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Cult Citizen

Cult Spec

Moderator: JC Denton

Grenades (Re)Added to All Specs

Unread postby icycalm » 27 Sep 2025 17:13

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MK-4 Frag Grenade

The original specs I made about three years ago included grenades but then shubn said no one uses them because they often end up exploding on you due to low server FPS, so I removed them. Since then, static server meshing has been implemented, thus drastically improving server FPS and making grenades viable again. That doesn't mean they will never explode on you, though, so just to be safe make sure you only throw them when there are no teammates near you so that if you go, you don't take anyone else with you.

I've given 4 grenades to heavy armors, 3 to medium and 2 to small. These are the max capacities on the cores, and be sure to let me know if I have made any errors by bumping the thread. Of course you can carry more in your arms and legs and backpack if you want.

Also, the only spec so far to not include grenades is the Medic because I've given him those chest lights (though he can still pack them elsewhere). Let me know if you think there are other specs that could benefit, either functionally or aesthetically, from replacing their grenades with something else. I don't even know the full range of items that can be equipped on those core slots.

So far the MK-4 Frag Grenade is the only grenade type implemented, but many more have been concepted, so hopefully we will eventually have more choices that will make for some interesting decisions.

DS-12 Force Propulsion Grenade
https://starcitizen.tools/DS-12_Force_P ... on_Grenade

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Star Citizen Wiki wrote:The DS-12 Force Propulsion Grenade was known as the DS-12 Gravity Grenade in the old concept art. In Alpha 2.6.0, a DS-12 Gravity Grenade can be seen in Skutters on Grim HEX and Live Fire Weapons on Port Olisar.


SC-1 LIDAR Grenade
https://starcitizen.tools/SC-1_LIDAR_Grenade

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Star Citizen Wiki wrote:The SC-1 LIDAR Grenade was known as the Radar Net Grenade in the old concept art. In Alpha 2.6.0, an EP-5 EMP Grenade can be seen in Skutters on Grim HEX.


The full range of Behring grenades:

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Can't wait to see them all in the game some day!
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icycalm
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Cult Hazmat Spec

Unread postby icycalm » 30 Sep 2025 04:02

So I had thought there were only four variants of the Stirling suit: the white you can buy in shops and most enemies wear, the red that a few enemies wear, a yellow ASD Edition that's a rare loot drop, and of course the super-cool Hazard version that came with the Hazard Patch Bundle. Turns out there are half a dozen more, all of which are rare loot drops including a red, a black and a gold one: perfect for the Medic, Master Chief and SupCom respectively. If we give the Hazard to the Inquisitor and the white that can be bought in shops with aUEC to the Captain, plus the ASD Edition to the Commander (which is yellow and thus matches well the Contractor Commander's yellow Pembroke), that's it: we've covered everyone except the Emperor, who of course doesn't stoop to deal with hazmat.

Problem is that the Inquisitor Hazard version comes only with a bundle that's no longer for sale at the Pledge Store. However, as luck would have it, we snagged no fewer than 5 of these bundles, going by the reports in the Exclusive Gear thread: me, shubn, Exiled, and two for Adjudicator: one for his main account and one for clone 2. All this assuming no one has melted theirs, though if anyone has it can be brought back from their Buy Backs. Plus, Star Hangar offers multiple packs for about $50, which is double the original price, but not too bad if someone wants one badly (always check sellers' feedback before buying). The Impound also sells them for about $100... If anyone ends up buying one, make sure to let us know in the Exclusive Gear thread.

But the 5 we have is a pretty good number, and if we can grab a black and a red for a Master Chief and a Medic from the dark market, plus a white with aUEC in-game for a Captain, that brings the total to 8, and we rarely have more than that in a session. If we get a 9th or 10th player we can try to buy a second red and black from the dark market for a second Medic and Master Chief. So we should be okay. But definitely every extra Hazard bundle bought will make things easier for us now and in the future with more players, so if you feel like giving CIG more cash (via way of a scalper, naturally), this would be a helpful purchase. But don't worry if you don't feel like it. We'll set you up one way or another.

Since the Hazard bundle also gives a matching Spirit paint, I made the C1 the official ship of the Cult Hazmat Teams. We have 5 of these paints, and each ship can bring 2 team members to the site, plus a couple more depending on the Medic ship used. And you will note I took the opportunity to make use of some lighter hazmat suits that were subscription rewards in previous months and can be bought for about $15 each from the Subscribers Store for those who don't have them. Those don't confer any protection yet but you can use them in the landing zones and your hangars while prepping for the hazmat missions if you feel like roleplaying a bit. And hopefully some day CIG will give them some protection stats.

P.S. The Medic's suit has been listed under the Cult Medic section.


CULT HAZMAT
Role: A Cult Hazmat (Hazardous Materials) team is a group of specially trained professionals who respond to incidents involving the release or potential release of hazardous materials, such as spills, leaks, and explosions. These teams use specialized equipment and protocols to identify, contain, and mitigate these dangers, minimizing harm to CULT personnel, property, and the environment. Their duties include detecting the substance, establishing control zones, containing leaks, and collecting evidence, often responding to paramilitary and industrial accidents.

