point Limit) - 5 Units, 11 Models.
- Hector Barrios (Armoured Heavy Support) (Leader)
- Armando Elizalde with Heavy Stubber
- Cultist with Autogun and Grenade
- 2x Cultist Squad with Autoguns
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