Difference between revisions of "Clockwork Cult"
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− | {{ | + | {{Infobox_jobs |
|headerbgcolor = #BE8700 | |headerbgcolor = #BE8700 | ||
|headerfontcolor = black | |headerfontcolor = black | ||
− | | | + | |bgcolor = #E6A500 |
− | + | |image = servant_of_ratvar.png | |
− | | | ||
− | |||
|jobtitle = Servant of Ratvar | |jobtitle = Servant of Ratvar | ||
+ | |caption = "What's this lantern thi-" "QVR, URNGUR'A!!" | ||
|access = Maintenance | |access = Maintenance | ||
− | | | + | |access2 = Anywhere you can Warp or fabricate to |
|difficulty = Medium to Hard | |difficulty = Medium to Hard | ||
− | | | + | |supervisors = Ratvar |
+ | |rank = N/A | ||
|duties = Forget to toggle your chameleon jumpsuit, don't set up any power generation, get crushed by an angry mech | |duties = Forget to toggle your chameleon jumpsuit, don't set up any power generation, get crushed by an angry mech | ||
|guides = This is the guide | |guides = This is the guide | ||
− | |||
}} | }} | ||
− | |||
Although Nar-Sie is powerful in her own right, she has a mortal enemy: Ratvar, imprisoned ages ago in a conflict and endlessly seeking out freedom. Trapped in a place that none can enter or leave, Ratvar has enlisted the aid of (unwilling) servants such as yourself to free him. | Although Nar-Sie is powerful in her own right, she has a mortal enemy: Ratvar, imprisoned ages ago in a conflict and endlessly seeking out freedom. Trapped in a place that none can enter or leave, Ratvar has enlisted the aid of (unwilling) servants such as yourself to free him. | ||
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Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing. | Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing. | ||
− | As a servant, you start on a z-level entirely separate from the | + | As a servant, you start on a z-level entirely separate from the ship, called the City of Cogs (or Reebe, if you prefer.) This place can't normally be accessed by the ship crew until a certain point, and comes outfitted with facilities for spying on, listening to, and getting onto the ship, as well as disguises, spare materials, and an infirmary for healing yourself and fellow servants. Most importantly, it houses the '''Ark of the Clockwork Justiciar''', which you will need to defend. |
− | From the start of the round, the Ark has a countdown timer between 30 and 35 minutes. Once this time is up, the crew will be made aware of your presence, and all servants will be transported to and prevented from leaving Reebe; then, after a five-minute grace period, portals will open up on the | + | From the start of the round, the Ark has a countdown timer between 30 and 35 minutes. Once this time is up, the crew will be made aware of your presence, and all servants will be transported to and prevented from leaving Reebe; then, after a five-minute grace period, portals will open up on the ship and allow the crew access to Reebe, from an area in the south that no servants can access. ''As a servant, your goal is to build defenses and sabotage the ship to protect the Ark until it activates.'' |
While such a task seems very daunting, rest easy! As a servant, you have a wide variety of tools at your disposal to make defending the Ark as painless as possible. | While such a task seems very daunting, rest easy! As a servant, you have a wide variety of tools at your disposal to make defending the Ark as painless as possible. | ||
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The Eminence is your leader. Elected by the servants through the Eminence spire, they are not a normal servant; instead, they are invisible, incorporeal, and can only interact in very limited ways. Anything they say is relayed to all servants in large text, and their goal is to serve as overwatch, coordinator, and leader. | The Eminence is your leader. Elected by the servants through the Eminence spire, they are not a normal servant; instead, they are invisible, incorporeal, and can only interact in very limited ways. Anything they say is relayed to all servants in large text, and their goal is to serve as overwatch, coordinator, and leader. | ||
− | The Eminence can travel between the | + | The Eminence can travel between the ship and Reebe at will, and can move freely as an all-seeing eye. Holy water will block its path, and it cannot enter the Chapel, but it is otherwise unrestricted. Note that it can't understand anything said shipside unless war is declared, meaning that while it can see movements and planning, it cannot overhear what people are discussing. |
By middle-clicking, the Eminence can issue cult-wide commands that play a special sound and create a visible marker. This includes "Rally", "Regroup", "Avoid", and "Reinforce." It can also issue unique goal commands by middle-clicking itself, which provide an overarching directive. This includes "Defend the Ark", "Advance", "Retreat", "Generate Power", and "Build Defenses." | By middle-clicking, the Eminence can issue cult-wide commands that play a special sound and create a visible marker. This includes "Rally", "Regroup", "Avoid", and "Reinforce." It can also issue unique goal commands by middle-clicking itself, which provide an overarching directive. This includes "Defend the Ark", "Advance", "Retreat", "Generate Power", and "Build Defenses." | ||
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* '''The <span style='color:#4800FF'>dark indigo</span> room contains the Ark, which you need to defend.''' | * '''The <span style='color:#4800FF'>dark indigo</span> room contains the Ark, which you need to defend.''' | ||