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Requirements: Must be analytical, calm under pressure, committed, and self-motivated, possessing strong communication and teamwork skills to navigate dangerous situations effectively. Must also be realistic, investigative, and show dedication to continuous training to maintain your skills for handling hazardous incidents.

Training: Death Stranding, Viscera Cleanup Detail, Chornobyl Liquidators.

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INQUISITOR GROUND SPEC
Stirling Hazard Suit [Grey Market] [$$$]
Stirling Hazard Helmet [Grey Market] [$$$]
Stirling Hazard Backpack [Grey Market] [$$$]
Left back: Prism "Hazard" Laser Shotgun [Grey Market] [$$$]
Left torso: 3x Prism Laser Shotgun Battery (20 cap) [Cubby Blast] [3x248]
Civilian Uniform: TruBarrier Hazard Suit and Mask - Hi-Vis Biohazard [Subscribers] [$$$]
Everything else same as base Inquisitor

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MASTER CHIEF GROUND SPEC
Stirling Exploration Suit Tungsten Edition [Loot] [N/A]
Stirling Exploration Helmet Tungsten Edition [Loot] [N/A]
Stirling Exploration Backpack Tungsten Edition [Loot] [N/A]
Civilian Uniform: TruBarrier Hazard Suit and Mask - Dark Biohazard [Subscribers] [$$$]
Everything else same as base Master Chief

CAPTAIN GROUND SPEC
Stirling Exploration Suit [Pyro > Stanton Jump Point FPS Armor] [23,120]
Stirling Exploration Helmet [Pyro > Stanton Jump Point FPS Armor] [26,780]
Stirling Exploration Backpack [Pyro > Stanton Jump Point FPS Armor] [10,000]
Civilian Uniform: TruBarrier Hazard Suit and Mask - Warning [Subscribers] [$$$]
Everything else same as base Captain

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COMMANDER GROUND SPEC
Stirling Exploration Suit ASD Edition [Loot] [N/A]
Stirling Exploration Helmet ASD Edition [Loot] [N/A]
Stirling Exploration Backpack ASD Edition [Loot] [N/A]
Civilian Uniform: 'ASD' Refinery Suit [Subscribers] [$$$]
Everything else same as base Commander

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SUPREME COMMANDER GROUND SPEC
Stirling Exploration Suit Olympian Edition [Loot] [N/A]
Stirling Exploration Helmet Olympian Edition [Loot] [N/A]
Stirling Exploration Backpack Olympian Edition [Loot] [N/A]
Everything else same as base Supreme Commander

GROUND VEHICLE SPEC
Personal Transport: STV (Cobalt Grey) [Astro Armada] [75,600]

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SHIP SPEC
Medium Freight: C1 Spirit (Hazard) [New Deal] [3,118,500]
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icycalm
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Medic Updated

Unread postby icycalm » 01 Oct 2025 23:36

The release of the Lifeforce version of the Morozov Pyrotechnic (for about $15 in the Pledge Store, and you can use credits for it) prompted a major update to the Medic Spec, and I took the opportunity to incorporate some more changes I've been planning for a while. This is an almost complete rewrite of the spec.

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Above all, the Terrapin Medic has been released which is the only one of the smaller vehicles to feature a T2 bed. The Ursa, C8R and Cutlass Red all have T3, and you have to go up to the Carrack or 890J to get a T2 in the field aside from the Apollo. The Idris has also been downgraded to T2, which caused a huge backlash in the community, but that's another story. Point is only the Apollo can now bring a T1 in the field, and next best is the Terrapin with the exact same bed as capitals like the Polaris or the Idris. I think Adjudicator has a Terrapin, and that's the only one we have. We can certainly use more.

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I put a medgel canister in the backpack. At 100,000 aUEC it might sound like a waste, but right now we keep items on death so we aren't losing anything. And Medics aren't supposed to die anyway. And we did run out of medgel on our Apollo T1 bed last time at Onyx. Of course you should keep canisters on the ship, and there are even shelves for it at least on the Apollo, BUT CIG has been adding medbeds to outposts in the wild, and though they aren't functional yet, and we don't know how they will work, chances are they will require medgel. So all in all I think it's worth the extra cost to ensure the Medic is prepared to refill any bed, whether ours or otherwise.

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Also in the backpack, or rather under it, I put the so-called Medivac Rescue Light. This was given out at Invictus 2024 to those who logged in three times. I remember pinging people about it, so we should have at least 4-5 of these. We never bothered to figure out what it does, but I've recently seen a couple Reddit threads about it and also a medic use it on YouTube, and it's pretty cool. It's basically a light that blinks and can be seen from up to 20 km, reportedly. You can place it on the ground or attach it to the medical vehicles, but you can also strap it to the bottom of backpacks! That's what the guy I saw on YouTube had done: he had it up against his ass basically, blinking all the time. So it serves to highlight were the Medic is, plus it can be set down say in a cave or on a planetary surface to guide in rescuers. It can be bought for about $30 on Star Hanger and $50 on the Impound, but as I said, we have a few already so you can borrow one if you want to play Medic.

