These are EMP miniatures (
LINK ) Battle Brothers. but as you all know I did not paint these to be
Monks or Clergy or... well you get the point. These were painted (Mostly just for fun but also) to be a Rogue Stars crew/gang.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiW2cWlAI-j5BIPoGqCzcjskItjNHVtWjwT97Tfczhnl2SSDyeLrUmODmgE_jUsOoVntNnnujAzTXD4rYwOFDV7wDV8lRWWm-lj5_8Vs2F_sed17MAgiN5IrNDDJStjk2trGKWlRL9hlU8/s320/DSCN0526.JPG)
I thought I would try a cultist faction. So here are the results and how I might , if I choose to use them, spend the 200 points a starting crew has.
Firstly as I wanted a few figures in the crew. So I split the points in my head to, 1 leader50 points
3 normal cultist members at 40 pts each and 1 novice at 30 points. That would give me 5 figures in the crew and that I thought might make a balanced squad.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik0dWiRf4Cttwgh2h1XDgX9_c4h0AMdnHOkY5AQuRx3hzmdhu8HSVfNHhYVCepEYMpMXSKHKdKOtS2NYJr0I2PhU-z80nDq55WnmO3Dt2a22dX8uKi70ME6-U4ny6qY49AGjOMgGR5V9M/s320/DSCN0527.JPG)
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Being Cultists they may (if I choose) have Psionics. I chose! So I also selected "Gestalt" as the Tactical discipline. I chose this as it would make casting a psionic ability so much easier. Starting with 5 figures I would get +5 to any Psionic roll. Also as I wanted to keep the weapons and equipment to a minimum as that would be less in my head to remember. So anyway here is how I spent the points. I HASTEN to say I have not played the rules yet so all the chocies may be very NAFF indeed. Have a look and let me know if you have ANY better ideas.
Sect leader (all in Purple)
55pts
Veteran (6), Psionic (3), Psi Master (lev 1=4) Medic (lev 1=3), Martial arts (lev 1=2), Psi Ability Nightmares (10-3=7). Psi Ability Telekinetic Push (6)
Equipment: SMG (6), Light Combat armour (14) Psi Booster (drug to be used before game=4)
Novice (mostly in cream)
30pts
Psionic (3), Med (lev1=3), Tech (lev 1=4pts)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguNquQPLLGtweW4i21dORYPhWjzn7V0HGWZ-Cwp36wbM7on75bviPDE-JxHpk3k3PEcDV2HQxE7U9FR7LTYpNJnywc39z6OZ6xdDhNbDj7itjskl_0CXdjd37p_HzXVFw-S9x1zbq7z3U/s320/DSCN0529.JPG)
Equipment : SMG (6) Light Combat armour (14)
Brother A
43pts
Psionic (3), Medic (lev 1=3) Martial arts (lev 2=4pts).Veteran (6)
Telekinetic push (6-3=3) Psi Electrolysis (4)
Equipment: SMG (6), Light Combat armour (14)
Brother B
37pts
Psionic (3), Medic (lev 1=3) Martial arts (lev 2=4pts).
Telekinetic push (6-3=3) Psi Encourage(4)
Equipment: SMG (6), Light Combat armour (14)
Brother C
33 pts
Psionic (3), Medic (lev 1=3) Martial arts (lev 2=4pts).
Telekinetic push (6-3=3)
Equipment: SMG (6), Light Combat armour (14)
This should give
3 points left over. Which I can save and spend later
So the reasons. Psionic ability is for Cultists an easy choice, It is only 3 points AND you take 3 points off of the first Psionic ability of the character. Veteran where I could afford the points. Medic for all, even at a low level it will allow me to stabalise wounds and carry the crew member of when in battle. Martial arts, A cheap skill that is almost as good as a knife but it cannot penetrate armour but neither can you be disarmed without loosing a hand or two. Psi Master to give that all important +1 on the d20 not a massive help but worth taking on the leader. tech (only on the novice) many scenarios seem to be aided by the use of a tech character. Again only +1 but you never know). As for Psionics I went for "Nightmare" as opposed to "Mind Control" as the roll needed is so much lower. Also it does not need Line of sight all cover and armour! So nearly half the price and if used well can take an enemy figure out of the game for a turn or two! Psionic Push. Again cheap and can also be used to pull. Maybe I can pull my wounded into cover or his unwounded out of cover. Psi Electrolysis just in case we come against any robots! And Psi Encourage just for the odd boost to morale.
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As Cultists count as Civilians, You are limited in choice of weapons and SMG's seem to have a slightly longer range than pistols and you can fire them on automatic. I do need to check to see if they can be used in Melee though as that might be a drawback. The Psi Booster drugs because they are cheap and IF used before the battle are auto successful. (just another +1 but they all add up!)
Obviously I went for Gestalt discipline as with all my squad present I should get +5 on a psi roll for the first few turns). So nightmares on the leader needs a 10+ to succeed on d20, but +5 or Gestalt) =1 (for psi Mastery), and +1 for Psi booster drugs. means I would need to roll 3+ on D20.
Like I said this is my first attempt at a crw for Rogue Stars so I am very happy for people to point ot where I have gone wrong (even happier if you Include a page number).
All the best Clint