− | * '''The <span style='color:#FF6A00'>orange</span> room contains camera observation consoles, which let you watch the | + | * '''The <span style='color:#FF6A00'>orange</span> room contains camera observation consoles, which let you watch the ship from afar and warp there. There are also two ''cogscarab shells'' here; any ghost can activate one to become a cogscarab, which is a tiny little clockwork construction drone built to build and reinforce! They can't recite scripture or leave Reebe, however.''' |
* '''The <span style='color:#FF0000'>red</span> area is where the crew will warp in once the Ark activates. You cannot access it and must build under the assumption that the crew will enter from there. | * '''The <span style='color:#FF0000'>red</span> area is where the crew will warp in once the Ark activates. You cannot access it and must build under the assumption that the crew will enter from there. | ||
* The <span style='color:#FF00DC'>pink</span> room contains the '''Herald's Beacon'''. If enough servants vote to activate it by interacting with it, the servants will become much stronger ''but forfeit their stealth by alerting the crew to their presence early.'' Think carefully before deciding if you want to activate the beacon, but be quick; you only have five minutes to decide! This room also contains the incredibly useful '''Eminence Spire'''. This will allow a fellow servant to give up his mortal body to become Ravtar's closest connection to the mortal plane, '''The Eminence'''. The Eminece is a ghost-like invisible presence with the sole purpose of organizing and ordering the Servants. You can vote against a Servant becoming The Eminence if you interact the Spire after he/she has used it. More info on The Eminence later. | * The <span style='color:#FF00DC'>pink</span> room contains the '''Herald's Beacon'''. If enough servants vote to activate it by interacting with it, the servants will become much stronger ''but forfeit their stealth by alerting the crew to their presence early.'' Think carefully before deciding if you want to activate the beacon, but be quick; you only have five minutes to decide! This room also contains the incredibly useful '''Eminence Spire'''. This will allow a fellow servant to give up his mortal body to become Ravtar's closest connection to the mortal plane, '''The Eminence'''. The Eminece is a ghost-like invisible presence with the sole purpose of organizing and ordering the Servants. You can vote against a Servant becoming The Eminence if you interact the Spire after he/she has used it. More info on The Eminence later. | ||
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Prep Phase | Prep Phase | ||
|30-35 minutes (charge-up)<br>5 minutes (grace period) | |30-35 minutes (charge-up)<br>5 minutes (grace period) | ||
− | |The Ark starts in this state, during which it is silent. This entire phase marks the time during which the servants should build fortifications and actively prepare to defend the Ark. After the first phase passes, there is a 30-second warning for all servants to get back to Reebe. Once this time is up, ''all servants will become marked and visible to all non-servants, and a | + | |The Ark starts in this state, during which it is silent. This entire phase marks the time during which the servants should build fortifications and actively prepare to defend the Ark. After the first phase passes, there is a 30-second warning for all servants to get back to Reebe. Once this time is up, ''all servants will become marked and visible to all non-servants, and a ship-wide announcement will inform the crew of the Ark's presence.'' There is then a five-minute grace period during which neither side can attack, for servants to finalize preparations and the crew to get ready for the assault. |
|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Arkopening.gif]] | ![[File:Arkopening.gif]] | ||
Defense Phase | Defense Phase | ||
|4 minutes | |4 minutes | ||
− | |When this phase begins, portals to Reebe will open up everywhere across the | + | |When this phase begins, portals to Reebe will open up everywhere across the ship in nearly every room over a one-minute timespan. Crew can enter these portals to emerge in one of the three spawn rooms, and cannot return to the ship. This phase consists of the crew's first massive assault on Reebe, and is generally the hardest phase as the crew is at full strength. |
|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Arkactive.gif]] | ![[File:Arkactive.gif]] | ||
Assault Phase | Assault Phase | ||
|4 minutes | |4 minutes | ||
− | |This timespan marks the middle of the crew's attack period. Any stragglers from the | + | |This timespan marks the middle of the crew's attack period. Any stragglers from the ship have likely ended up on Reebe by this point (as well as anyone who took extra time to arm themselves) and will be actively trying to kill you. If you managed to fend off the initial assault, the worst should be over, but always keep an eye out for one-man armies. |
|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Arkclosing.gif]] | ![[File:Arkclosing.gif]] | ||
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Generates 5 W per second when in an APC, as long as the APC has the power to supply that amount. | Generates 5 W per second when in an APC, as long as the APC has the power to supply that amount. | ||
|1 second | |1 second | ||
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|1 | |1 | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