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Another exclusive item I added is the TBF-4 "Balefire" Combat Knife. This was given in the 2021 CitCon pack back when those packs were given for free to anyone with an account. Too bad we only started playing the following year, but the pack can still be bought from the grey market for about $15, and I have it. Why add such an exclusive knife? Because there are three other reds, and one is $300+ and I am reserving it for the Emperor, and the other two are very aggressive-looking and I've given them to the red Commander and red Pirate Commander (i.e. the ones serving under Adjudicator). It would devalue their exclusivity if every Medic had one of the Commander ones, plus this looks far less like a weapon and more like a tool, since it lacks the pointy tip and huge serrated edge. And at $15 it's not too expensive.

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And of course he gets the red medgun now, from the Subscribers Store. And since he can no longer carry a multi-tool, I gave him the MaxLift as standard. It makes sense to move bodies around and also get them out of ditches and crevices, etc., and also flip vehicles etc. So he loses no functionality except the second long gun that he shouldn't really need anyway. So he gets one red pistol and long gun of the player's choice, but not a special one (meaning sniper rifle, light machine gun, grenade or missile launcher, and railgun: so basically either assault rifle, shotgun or submachine gun if I am not missing anything).

In sum, yes the new Medic Spec is loaded with exclusive and expensive items, both in cash and credit value, but... you can't deny it kicks total ass and feels utterly unique. Plus, we buy this shit anyway so we may as well use it, and people can always borrow a complete loadout from others now that we lose nothing on death. Keep in mind also that eventually we'll have shared org storage in our bases, so account ownership or who is logged on or off won't matter: you'll just go to our Medic lockers and suit up without hassle. So enjoy the super-cool new Medic Spec, and I look forward to seeing what people can do with it in the field.

P.S. The main feature of the respec is that the armor is heavy, making the Medic tankier. Plus it looks more "medicy" than the one we had put together.


CULT MEDIC
Role: Cult Medics are responsible for providing emergency medical treatment at a point of wounding in a combat or training environment, as well as primary care and health protection and evacuation from a point of injury or illness. Additionally, Medics may be used in hospitals and clinics, where they have the opportunity to work in additional roles, such as operating medical and laboratory equipment and performing and assisting with procedures.

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Requirements: Must be comfortable with frequently witnessing injuries and death and be often exposed to personal threats of trauma as you render aid to those injured on the battlefield while exposing yourself to danger. While under attack, you must be comfortable with fighting alongside your fellow soldiers.

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Training: Doctor simulators, first- and third-person shooters, stealth games, vehicle sims, space sims, racing games.

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GROUND SPEC
TCS-4 Undersuit Lifeforce [Pledge] [$$$]
Morozov-SH-I Helmet Lifeforce [Pledge] [$$$]
Morozov-SH-I Lifeforce Core/Arms/Legs [Pledge] [$$$]
Morozov-CH Backpack Lifeforce [Pledge] [$$$] w/ Food & Drinks [Verse] [VAR], Pancea MedGel Canister [Verse] [100,000] & Medivac Rescue Light [Grey Market] [$$$]
Left back: Any red gun except special
Right back: MaxLift Tractor Beam [Verse] [19,175]
Chest: 4x Red QuikFlarePro [Subscribers] [$$$]
Left thigh: 4x MedPen (Hemozal) [Verse] [4x265]
Left thigh: ParaMed "Oxide" Medical Device [Subscribers] [$$$]
Right thigh: Any red pistol
Right thigh: TBF-4 "Balefire" Combat Knife [Grey Market] [$$$]
Left torso: 6x Any ammo or ParaMed Refills
Right torso: 2x ParaMed Refill [Verse] [2x250]

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HAZMAT GROUND SPEC
Stirling Exploration Suit Chroma Edition [Loot] [N/A]
Stirling Exploration Helmet Chroma Edition [Loot] [N/A]
Stirling Exploration Backpack Chroma Edition [Loot] [N/A]
All else same as base Medic

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SHIP SPEC
Field Hospital: Galaxy w/ Med Bay [Pledge] [$$$]
Medical: Apollo Medivac [Pledge] [$$$]
Medical Support: Terrapin Medic [Verse] [5,704,770]
Search & Rescue: Cutlass Red [Verse] [2,857,680]
Small Medical: C8R Pisces Rescue [Verse] [555,660]
Ambulance: Ursa Medivac [Verse] [124,740]
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icycalm
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Re: Cult Spec

Unread postby icycalm » 02 Oct 2025 19:20

Tegerax 4.3.1 PU 29.09.2025
https://robertsspaceindustries.com/comm ... DpnkoYc2az

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Wow, this goes fucking HARD. I don't even know what I would do with that... Cult Hunter Supreme Commander? I'll have to think about it. He has blended no fewer than 4 very exclusive armor packs, and with amazing style.

This is why I buy as much exclusive stuff as I can.
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icycalm
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Re: Medic Updated

Unread postby shubn » 03 Oct 2025 00:34

The medgun goes in the pistol slot, which means the medic can't have a pistol, but he can have a multi-tool on the left thigh.

