
Twenty hit points — the highest super-heavy HP pool of any race. The Osgul does not break easily. It is the centre of every serious Cult engagement and the last ship to leave a contested system.
Cult of the Lost Vatari
A religious movement made of converts from every other race. Their goal is to rain chaos across the galaxy in the name of an ancient race they believe still watches.
Most of the Vatari themselves are gone — destroyed in ancient wars no living race remembers. The Cult was founded by Humans, Knossons and Sharne who believed the lost Vatari to be gods, and have worked for centuries to bring them back. The cloning programmes have produced Vatari creatures the Cult treats as divine; whether they are truly Vatari or grotesque approximations is a question only the Anchorites pretend to know the answer to.
Their ships are an unsettling patchwork — Human gunship hulls bolted to Knosson reactor cores, Sharne stealth grafts welded to brutal Cult-forged armour. Nothing about the Cult fleet is elegant. Everything about it is functional in unkind ways.
The Cult's signature is its Crusader — a colony craft that drops missionaries onto a world to convert its population before any direct conflict starts. By the time a Cult rival realises a Crusader has landed on their flank, the system has already chosen new gods.

Twenty hit points — the highest super-heavy HP pool of any race. The Osgul does not break easily. It is the centre of every serious Cult engagement and the last ship to leave a contested system.

The Cult command vessel and the heaviest commandship hull in the galaxy at 12 hit points. Your ARGUS bridge — and a ship that survives the kind of front-line engagement that would lose other races their commander.

Designed by a Knosson defector to give the Cult a viable mid-line. Four forward turbo-laser cannons make the Hell Hound a meaningful threat to anything short of a capital. Build them in fours.

The cheapest carrier in the galaxy at 3,450 RP. The Cult doesn't field elegant carriers — it fields a swarm of cheap ones and accepts the losses.

The Crusader is how the Cult expands. It carries the missionaries who establish Missionary Colonies on new worlds. Eight hit points, zero MP, and no weapons — the Crusader's job is to land. What happens next is a doctrinal question.
The Cult's civic ladder is a religious hierarchy. From local chapter to galactic creed.
Put the Confessor on the front line. Twelve hit points is more than any other race's command ship — the Confessor can lead from inside the battle line, not from behind it. Build one, equip it with armour, and use ARGUS from a hull that can take the hits.
Crusaders before warships. The Cult's expansion model is conversion, not conquest. A Crusader landing on a neutral system can flip it without ever firing a shot. Spend your early-game RP on Crusaders and Missionary Colonies first; build the Hellhounds when you actually need to fight.
Build cheap, build many. The Heretic Carrier and Hell Hound Frigate are both significantly cheaper than equivalents in other races. Field three carriers where a Human would field one. Field eight Hellhounds where a Knosson would field three Ramads. Volume is the Cult's edge.
The Osgul is the centre of gravity. Twenty HP means you can afford to put it forward and absorb the opening salvos while your cheaper line ships flank. Without the Osgul you're a glass cannon; with it you're an anvil.
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