Cultist Squad
From RelicWiki
Cultist Squad | |||||||||||||||||
Race | Chaos | ||||||||||||||||
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Version | Dark Crusade v1.2 Soulstorm v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
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Unit Stats | |||||||||||||||||
Hitpoints | 155/0.5 | ||||||||||||||||
Armour | Infantry Medium | ||||||||||||||||
Morale | 300/8/150 | ||||||||||||||||
Death Penalty | -20 | ||||||||||||||||
Unit Mass | 9 | ||||||||||||||||
Move Speed | 16 | ||||||||||||||||
Sight Radius | 25 (detection 25 with Unholy Sight) | ||||||||||||||||
Reinforcement | |||||||||||||||||
Reinforce Cost | 20 0 | ||||||||||||||||
Reinforce Time | 4 s (12 s if unit is engaged in combat) | ||||||||||||||||
Weapons | |||||||||||||||||
Ranged | Laspistol | ||||||||||||||||
Melee | Knife |
Contents |
Cultist Squad
"We are Chaos!! Chaos is strong!!"
The forces of Chaos are varied, as the Chaos Gods have many, many servants. Among these are traitorous humans - mercenaries, pirates, and assorted scum - who flock to the banners of a Black Crusade in hopes of currying favor from their Chaotic patrons. Some are motivated by religious fervor, others by the promise of wealth, power, or prestige.
As the servants (workhorses) of the Chaos army, Cultists are cheap, numerous, and expendable. They are also weak and of little use other then being a meat shield and a distractor. Cultists can, however, be trained for specialist tasks like infiltration or detection.
Charge Bonus: even before Furious Charge, once within 15 range of their target when on Assault stance, Cultists gain a +50% movement bonus to their current base speed, enabling them to quickly close the distance with other units to enter melee. This bonus stacks with the +20% base movement speed bonus Furious Charge offers if it has been researched.
Tactics
Cultists are cheap and relatively lackluster, but overall necessary parts of every Chaos army. It's invariably better to spend the 80 requisition required to produce a Cultist Squad than to lose a valuable vehicle, such as a Chaos Predator to cloaked Tau Stealth Teams or stealthy Ork Tankbustaz. However, Cultists have to be trained in the art of detection, a minor setback, but a necessary one nonetheless. Be sure to reinforce them constantly as they die rather easily in combat. Also, due to a reinforce modifier, Cultists reinforce three times faster outside of combat than in combat.
Cultist weapon upgrades can be the difference between life or death on the field. The plasma gun can give the Chaos army the edge vs a heavy infantry army, and is far stronger than the Grenade Launcher damage-wise. However, many Chaos users find the grenade launcher to be the better weapon of the two. The grenade launcher, while weaker in general, is a long range weapon and allows the Cultist Squad to fire away safely from behind lines of Chaos Space Marines. In this position Cultists are still able to detect cloaked units and will be further removed from enemy fire. The second advantage the grenade launcher confers is the ability to knock down, scatter, and disrupt infantry who are firing on the Chaos army, thus serving as excellent supporting fire for the Chaos Space Marines who are the true brunt of the Chaos army. However, Cultists will only use their ranged weapons when they are set in a ranged stance. Ironically, they do fairly well when set like this, despite being melee specialists. Once infiltrated and upgraded with heavy weapons, Cultists can be effective at taking out enemy Listening Posts and other light enemy structures by themselves(but it takes a lot of time).
Good strategy is to use many (4-5) Cultist squads with GL on Tier 1 against some races. It's a good counter to mass SM, mass Reapers etc, because Cultists are very cheap.
Another common use of Cultist Squads is to have them engage more powerful ranged enemies such as Tau Fire Warriors in melee combat. This ties up the enemy so that they may not bring their best weaponry to bear on your other units.
Squad Leaders
Maximum Squad Leaders Allowed: 1
Cultist Aspiring Champion
Cultist Aspiring Champion | Hotkey: L | |||
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Cost | 65 10 | Build Time | 20 s | |
Requirements | Chaos Armoury | |||
Effects |
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Abilities
Infiltration
Infiltration | ||||
Requires | Cultist Infiltration Skill | |||
Target Types | Own squad | |||
Range | 0 | |||
Area of effect | None | Cooldown time | Passive ability | |
Effects | This unit is permanently infiltrated. It cannot be seen by most units but can still fire on enemy units and capture points. | |||
Weapons
Laspistol
Laspistol | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | 20 | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 40% | Refire Rate | 0.5 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
Sword
Sword | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | Melee | Setup Time | 0 s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 40% | Refire Rate | 0.5 s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
Weapon Upgrades
Max allowed: 2 (4 with Heavy Weapon Increase).
Grenade Launcher
Grenade Launcher | Hotkey: N | ||||
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Cost | 20 10 | Range | 6-35 | Setup Time | 0 |
Build Time | 12 s | Accuracy | 100%, offset 3, blind offset 6. | Refire Rate | 3 s |
Area of Effect | 4 | Requires | Chaos Armoury | ||
Notes | Grenade Launchers do friendly fire and knockdown (15-25 force). It cannot attack air units but can still damage them indirectly. |
Plasma Gun
Plasma Gun | Hotkey: P | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | 25 15 | Range | 30 | Setup Time | 0 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | 10 s | Accuracy | 40% | Refire Rate | 0.5 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Chaos Armoury, Desecrated Fortress |
Researchable Upgrades
Note: In Dark Crusade, Heavy Weapon Increase has no requirements.
Heavy Weapon Increase
Heavy Weapon Increase | Hotkey: D | |||
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Cost | 75 100 | Research Time | 45 s | |
Researched From | Chaos Armoury | |||
Requires | Desecrated Fortress | |||
Effects |
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Furious Charge Research
Furious Charge Research | Hotkey: F | |||
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Cost | 50 60 | Research Time | 25 s | |
Researched From | Chaos Armoury | |||
Requires | Desecrated Fortress | |||
Effects |
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Cultist Infiltration Skill
Cultist Infiltration Skill | Hotkey: I | |||
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Cost | 100 75 | Research Time | 45 s | |
Researched From | Chaos Armoury | |||
Requires | Desecrated Fortress | |||
Effects | Enable Cultist Squads to be permanently infiltrated. |
Unholy Sight
Unholy Sight | Hotkey: S | |||
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Cost | 25 | Research Time | 25 s | |
Researched From | Chaos Temple | |||
Requires | Nothing | |||
Effects | Gives Cultist Squads a detection radius of 25. |
The Dawn of War Player's Guide
The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well. | ||||||||
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