Also, you do lose everything that is stored inside of your armor and backpack on death, unless you're in armistice zone, or in a hangar, or in a place that is currently bugged like some specific areas in Contested Zones and Onyx facilities. What you don't lose is anything that is equipped on your armor and backpack.
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Re: Medic Updated

Unread postby icycalm » 03 Oct 2025 02:57

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Alright, good catch. So here's what I did. I gave him the ArcCorp multi-tool because it's red. There is also the Bloodline one from the Subscribers Store, but that's way cooler so I am keeping it for the red Commanders. Of course that means there's yet another exclusive item for the Medic player to track down, and it can't be earned anymore unless you buy an account. But we have several of them, including on some clones, so whoever wants to play Medic just grab one from a clone that's not used much. I think Adjudicator has several. Many of us sweated for days on the Resource Drive event to earn these, so we may as well reward ourselves and see them in action.

Of course the multi-tool should come with the tractor beam attachment, which means I could remove the MaxLift and add a second red gun in its place. Anything except a special one is fine, as with the other one.

And I took the opportunity to add 4 deconpens and 4 oxypens to his backpack, but note that these can be exchanged with the 4 medpens on his hip, in any combination, at any time, even before mission start. Whatever combo any given Medic feels is best for the job ahead, but he must have all 12 on his person at all times (or more).


P.S. All these changes were made only to the OP, not to the update post above.
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icycalm
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Re: Cult Spec

Unread postby icycalm » 03 Oct 2025 23:02

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My Medic purchases for tomorrow, all with credit. Will be melted after. I am going with regular guns because I don't have any red VOLT ones. If shubn has some extras maybe he could give me some. Though now that I think about it, I must have at least one ArcCorp one from Resource Drive.
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New Master Chief Armor Incoming

Unread postby icycalm » 04 Oct 2025 00:56

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New Master Chief armor incoming. More colors at the link:

4.3.2 PTU | New Palatino Armor
https://www.reddit.com/r/starcitizen/co ... tino_armor

What will happen to the existing Master Chief? It will be shuttled over to the Pirate Master Chief because the existing one is now used for the Medic. Then the existing Pirate Inquisitor will become Technician once again so that the existing Inquisitor will become Pirate Inquisitor (but with a scarier helmet) so that the base Inquisitor can become black as I intended way back in the beginning before I realized you couldn't get the black Inquisitor but you can now.

It's math, don't worry about it, I'll lay it all out in detail soon.
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Added Second Medgun to Medic

Unread postby icycalm » 05 Oct 2025 22:40

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Yesterday I played Medic for the full session at Onyx and I lost my fucking medgun within 5 mins of mission start. I have no idea where it went. All I did was cycle through my guns, medpens, the medgun and multi-tool, just to remember all the numbers, and next thing I knew the medgun was gone. I thought I might have dropped it, but I'd only gone three rooms and retraced my steps and didn't see it. Later on Reddit I saw someone complaining that despite all the stabilization work plus item recovery mechanics, it's still possible on rare occasions to lose a gun to a bug, and I suppose the medgun belongs in that category. In the event we happened to have a second Medic guarding the Apollo so I went and took his medgun, but there won't always be a second Medic in smaller teams, plus even if there is it's a bummer to take his medgun away. But without a medgun the Medic is next to useless, you might as well not have brought him at all. Therefore, backup medgun in backpack from now on, and problem solved.

Aside from this, the Medic Spec works wonderfully, we've tested it for something like 20 hours with shubn, so this is just a bit of fine-tuning to make it perfect.
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Re: Cult Spec

Unread postby icycalm » 06 Oct 2025 00:18

New Daily Loadout!
https://robertsspaceindustries.com/comm ... 7UY2iMP1cW

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This is just wow. Don't worry, I plan to eventually give the strategic ranks more flexibility to put together these kinds of builds. Just collect your color's gear and you'll be ready when I am ready to unveil it.
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Cult Monster Hunter Spec

Unread postby icycalm » 15 Oct 2025 12:35

I've been working on this spec on and off for ages but never finished it because I was lacking gear and paints to do so. But with the CitizenCon Direct 2955 Digital Goodies Pack, the earlier New Dawn Patch Bundle and Saturday's Shiv release, plus Wikelo's Ana armor offerings, we finally have a full range of strong hunting-themed gear and paints to produce a stunning spec that does justice to monster-hunting. Some notes:

  • I am missing some backpacks for the tactical ranks (the strategic ones don't get them). We need to experiment with those. Let me know your ideas.

  • In addition to the two bone-covered guns contained in the CitCon pack, there is a kind of homemade rocket launcher just added that can be looted in the game (and/or bought at Levski?) I want this to be the Master Chief's other weapon, but I don't have its name yet or method of procurement. I'll add it in once we find it.

  • Make sure to only use the bone-covered guns in the CitCon pack because there are boneless versions available to loot in the game. Don't use those with this spec.

  • Some standard gear like pistols or multi-tools might not look too good with these wild color schemes, so let's experiment and fill out those slots with stuff that matches. I'll be adding these to the spec as we find them and agree on them. If in doubt, just use the defaults to start with, but be ready to swap once we settle on something.

  • In addition to the white Ana Endro armor for the Captain, Wikelo also offers a glowy green called Ana Wao which ysignal can substitute for himself if he wants and manages to procure it. He can use this not as Captain but as Commander, when he is commanding in his jurisdiction (while the Captain remains white).

