Intro
The Machine Cult are a faction of humans who have sought to enhance their bodies with machinery to become something greater. These enhancements have allowed them to become a highly specialized army with a great deal of mobility, giving them an edge in rough environments.
These cults have embraced the inevitable transcendence of machines, and work to merge themselves with their machines, but this process has caused them to become isolated and outcast from the rest of humanity. Despite their faith and patience, the promise of transcendence still eludes them even after centuries of devotion.
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Background Story
The Machine Cult trace their origins to old Earth. Their cult has long believed that the advancement of technology is inevitable and eventually humanity itself will be surpassed by the machine in an event called the Singularity, which would have absolute power to determine the fate of humanity. The Cult believes that only by embracing the machine can humanity remain relevant, and their cult rejected the Founder and his plan for humanity, believing that his genetic enhancements were mere distractions from the inevitable machine Singularity. The Founder in turn banned their cult, and as a result, many Machine Cultists eagerly joined the refugee fleet.
When humanity arrived in Sirius, the Machine Cult and its members were scattered throughout many of the surviving colonies. Though far apart, they were united in their faith and their fascination with augmentation. The Cult gained adherents from those who believed that their upgrades were the best way to adapt to new worlds. Driven on by discoveries in Sirius and trade with newly encountered species, the Machine Cult began to augment themselves in ways which could not have been imagined previously.
As augmentation became more easily obtained, many of its adherents began to augment themselves beyond anything that they were capable of on Earth, seeking to embrace the machine in new ways. As they did so, the adherents of the cult began to grow apart from other colonists. Others began to see the Cult and their followers as strange and inhuman. Some even began to leave the cult, embittered by augmentation failures or haunted by a feeling that they had lost some part of humanity.
As a result, the Machine Cult began to petition the Great Human Alliance for settlement rights. Their augmentations and robots allowed them to settle a number of inhospitable worlds which were otherwise not suited for settlements. The Machine Cult’s detachment and isolation meant that few were surprised when the Cult demanded independence from the Alliance. The Alliance were not interested in resettling or occupying the worlds the Cult had claimed and saw little to gain from war, and as such, the Machine Cults gained their final independence diplomatically, rather than through war.
The Machine Cults still maintain their eternal vigil, awaiting the transcendence of technology and the ascension of the machine. Their forces search throughout the Sector, seeking hidden and lost technologies that might help this come about or allow them to more fully embrace the machine.
How will you guide your people towards the Singularity?
Name [size] | Qua | Def | Equipment | Special Rules | Cost |
---|---|---|---|---|---|
High Priest [1] | 3+ | 3+ | Revolver (12", A1, AP(1)), Axe-Halberd (A3, AP(4)) | Hero, Regeneration, Tough(3) | 90pts |
Sect Leader [1] | 3+ | 4+ | Leader F-Blaster (9", A3), Leader Taser Sword (A3, Taser) | Hero, Strider, Tough(3) | 60pts |
Cult Leader [1] | 4+ | 4+ | Leader R-Pistol (9", A2, Radiation), Tech-Sword (A2) | Hero, Strider, Tough(3) | 40pts |
Cult Rangers [5] | 4+ | 4+ | 5x R-Fusil (18", A1, Radiation), 5x CCW (A1) | Strider | 90pts |
Shock Priests [5] | 4+ | 5+ | 5x Shock Staff (A2, Rending) | Furious, Regeneration, Slayer | 130pts |
Sect Stalkers [5] | 3+ | 4+ | 5x Dual S-Blades (A2, AP(1), Rending) | Fast, Furious, Strider | 170pts |
Sect Infiltrators [5] | 3+ | 4+ | 5x F-Blaster (9", A2), 5x Taser Sword (A2, Taser) | Scout, Stealth, Strider | 165pts |
Sky Stalkers [5] | 3+ | 4+ | 5x F-Carbine (18", A2), 5x CCW (A2) | Ambush, Flying, Furious | 195pts |
Breacher Cyborgs [3] | 4+ | 3+ | 3x Contortion Cannon (24", A1, AP(3), Deadly(3)), 3x Cyborg Claw (A3) | Slow, Tough(3) | 245pts |
Destroyer Cyborgs [3] | 4+ | 4+ | 3x Gravity Cannon (24", A4, Rending), 3x Cyborg Claw (A3) | Relentless, Slow, Tough(3) | 270pts |
Raider Cavalry [3] | 4+ | 4+ | 3x Twin P-Pistol (9", A4, Phosphor), 3x CCW (A1) | Fast, Scout, Strider, Tough(3) | 170pts |
Landing Craft [1] | 3+ | 2+ | Twin P-Machinegun (30", A4, Phosphor) | Fast, Impact(3), Strider, Tough(6), Transport(11) | 220pts |
Attack Craft [1] | 3+ | 2+ | Energy Cannon (30", A2, Blast(3), Indirect), Triple P-Machinegun (30", A6, Phosphor) | Fast, Impact(6), Strider, Tough(12) | 455pts |
Crawler Tank [1] | 3+ | 2+ | Twin P-Machinegun (30", A4, Phosphor), Twin P-Cannon (24", A8, Phosphor), Crushing Legs (A2, AP(2)), Stomp (A4, AP(1)) | Strider, Tough(12) | 425pts |
Combat Robot [1] | 3+ | 2+ | Heavy Flamer (12", A1, AP(1), Blast(3), Reliable), Dual Energy Fists (A4, AP(4)), Stomp (A2, AP(1)) | Fear(1), Fearless, Stealth, Tough(6) | 240pts |
Dragoon Walker [1] | 3+ | 2+ | Stomp (A2, AP(1)), Taser Lance (A4, AP(1), Lance, Taser) | Fast, Fear(1), Stealth, Strider, Tough(6) | 225pts |
Iron Walker [1] | 3+ | 2+ | Twin Laser Cannon (36", A2, AP(3), Deadly(3)), Stomp (A2, AP(1)) | Fast, Fear(1), Strider, Tough(6) | 290pts |
Arch Fighter [1] | 3+ | 2+ | Twin P-Machinegun (30", A4, Phosphor), Assault Module (Transport(6)) | Aircraft, Tough(6) | 210pts |
Arch Gunship [1] | 3+ | 2+ | Rear Laser Cannon (36", A1, AP(3), Deadly(3)), P-Machinegun (30", A2, Phosphor), Twin P-Blaster (18", A4, Phosphor) | Aircraft, Tough(6) | 275pts |
AP(X): Targets get -X to Defense rolls when blocking hits.
Bounding: When this unit is activated, you may place all models with this rule in it anywhere within D3+1" of their position.
Canticles: This model and its unit get AP(+1) when shooting.
Cluster Grenades: Once per activation, when this model moves over enemy units, pick one of them and roll one die. On a roll of 6+ it takes 1 hit.
Phosphor: This weapon ignores cover.
Psalms: This model and its unit move +2" on Advance, and +4” on Rush/Charge.
Radiation: Enemies that roll to block hits from this weapon take one extra wound for each unmodified result of 1 that they roll.
Repair: Once per this model's activation, before attacking, if within 2" of a model with Tough, roll one die. On a 2+ you may remove D3 wounds from that model.
Slayer: This model's melee weapons get AP(+2) against units where most models have Tough(3) or higher.
Taser: Unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).
Tough(X): This model must take X wounds before being killed. If a model with tough joins a unit without it, then it is removed last when the unit takes wounds. Note that you must continue to put wounds on the tough model with most wounds in the unit until it is killed, before starting to put them on the next tough model (heroes must be assigned wounds last).