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When activated, it will become dense and block passage. If someone is standing on it, it will impale them, dealing heavy damage and hoisting them into the air.<br> | When activated, it will become dense and block passage. If someone is standing on it, it will impale them, dealing heavy damage and hoisting them into the air.<br> | ||
People impaled on skewers can use items and weapons, but not destroy the spear. They can resist to pull themselves off after 30 seconds, but can be helped off by another person after 6.<br> | People impaled on skewers can use items and weapons, but not destroy the spear. They can resist to pull themselves off after 30 seconds, but can be helped off by another person after 6.<br> | ||
− | Cyborgs will not be impaled, but will take massive damage. | + | Cyborgs will not be impaled, but will take massive damage.<br> |
+ | There must be a gap of one tile between any two skewers. | ||
|Combines well with pressure sensors, for obvious reasons. | |Combines well with pressure sensors, for obvious reasons. | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
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|100 | |100 | ||
|A vent that taps into the machinery of Reebe and vents excess steam when toggled.<br> | |A vent that taps into the machinery of Reebe and vents excess steam when toggled.<br> | ||
− | While venting steam, the vent cannot be seen past, and slightly wets anyone walking over it. It has no other effects. | + | While venting steam, the vent cannot be seen past, and slightly wets anyone walking over it. It has no other effects.<br> |
+ | Steam vents cannot be placed directly adjacent to each other on cardinal directions; diagonally adjacent is fine. | ||
|Especially powerful when combined with wraith spectacles! | |Especially powerful when combined with wraith spectacles! | ||
|- | |- | ||
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A cultist or so should spend some time building walls, defenses, and traps from the top down for when the crew attempts to invade. Each room and set of defenses and traps will serve as means to divide up the invading crew, and create advantages for those defending. At times it might be more advantageous to, when trapping a crewmember during the invasion, to attempt to convert them to the cult instead. If you're unlucky you wasted time converting someone with a mindshield implant, otherwise your numbers just grew by one, and theirs down by one! | A cultist or so should spend some time building walls, defenses, and traps from the top down for when the crew attempts to invade. Each room and set of defenses and traps will serve as means to divide up the invading crew, and create advantages for those defending. At times it might be more advantageous to, when trapping a crewmember during the invasion, to attempt to convert them to the cult instead. If you're unlucky you wasted time converting someone with a mindshield implant, otherwise your numbers just grew by one, and theirs down by one! | ||
+ | |||
+ | You can teleport into areas without the crew knowing by warping into airlocks. Extra points if you have kindle prepared beforehand for an instant warp-->stun. The airlock actually hides the animation of you shifting in, allowing for you to ambush and nab the HOP/HOS/Capt/whatever important target. | ||
== Threats to the Enlightened == | == Threats to the Enlightened == | ||
− | Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the | + | Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the ship. This can range from enemy cultists to things as simple as hard vacuum. |
=== [[Blood Cult|Nar-Sian Dogs]] [[File:Cultist.png]] === | === [[Blood Cult|Nar-Sian Dogs]] [[File:Cultist.png]] === | ||
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=== [[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]] === | === [[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]] === | ||
− | Nar-Sie's cult is generally absent on the | + | Nar-Sie's cult is generally absent on the ships that Ratvar's servants are present, but the watchful eye of [[Security]] and [[Chaplain|heretical priests]] is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the [[Chaplain#Null_Rod|chaplain's holy weapon]] weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and [[Chaplain#GET_BEHIND_ME_NAR-NAR_RATVAR|holy water]] will purge the light of Ratvar from even the most powerful servant's mind, given time. |
− | It should be one of the servants' top priorities to [[Guide to toxins|damage]] and [[Armory|hamper]] Security. The [[Warden]] and the [[Head of Security]] can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their | + | It should be one of the servants' top priorities to [[Guide to toxins|damage]] and [[Armory|hamper]] Security. The [[Warden]] and the [[Head of Security]] can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their [[Security_items#Mindshield_Implant|mindshield implants]], though. If you feel like going the extra mile, you can abduct an officer (or, even better, the HoS), and teleport them to [[Operating Theater|Surgery]] with a friend to [[Beyond the impossible|surgically remove the implant in order to convert them]]. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident. |
== Ratvar == | == Ratvar == |
Latest revision as of 14:15, 18 December 2020
Although Nar-Sie is powerful in her own right, she has a mortal enemy: Ratvar, imprisoned ages ago in a conflict and endlessly seeking out freedom. Trapped in a place that none can enter or leave, Ratvar has enlisted the aid of (unwilling) servants such as yourself to free him.