I am very excited for monster hunting. There are now at least half a dozen different species in the verse, from the rats in the Pyro station to the brand-new giant lizard thing we'll be hunting this Saturday, and they all come with harvestables like eggs or horns that we can stockpile and trade. It's an entire profession that I think already includes standard population-reduction missions in addition to their ubiquity in the latest events. And since CIG is planning to add dozens more animals and monsters in the mid-term, this profession will only grow in importance, so use the spec and help me improve it with your suggestions.


CULT MONSTER HUNTER
Role: Cult Monster Hunters seek, pursue, capture, and kill wildlife or monsters, most commonly to obtain their body for meat and useful animal products (fur/hide, bone/tusks, horn/antler, etc.), for recreation/taxidermy and trophy hunting, or for resourceful reasons such as removing predators dangerous to humans or domestic animals, to eliminate pests and nuisances that damage crops/livestock/poultry or spread diseases, for trade/tourism in safaris, or for ecological conservation against overpopulation and invasive species (commonly called a Cult Cull).

Requirements: Must be patient, persistent, observant, and adaptable in the midst of the natural world. Other important traits are confidence, strategic thinking, and a deep connection with nature, coupled with proficiency in skills like marksmanship, first aid, and navigation.

Training: Monster-hunting games.

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INQUISITOR GROUND SPEC
Wastelander Undersuit [Grey] [$$$]
Wrecker Payback Helmet [Grey] [$$$]
Wrecker Payback Core/Arms/Legs [Grey] [$$$]
Backpack???
Left back: Killshot "Payback" Rifle [Grey] [$$$]
Right thigh: VCK-1 "Payback" Blade [Grey] [$$$]
All else same as base Inquisitor

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MASTER CHIEF GROUND SPEC
Wastelander Undersuit [Grey] [$$$]
Carrion Payback Helmet [Grey] [$$$]
Carrion Payback Core/Arms/Legs [Grey] [$$$]
Backpack???
Left back: Pulverizer "Payback" LMG [Grey] [$$$]
Right thigh: VCK-1 "Payback" Blade [Grey] [$$$]
All else same as base Master Chief

CAPTAIN GROUND SPEC
Wastelander Undersuit [Grey] [$$$]
Ana Armor Helmet Endro [Wikelo] [VAR]
Ana Armor Endro Core/Arms/Legs [Wikelo] [VAR]
Backpack???
Parallax "Fun Kopion Tooth" Energy Assault Rifle [Wikelo] [VAR]
All else same as base Captain

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COMMANDER GROUND SPEC
Wastelander Undersuit [Grey] [$$$]
DCP Armor Helmet New Dawn [Grey] [$$$]
DCP Armor New Dawn Core/Arms/Legs [Grey] [$$$]
Quartz "New Dawn" Energy SMG [Grey] [$$$]
Deep Space Fighter: Vanguard (New Dawn) [Verse] [VAR]
All else same as base Commander

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SUPREME COMMANDER GROUND SPEC
Ana Armor Helmet Wao [Grey] [$$$]
Ana Armor Wao Core/Arms/Legs [Grey] [$$$]
Parallax "Downburst Camo" Energy Assault Rifle [Grey] [$$$]
Expedition: Corsair (Downburst Camo) [Verse] [6,552,000]
All else same as base Supreme Commander

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GROUND VEHICLE SPEC
Ground Security: MTC [Pledge] [$$$]

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SHIP SPEC
Expedition: Corsair [Verse] [6,552,000]
Heavy Fighter: Shiv (Blue Blossom) [Pledge] [$$$]
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icycalm
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Paladin Added to Master Chief

Unread postby icycalm » 15 Oct 2025 18:42

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Added the Paladin to the Master Chief and it's now his second-most expensive ship under the (unreleased) Liberator light carrier, just topping the Redeemer by a few bucks.

Is it better than the Redeemer?

They do the same job: gunships. And I have saved a thread with some discussion on their relative merits. For now, the Paladin seems to have the upper hand, plus it's much newer so more up to date with CIG's current design standards. Plus it looks and works great next to the Asgard, protecting it while it brings heavy ground vehicles to bear, and I look forward to using this combo in all sorts of combined arms scenarios. Plus it can carry a few 1 SCU boxes, I think 3 or 4 of them, and that can come handy for ammo and looting (more on which in a moment).

I gave it the darkest paint available, the Shadowfall paint. It's an Original Concept paint so no longer available on the Pledge Store, but you can get it on Star Hangar for about $20 (the Impound has it for $80 for some reason). I have it and since I am not buying a Paladin I can give it to someone. Both shubn and ysignal are thinking of buying the ship, but either way we'll have a bunch of them on Saturday due to our Imperator subs. Which brings me to my next point.

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I have taken the opportunity to update the Pilot Spec of the Inquisitor and Master Chief with the flight suits included in this and last year's CitCon packs. This year's is the Sol-III Flight Suit which I've given to the Inquisitor.

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And last year's was the OMNI-AFS-Sapphire Armored Flight Suit which I gave to the Master Chief.

