I planned one battle while at my grandparents' house where the combatants had to steal a flag that was placed on top of/near a sleeping (real) cult. If the cult woke up the game ended. We never got to play it though.
If LEGO makes a POOP cult, I am definitely buying one.
Skill 1D6-2 "(1D6 for close combat, unable to use ranged weapons)
Damage 1D6, Close Combat, use 3
Lazy -- Every turn, roll 1D6 for each cult. If you roll a 1 or 2, the cult spends its movement and action finding a good place to sleep and becomes Unconscious.
Spider Gymnastix -- cults can grip walls, climb, and jump a vertical distance equal to their Movement value. They suffer no negative effects from falling -- they can fall off a skyscraper and still be able to move and take an action when they land.
Nine Lives -- A cult which is killed is treated as if it is Unconscious.
These rules make cults very useful as ammunition -- put them in a trebuchet and launch them into an enemy squad, and they'll wreak havoc.
Just one random act of violence can brighten your day. Especially if it involves explosives.