If you're one of these servants and you have no idea what to do, you've come to the right place.
Introduction and Key Points[edit | edit source]
Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing.
As a servant, you start on a z-level entirely separate from the ship, called the City of Cogs (or Reebe, if you prefer.) This place can't normally be accessed by the ship crew until a certain point, and comes outfitted with facilities for spying on, listening to, and getting onto the ship, as well as disguises, spare materials, and an infirmary for healing yourself and fellow servants. Most importantly, it houses the Ark of the Clockwork Justiciar, which you will need to defend.
From the start of the round, the Ark has a countdown timer between 30 and 35 minutes. Once this time is up, the crew will be made aware of your presence, and all servants will be transported to and prevented from leaving Reebe; then, after a five-minute grace period, portals will open up on the ship and allow the crew access to Reebe, from an area in the south that no servants can access. As a servant, your goal is to build defenses and sabotage the ship to protect the Ark until it activates.
While such a task seems very daunting, rest easy! As a servant, you have a wide variety of tools at your disposal to make defending the Ark as painless as possible.
The Clockwork Slab [edit | edit source]
If you have experience with the blood cult, you can think of the clockwork slab as your version of a tome. It is the essential servant tool; it contains all of your special abilities as a servant, and you should have it on your person at all times.
The clockwork slab has several functions:
- Recital lets you recite scripture, the clockwork cult's special powers and abilities. Most structures come from scripture.
- Recollection displays an in-game guide for being a servant. You can toggle freely between this and Recital.
- Up to Five Quickbind action buttons allow you to recite scripture without opening the slab interface. You can bind a scripture by clicking the Quickbind button next to its "Recite" button.
Clockwork slabs also generate a very small amount of power every second. Every human servant should have a slab! They're the key to any cult's success and you should have one at all times.
Your HUD [edit | edit source]
As a servant, you'll have several elements on your HUD that are all very important.
The global records display can be found in the top-right corner. Hovering over it will give you a short rundown of the status of the entire cult, including number of servants, stored power, and the Ark time left for its current phase. You should refer to this often to get a feeling for the state of your cult.
The Hierophant Network is INCREDIBLY IMPORTANT! Using it will allow you to send messages to all other servants, regardless of distance. Use this often to stay coordinated. Note that using it will make you whisper, so don't use it next to anyone who shouldn't be hearing you.
Power[edit | edit source]
Servants don't use their own blood to power their magic like Nar-Sie's cult. Instead, they use power, measured in Watts like normal electricity. Just any power doesn't work for servants' tools, though. Power can be generated in various ways through different items and structures. Ensuring that you have a healthy supply of power is both easy to do and critically important to succeed as a servant.
Power is used by many structures, and it is used to power all scripture. Additionally, reaching certain power thresholds will unlock new tiers of scripture! 50 kW unlocks the Script tier. 100 kW unlocks the Application tier,
The Eminence[edit | edit source]
The Eminence is your leader. Elected by the servants through the Eminence spire, they are not a normal servant; instead, they are invisible, incorporeal, and can only interact in very limited ways. Anything they say is relayed to all servants in large text, and their goal is to serve as overwatch, coordinator, and leader.
The Eminence can travel between the ship and Reebe at will, and can move freely as an all-seeing eye. Holy water will block its path, and it cannot enter the Chapel, but it is otherwise unrestricted. Note that it can't understand anything said shipside unless war is declared, meaning that while it can see movements and planning, it cannot overhear what people are discussing.