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The first pic is awesome and the second even more awesome, artistically, but unfortunately it doesn't show the front and the helmet, so I am still looking for a better illustration of the suit that's also aesthetically pleasing. For now this will do. Though we do have a PTU pic from last year that I took, which you can use as a refresher: https://culture.vg/forum/topic?p=39751#p39751

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Interestingly, the Sol suit which looked khaki-ish in the original Pledge Store pic, somewhat approximating the color of the Star Wars rebel suit, now looks almost the same color as the Omni. I am not complaining, it's great for us because it harmonizes them. The Master Chief really looks like the boss of the Inquisitors in this, and the latter look terrific too.

And according to Reddit, the Inquisitor suit counts as medium armor. Which means 30% damage reduction compared to the Omni's 20%, even though the latter is billed as an "Armored Flight Suit". But who knows, the Sol is still in PTU so maybe it's a bug. What doesn't seem to be a bug is that the helmet isn't closed, so no using this in space. So on the one hand it's set up as armor to do FPS with, but on the other you have to be very careful with the atmosphere. Maybe you can stick a closed helmet on it and it will work. We have to try it, and there are candidates that look pretty good. Hell maybe we can even use the Omni helmets.

In any case my idea for Saturday is to take the Paladin out and try to do the first phase of Frontier Fighters Finale with 3 Inquisitors plus 1 Master Chief in the Paladin, and any more players either in an Asgard with a Captain if there's ground combat, or in F7s if there's air/space combat. That's why I updated the flight suits, but note that I didn't update anything else because I have no idea how many slots of anything these things have. We'll have to do this at the last moment, though since they're flight suits it won't be a lot of stuff so it should be doable quickly. And then after Saturday I'll update the two Pilot Specs fully. And here's a gratuitous Paladin shot to wrap up this update:

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P.S. I realize that these suits are very exclusive, but we have quite a few of them to lend out, and any additional players beyond that can play the Captain in his ground gear, or a Medic and so on, so no worries. Just show up and we'll hook you up no matter what.

P.P.S. CStone reports THREE additional colors of the Omni (the Master Chief suit from last year): Alpine, Jungle and Slate. The Alpine sounds perfect for the Captain if it's white, and the Slate would probably be a better match for the Master Chief than the base version, but no one is selling any of this on UEX beyond one Slate I think, and there are no pics of anything aside from a Slate that looks like the base because of bad lighting. So we'll proceed as if these extra colors don't exist, and we'll keep our eyes open for them both in the game and on the dark market. If we can find the Slate and Alpine we'll relegate the base to ysignal, due to color.
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Hurston Multi-Tool added to Ranger

Unread postby icycalm » 17 Oct 2025 00:10

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Very small but cool update. The Resource Drive event added the first black multi-tool to the game: the Hurston edition. And of course the all-black Ranger Spec needed it. It fits particularly well on his armor, which is also Hurston-branded.

What if you don't have it? I think several of our clones have it, plus anyone would be happy to lend you theirs. It's not an issue. You just need to plan ahead a bit more when you want to play a Ranger.
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Re: Cult Spec

Unread postby icycalm » 17 Oct 2025 15:33

https://www.reddit.com/r/starcitizen/co ... t5ke/pilot

Fit-Cup7266 wrote:Pilot

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I think the ORC medium woodland helmet goes well with the new flight suit. Probably why I always liked that set, the helmet has a flight helmet vibe :)


And there you go. Carry an ORC-mkX Helmet Woodland with you in case you need to exit the ship for some pew pew.

Though since the flight suit helmet will get lost for the patch if you die without wearing it, it's best to leave it in storage if you know there's FPS combat ahead. Once Item Recovery T1 comes in you can take both with you.

Haven't added it to the spec yet because I don't think it fits without a backpack and I am not sure if this suit can carry one, and which one would fit well. We'll have to figure it out tomorrow, but we'll try to play without the sealed helmet to start with.
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Inquisitor Pilot Gets Antium Helmet Moss Camo

Unread postby icycalm » 17 Oct 2025 19:18

https://robertsspaceindustries.com/comm ... rlXaKioBlt

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Forget the ORC; this is it: Antium Moss Camo. Only half a mil at UEX. I've updated the spec with it. If anyone can grab a bunch off UEX for us until tomorrow, great, if not we'll play with ORCs for tomorrow if necessary for the mission, or with stock if not.
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Bounty Hunter Overhaul

Unread postby icycalm » 19 Oct 2025 08:14

Just gave the Bounty Hunter a much-overdue overhaul. Note, Bounty Hunter, not Monster Hunter.

1. He used to have the ragged Scaleweave undersuit. Now he has the sleek but still different to everything else Lamont Tawny.

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This is a variant of the all-black and superslick Lamont Corvus that the Ranger has, so I like that they're both specialists and both have variants of the same design. And you can see the brown leather here matches his armor well. Of course it's loot-only so good luck with that, but there is always the dark market. Let me know if it's too hard to get. But I like that because it means you have to go on a quest before you can even play this role. And as long as we get one, everyone can have it with some forethought.

