The Force can move up to a quarter of its Speed (rounded down) before the other effects of this Action take place.
The Force institutes martial law, curfews, and other restrictions on the Region’s populace, and performs a series of investigations and raids to hunt down cultists throughout the Region.
The Force engages all revealed cultist cells in the Region in combat. Each cultist cell has its Effective Combat Strength scaled to 1500 for the purposes of this combat. The damage that the Force takes from this combat is multiplied by the ratio of the cells’ actual combined Effective Combat Strength to an amount equal to 3000 per cultist cell taking part in the combat. (For example, if two cultist cells with a combined ECS of 800 are targeted by this action, and the Force would take 30 damage from it normally, the Force instead takes 30 x 800 / 6000 = 30 x .13 = 4 damage.)
This combat counts as neither an attack nor a defensive action, for the purposes of any other abilities that may affect the Force taking this action. Regional terrain effects, Advantage & Disadvantage, and all other bonuses or penalties apply as normal.
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The math here is intended to make it possible for a Force with Effective Combat Strength of 2500 to deal around 100 damage to a cultist cell with two Inquisition actions, all other things being equal. The scaling of the cell’s Effective Combat Strength is a reflection of the difficulty of finding extremely small cells — the smaller and/or more severely-damaged cells are, the harder they are to deal damage to, while those that are almost a thousand cultists strong are easier to find and bring to justice. National forces will take casualties from the engagement, but the damage should be relatively minor (around 5 HP per engagement) unless the cultist cell is particularly large and/or lucky on its Tactics Roll.
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