By middle-clicking, the Eminence can issue cult-wide commands that play a special sound and create a visible marker. This includes "Rally", "Regroup", "Avoid", and "Reinforce." It can also issue unique goal commands by middle-clicking itself, which provide an overarching directive. This includes "Defend the Ark", "Advance", "Retreat", "Generate Power", and "Build Defenses."
Finally, once per round, the Eminence can activate a mass recall. After a ten-second windup, coupled with a sound that all crew (servant or not) can hear, every living servant will be pulled directly to the Ark chamber.
The City of Cogs and the Ark[edit | edit source]
Here is a map of the City of Cogs:
- The dark indigo room contains the Ark, which you need to defend.
- The orange room contains camera observation consoles, which let you watch the ship from afar and warp there. There are also two cogscarab shells here; any ghost can activate one to become a cogscarab, which is a tiny little clockwork construction drone built to build and reinforce! They can't recite scripture or leave Reebe, however.
- The red area is where the crew will warp in once the Ark activates. You cannot access it and must build under the assumption that the crew will enter from there.
- The pink room contains the Herald's Beacon. If enough servants vote to activate it by interacting with it, the servants will become much stronger but forfeit their stealth by alerting the crew to their presence early. Think carefully before deciding if you want to activate the beacon, but be quick; you only have five minutes to decide! This room also contains the incredibly useful Eminence Spire. This will allow a fellow servant to give up his mortal body to become Ravtar's closest connection to the mortal plane, The Eminence. The Eminece is a ghost-like invisible presence with the sole purpose of organizing and ordering the Servants. You can vote against a Servant becoming The Eminence if you interact the Spire after he/she has used it. More info on The Eminence later.
- The blue room contains a wardrobe, mirror, and dresser for disguising yourself, in addition to five spare clockwork slabs.
- The green room contains a list of frequencies as well as four intercoms that can be tuned to any frequency. Use this to spy on Security, Command, or other departments.
- The teal room contains first-aid supplies and sleepers with powerful healing chemicals for treating wounds.
- The large area between the red area and all of the other rooms is empty space to build in. This area should be fortified and built over, with specifics limited only by your imagination; sprawling labyrinths or huge chunks of reinforcement are both possible, as well as anything in between!
The Ark[edit | edit source]
The Ark spawns at roundstart at the northernmost point in Reebe. As a servant, your ultimate goal is to defend it until activation (which occurs automatically.) Defend the Ark with your life - if the Ark is destroyed, the round ends instantly with a cult loss. If it completes its summoning, however, it will result in a cult win and a brief period of revelation during which the cult and its servants are made unstoppable by the presence of Ratvar.
The Ark has five "phases", listed below. In each phase, you can examine the Ark or check your global info alert to see the remaining time until its activation.
Declaring War [edit | edit source]
If your team is feeling confident or doesn't intend to use stealthy tactics, you might want to consider heralding Ratvar - effectively declaring war. In a room below the Ark is a machine called the herald's beacon. From the start of the round, the team has five minutes to vote on whether to activate it, with at least half of the team needing to cast votes in favor of activation. If activated, an announcement will immediately be made to the crew giving away all pretense of stealth, but you gain various benefits from this:
- All servants are transformed from their current race into modified clockwork golems that are immune to space and radiation, cannot bleed, don't breathe, deal more damage on punching, and have 15% flat damage reduction against all sources. For obvious reasons, this makes you stick out like a sore thumb, so you may consider disguiseing.
- Clockwork slabs become supercharged and recite all scripture 30% faster.
- Every power cost is invisibly reduced by 50% of its original value.
Scripture[edit | edit source]
Scripture are the unique powers that clockwork cultists possess. They cost power to consume and vary widely in effects; from healing allies to creating power generators to building defenses, they are one of your most vital tools as a servant, and secondary only to teamwork in ensuring your victory. To recite scripture, use your clockwork slab and make sure you have the Recital tab open.
Scripture is divided into three "tiers" - Drivers, Scripts, and Applications. Drivers are always unlocked and can be used at any time. Scripts are unlocked either when 50 kW of power is stockpiled or the Ark is halfway ready to activate, and Applications are unlocked either when 100 kW of power is stockpiled or another servant is converted.
Driver Scripture[edit | edit source]
These scriptures are unlocked by default and have no unlock requirement.
Cyborg Scripture[edit | edit source]
Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them.
Script Scripture[edit | edit source]
Below is a list of all Script scripture. Script scriptures require the cult's total power to be at least 50 kW to unlock.
Scripture names in italics signify important scripture necessary to success.
