The cultists' movement speed is greatly increased by the advanced articulators upgrade. Seriously, the guy is amazing even more amazinger than Chuck Norris, and. This might prove useful in keeping them safe, should they capture a very nice unit, but beware garrison-clearing attacks. Lastly, Joe Kucan (who plays Kane in the C&C games) can do no wrong. They cannot activate their mind control abilities while garrisoned, but they do maintain command of any units already controlled. Despite this, they appear to be far tougher than most infantry, able to survive more punishment.Ĭultists can be garrisoned in bunkers and buildings. Their lack of armor leaves them particularly vulnerable to anti-personnel weaponry. In theory, if they weren't grouped together, the same number of Cultists could control 5 units in total. Strangely, even if there is only one left, it can still control one unit. The Cultists themselves are immune to mind control.ĭespite their large squad size they can only control one unit at a time. They are unable to use their mental control abilities on epic units, air units, and buildings. Unlike the Mastermind or Prodigy, Cultists can be trained in large numbers. However, they have the same ability as the Mastermind they are able to take control of ground units. This targeted ability has a range of 250 and a 20 second cooldown (Ctrl+A).Ĭultists mind control a Purifier against a Militant rocket squad If a Cultist attempts to mind control another unit while already controlling another unit, the original unit will return to its previous ownership and the new unit controlled. Cultists cannot mind control other Cultists, Masterminds, Prodigies, structures, air units, or epic units. Take control of the targeted unit permanently (or until the Cultist is killed), allowing that unit to be commanded by the Traveler 59 Foreman. Like other Scrin infantry, it is immune to Tiberium exposure. Once the process is finished, the symbiote is completely subservient to the Scrin. With the help of the host brain, the spawn's mind control abilities are greatly increased. The Prodigy spawn is then attached to the human, automatically controlling the important cerebral centers. To calm the human victim, cortical manipulators are used.
The process begins by removing the skin around the head, and then the skull cracked along natural fissure lines and removed. New Cultists are created through a complex surgical procedure, that may not always be successful. Often, these Cultists fight in five-man squads, clad in robes. The parasite overwhelms the emotional and logic centers of the brain, destroying the human's personality and turning them into just another member of the Cult of Traveler. The cultists are a fusion of two organisms a captured human and a Prodigy parasite fused to their brain.