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Geist Backpack

2. He didn't have a backpack before. I don't know what I was thinking. Maybe because Garman Humble doesn't have one, and I was copying him exactly. But this guy is supposed to mostly operate solo, so it's unworkable without a backpack. So I gave him the Geist. There are three versions of it that, at first glance, look fitting to me: Base, Desert and Whiteout, so I've listed all three. If people can help me post pics of the full outfit here, I can choose one, because the pics of the backpack online have mostly bad light and it's hard to tell how they would look. You DON'T get a choice here. You get a choice elsewhere. Here I will make the choice once I've seen all three options in good light.

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3. I gave him the Black Cherry multi-tool. It's in the Subscribers Store.

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4. And that's all the changes to his base loadout. Moving on, the Bounty Hunter also has a kind of "battlesuit" loadout like the Commanders. The reason for this is twofold. First off, it's the Antium armor because when CIG first unveiled it they called it the Tracker suit, and it's meant to incorporate advanced scanning features precisely for bounty hunters. It's meant to be the non-store-purchasable upgrade to the Bounty Hunter, once those features go in. Plus, since his base armor is light, it's not really for tough assignments. He needs this upgrade even without the tracking features.

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5. Maroon is Adjudicator's and Moss is ysignal's, but anyone can use the other four. Plus keep in mind that CIG loves to stealth-add new colors of stuff, so maybe the above aren't all there is. If you find more, any blues are shubn's (and now also Exiled's since he works for him), and all the rest anyone else's. That's what the VAR means in the Spec.

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6. Unlike the base Bounty Hunter, the Tracker Spec gets the base Lamont undersuit which ditches the brown leather for a colorless design that will fit well any color Antium you pair it with. Of course loot-only again etc.

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7. His backpack is the large Morozov-CH, which is again VAR. Feel free to pick your color, and this includes the Commanders. And it doesn't have to match the suit. Put a yellow backpack on a red suit if you want. Whatever makes you happy. And you can change it every time if you want. Again, that's what the VAR means in the Spec.

8. Unlike the base Bounty Hunter, his Tracker loadout has Individual Choice for both long guns. Go wild. Use what tools you need for the job.

9. Multi-tool is also VAR so you can match it to the armor or backpack or whatever.

10. All else same as base Bounty Hunter. This means same pistol, knife, and so on.

I would rather people didn't use the Antium as Adjudicator has been using it recently to loot Onyx. If you need a heavy to go alone, go as Master Chief. Leave the Tracker Spec for when you're actually tracking someone. That's just my suggestion, of course, you can do whatever you want when alone. But if you're going in duo, and you feel that one Inquisitor and one Master Chief won't do the trick, go as two Master Chiefs. And of course if you're tracking a target in duo, go as two Bounty Hunters, and if the target is tough, use two Tracker Specs.

I love absolutely everything about this spec: Garman Humble is my favorite character in the verse (look up his videos on YT if you haven't seen them, I would gladly watch a 10-season TV show of him), and the Antium is top 3 armor for sure. We just need to assemble all the cool loot-only stuff so we can play him more.
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Technician Resurrection

Unread postby icycalm » 19 Oct 2025 14:24

I retired the Technician Spec a while back because I decided to use its armor for the Pirate Inquisitor, and at the time a Technician wasn't very useful anyway since the only two ships of his that had already been released were barely usable: a refueler when refueling barely works, and a towing ship that has very little to tow. The Pirate Spec on the other hand was super-useful because Pyro was about to arrive, and I made the decision to use the awesome Stitcher core there.

Now all of that is out the window because first of all, I now have another armor for the Pirate Inquisitor that I prefer (and I'll unveil shortly), so the Stitcher is free again. More importantly, the Technician is about to become an extremely useful role because:

1. Data-running will almost certainly be implemented next month with Nyx's arrival, and obviously that's a Technician job. Ergo I added the Herald and Mercury Star Runner to his ships, and will be adding the rumored Hermes which is likewise a data-runner when it inevitably launches at IAE 2955.

2. Capital ship hangar refueling, repairing and rearming have been announced to finally be coming next year, and that might well mean someone will needed to press a button somewhere. And you bet I'll require a Technician to press that button. Moreover, it's almost certain that a repair/rearm vehicle will launch alongside the feature, so the Technician will get it and be required to use it.

3. It also occurred to me that hacking, when it arrives, will also be a Technician job, and it will even be required for ship boarding via the Legionnaire, so I gave this too to the Technician.

4. Of course the often broken ship-to-ship refueling will also be fixed next year and refueling contracts have just been announced, so the Starfarer Gemini should finally become a mainstay of fleets or long-range travel (note that civilian refueling will be handled by Cult Contractors in the standard Starfarer).

5. And of course I am requiring a Technician for the limited hacking that's already in the game in the form of CommArray or CrimeStat hacking at Kareah. That doesn't mean that no one else can use a Tigersclaw in an emergency, but in a planned operation that includes even today's limited hacking, a Technician should be drafted as a matter of course.

As you can see, when all these features are in over the next 1-12 months, the Technician will become even more important than the Ranger or the Medic, perhaps as much as both combined, and he should be a riot to play, especially as I've built him with tons of cool stuff and style through the roof. So here are the cool stuff and the style:

  • In addition to the ships listed above, I gave him a C8X for when he just needs to zoom around a system with the least amount of hassle in order to get his tinkering or whatever done. He's not getting a Razor EX because he isn't a stealth unit: if stealth is required for his insertion, someone else will have to deliver him there.