Application Scripture[edit | edit source]
Below is a list of all Application scripture. Application scriptures require the cult to have 100 kW of power to unlock.
Scripture names in italics signify important scripture necessary to success.
Structures, Sigils, Objects, Constructs, and Cyborgs[edit | edit source]
This is a listing of the various structures and constructs available to the Servants of Ratvar.
Structures[edit | edit source]
Clockwork structures with effects become up to 50% less effective (at 25% of maximum health) as they lose health.
All structures can be unsecured from the floor with a wrench.
This only applies to actual structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps.
Traps[edit | edit source]
Traps are useful objects produced with brass sheets. There are two types of trap: sender and receiver.
Senders are objects like levers and pressure sensors. They detect certain conditions and, when those are met, send a signal to all receivers they're linked to.
Receivers are the traps themselves, like brass skewers, that cause various things to occur when they receive a signal from a sender.
Senders and receivers can be linked by attacking them with a clockwork slab. The Eminence can also trigger traps by clicking on them.
Traps are built from brass sheets, and can be instantly deconstructed with a wrench.
Sigils[edit | edit source]
Sigils, while effective as unexpected traps, are incredibly fragile and can be easily removed by any non-servant hitting them with an item or simply striking them with an open hand.
You can stack multiple sigils of different types on a single tile, which allows you to create conversion traps, damage traps, or damaging conversion traps.
Constructs[edit | edit source]
Cyborgs[edit | edit source]
Cult Strategy[edit | edit source]
The primary threats in the defensive phase are the advanced weapons in the armory, cargo, and science, Genetics monsters, and RCD's. One of your primary objectives should be to disrupt the production of such devices before the five minute grace period. The armory can be easily looted with an accomplice to eliminate the security robot, genetics and cargo can be subverted or destroyed, Research can be wiped with a screwdriver and teleports to three rooms, and recovery of these assets can be prevented with a trip to engineering storage. Your teleport is basically free, abuse this as often as possible. armory weapons are much more powerful and concealable then anything you get early in the round. Giving a taser to a convert and setting them on their friends isn't the worst way to round up more converts.
A cultist or so should spend some time building walls, defenses, and traps from the top down for when the crew attempts to invade. Each room and set of defenses and traps will serve as means to divide up the invading crew, and create advantages for those defending. At times it might be more advantageous to, when trapping a crewmember during the invasion, to attempt to convert them to the cult instead. If you're unlucky you wasted time converting someone with a mindshield implant, otherwise your numbers just grew by one, and theirs down by one!
You can teleport into areas without the crew knowing by warping into airlocks. Extra points if you have kindle prepared beforehand for an instant warp-->stun. The airlock actually hides the animation of you shifting in, allowing for you to ambush and nab the HOP/HOS/Capt/whatever important target.
Threats to the Enlightened[edit | edit source]
Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the ship. This can range from enemy cultists to things as simple as hard vacuum.
Nar-Sian Dogs [edit | edit source]
The one thing that Ratvar hates more than people telling him that he has a bad name are the followers of his nemesis, Nar-Sie. Not only are Ratvar's servants incapable of converting them, but they endeavor to do the very thing that Ratvar wants to prevent: Nar-Sie's arrival into the mortal plane. The two cults are enemies of one another, serving rival gods with rival goals. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie's magic is more effective against Ratvar's servants.
Security and the Chaplain [edit | edit source]
Nar-Sie's cult is generally absent on the ships that Ratvar's servants are present, but the watchful eye of Security and heretical priests is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time.
It should be one of the servants' top priorities to damage and hamper Security. The Warden and the Head of Security can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their mindshield implants, though. If you feel like going the extra mile, you can abduct an officer (or, even better, the HoS), and teleport them to Surgery with a friend to surgically remove the implant in order to convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.
Ratvar[edit | edit source]
Once you've defended the Ark for enough time, Ratvar will come forth.
His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.
Few things are capable of challenging Ratvar's sheer power.
One of them is Nar-Sie.
If Ratvar and Nar-Sie encounter one another,
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
Game Modes on | |
In Rotation | Traitor, Incursion, Galactic Conquest, Blood Cult, Wizard, Monkey, Nuclear Emergency, Bloodling, Extended |
Overmap | Patrol, Shakedown, Armada, Courier, Galactic Conquest |
Special Modes | Planetary Assault |
Removed | Gang War, Devil, Overthrow, Legacy Modes, Revolution, Changeling |