  • In the above spirit, he now has three ground vehicles, including two hoverbikes: the Pulse LX (no need for the base Pulse's gun; he needs speed more than firepower), the Dragonfly for space snub use, and the MTC that can fit in his MSR with room to spare for bikes.

  • I gave him the Meridian paint for his MSR because no other paint will work, even though it's a Pirate paint. We could say he has a thing for pirates even though he isn't one, and that's why his undersuit and backpack have the pirate skull. And since he isn't just one person, it's the Cult Technicians' leader that has the obsession/fetish for pirate stuff.

  • MaxLift on his back, Cambio SRT in the backpack plus one of every kind of multi-tool attachment, just in case.

  • 5x Tigersclaw in the backpack for all eventualities.

  • 3 flares on his chest as opposed to the Medic's 4 because medium core, and yellow instead of red light.

  • All-VOLT guns because if there's one specialist who matches them it's him. Remember: They can power down a ship and even individual components they hit.

  • The Fresnel LMG as the one and only long gun because it's useful plus it's the only one with a color that looks good on him and shouldn't be too hard to acquire (many of these guns are tied to events or bundles that have passed and can't be played/bought again without shelling out heavy on the grey market).

  • The rusted version of the Medic's knife suits him perfectly.

No doubt he'll have to stack way more stuff in the future, e.g. tons of batteries for all his gadgets plus many more gadgets I am sure, but for now feast your eyes on one of the coolest, most versatile and most unique specs in any game ever.


CULT TECHNICIAN
Role: Cult Technicians maintain, process, and troubleshoot military systems and operations. They deal with highly sensitive information and need to possess technical skills and aptitude for the operation of a wide variety of mechanical and software systems.

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Requirements: Must be hyped to join a team of world-class technicians and support staff who are fully focused on empowering The Cult today and in the future by leveraging cutting-edge technologies such as artificial intelligence, quantum effects, autonomy, robotics, advanced energetics, and synthetic biology to give Cult Soldiers the ability to see, sense, decide and act faster than their adversaries.

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Training: logistics simulators, hacking simulators, vehicle sims, space sims.

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GROUND SPEC
Second Life Undersuit [Verse] [800]
Why Not? Helmet [Verse] [920]
Stitcher Core/Arms/Legs [Verse] [3,452 + 928 + 1,236]
Sinkhole Backpack [Verse] [1,806] w/ Cambio SRT [Verse] [20,900], Cambio-Lite SRT Attachment [Verse] [275], OreBit Mining Attachment [Verse] [319], OxyTorch Cutter Attachment [Verse] [213], TruHold Tractor Beam Attachment [Verse] [450] & 5x Tigersclaw [Verse] [5x2,550]
Chest: 3x Yellow QuikFlarePro [Subscribers] [$$$]
Left back: MaxLift Tractor Beam [Verse] [19,000]
Right back: Fresnel "Rockfall" Energy LMG [Loot] [N/A]
Left thigh: 4x MedPen (Hemozal) [Verse] [4x265]
Left thigh: Pyro RYT Multi-Tool [Verse] [412] + LifeGuard Medical Attachment w/ LifeGuard Refill [Verse] [350 + 125]
Right thigh: Pulse "Greycat" Laser Pistol [Grey] [$$$]
Right thigh: TBF-4 "Sunspike" Combat Knife [Subscribers] [$$$]
Left torso: 3x Pulse Laser Pistol Battery (60 Cap) [Verse] [3x75]
Right torso: 3x Fresnel Energy LMG Battery (165 Cap) [Verse] [3x941]

GROUND VEHICLE SPEC
Ground Security: MTC (Citizens for Prosperity) [Pledge] [$$$]
Racing: Dragonfly [Verse] [325,584]
Racing: Pulse LX (Dominion) [Verse] [201,096]

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SHIP SPEC
Heavy Repair: Crucible [N/A] [N/A]
Refueling: Starfarer Gemini (Black) [Verse] [14,244,300]
Medium Freight: Mercury Star Runner (Meridian) [Verse] [12,285,000]
Medium Repair/Refuel: Vulcan [N/A] [N/A]
Recovery: SRV (Dark Storm) [Verse] [3,770,550]
Boarding: Legionnaire (Shadow Strike) [N/A] [N/A]
Data Runner: Herald [Verse] [1,220,940]
Exploration: C8X Pisces Expedition (Nightbreak) [Verse] [515,970]
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icycalm
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VAR Exceptions

Unread postby icycalm » 19 Oct 2025 17:21

When you see VAR it means your choice, but never gold (which is SupCom) or purple (which is Emperor). Or Scorched or Tweaker. Unless it's attachments. You can use Scorched and Tweaker attachments whenever you want, even if it doesn't say VAR.

Perhaps there are more exceptions but I can't think of any right now. I'll advise if I think of more, and be sure to ask if you aren't sure.


P.S. Also never silver/skull/pirate unless you are playing a Pirate or it's explicit in the spec as for example the Technician's Meridian Mercury Star Runner.
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