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Chaos Cult

Tread the whispered path to damnation.


v1.4 by Anthony Case

Since the dawn of man a great evil has watched over humanity with a vehement eye. Trapped within the confines of a
dimension known as the Warp, creatures of unspeakable horror not even seen in the darkest of nightmares jostle and fight an
unseen war against fellow daemon factions. They are the physical manifestations of humanitys emotional and mental energies,
mans torments, abhorrences, desires and ambitions made flesh. Their unrelenting hunger for mans obeisance drives them to
goad the boundaries between the Warp and the material universe, to intrude into the minds of vulnerable men with offerings
of boundless power, and all they ask in return, are the souls of mankind.
Chaos is unable to pierce through into the material universe
alone, instead it reaches into the minds of man through vivid
dreams and discerning whispering to enslave the weak
willed. Most disregard these visions and whispers as their
own dissident opinions to be ignored, the beginnings of
lassitude or even madness, but the Chaos Gods are
resourceful and persisting and are able to offer great power,
grandeur and ultimately, immortality. The majority of Chaos
cults are unaware of the true heinous nature of Chaos and
the damnation their pact will ultimately lead them to. In
some cases the Ruinous Powers disguise themselves as a
persons hallowed being of worship, indeed it is rumoured
the blood-fueled Redemption crusades are rife with
inadvertent worshippers of Khorne who masquerades as the
holy Emperor. But even the astute and resolute can fall foul
to the deceptions of Chaos, as it fuels their ambitions and
insecurities over a prolonged period of time to manipulate
and groom the host into a lifetime of servitude. The intricate
intentions of the Chaos Gods are unfathomable to any man,
for the Ruinous Powers are omniscient and timeless, whose
plans can stretch and only bare fruition tens, hundreds or
even thousands of years later.

Outlaws: Chaos Cults are considered a dangerous menace


by the Merchant Guild so are always classed as outlaws.
Since they don't have a guild price they can never pay off
their outlaw status. All of the usual outlaw rules apply to
them with the exceptions noted below.
Hired Guns: Chaos Cults can make use of any hired guns
other than Bounty Hunters for obvious reasons.
Capture: Any fighters captured by a Chaos Cult are liable to
be sacrificed in a barbaric ceremony as a tribute to their
patron unless they join the cult in their path to damnation. If
your opponent fails or doesn't attempt to rescue any fighters
captured by the Chaos Cult then you can choose to either
convert or sacrifice them. In either case the captive's
equipment is moved to the cult's stash.

Within the civilised societies of Hive Primus, hivers are


widely unaware of the knowledge and temptations Chaos
can offer. Inquisitors roam the Imperium searching for and
cleansing sects tainted by Chaos, while the Ecclesiarchy and
Enforcement in their campaign for purity and civil
obedience unknowingly stems the acceptability of Chaos
cults. However, outside of this subjugation in the darkness
and seclusion of the Underhive deadzones, cults enthralled
by Chaos are free to commit arcane, barbaric and torturous
ceremonies that empowers their dark master. In return,
successful cultists are bestowed with gifts, abilities and
mutations to further their own selfish ambitions and to
bolster the overall strength of the cult. Once established the
cult preys on the weak, destitute and those of similar desires
to expand and proliferate their teachings. But the Chaos
Gods are insidious in their methods for they drain
humanitys energies copiously but equally wane their
influence in times of suspicion. In this manner Chaos taint
can fester for generations without discovery, leaching and
binding the souls of innumerable men to feed the insatiable
hunger of the execrable Chaos Gods.

Convert: You can choose to convert any prisoner unless


they are a Scaly, Spyrer, Enforcer or a member of a House
Cawdor gang or a Redemption Crusade.
If you decide to convert the fighter then roll a D6 and add
your Demagogue's Leadership characteristic to the score.
The opposing player then rolls a D6 and adds the captured
model's Leadership characteristic to the score. If the
prisoner is a Scavvy or a fighter with a mutation or wyrd
power then you can roll an extra D6 and choose which die
to use when adding it your Demagogue's Leadership
characteristic. If the prisoner isn't a Scavvy or a fighter with a
mutation or wyrd power then the opposing player can roll
an extra D6 and choose which die to use when adding it to
his prisoner's Leadership characteristic.

01

Nurgle - the lord of decay

If you score higher than the prisoner then he becomes a


faithful convert to the cult. Copy his characteristics, skills
and serious injuries onto the Chaos Cult's roster. Note for all
intents and purposes the model is now a Cultist, meaning he
may lose access to skill sets, weaponry and inherent abilities,
e.g. a Ratskin will lose his Resilient ability. If the convert has
less than 21 Experience Points then he will be classed as an
Initiate while a Scavvy convert with a mutation will be
classed as a Mutant. If the prisoner scores higher than you
then he refuses to convert to the cult's path and must be
sacrificed instead.

Nurgle presides over putrefaction, disease and deterioration.


His gaze is drawn to the blighted, sick and suffering.

Special rules: Each game the cult brings along D3 Plague


Zombies which can be deployed and used just like normal
fighters (refer to the Scavvy Horde rules for full details).
Note Plague Zombies count as models for the purposes of
scenarios with limited fighter rules.

Slaanesh - the prince of excess

Sacrifice: Any prisoner can be sacrificed in honour of the


cult's patron. By performing special rituals on worthy
captives there is a chance the cult will be blessed with an
unholy gift from their gratified patron.

Slaanesh is the mater of beauty, luxury, lust and indulgence,


of cruel passions, twisted pain and seductive temptations.
Special rules: If a member of a Slaanesh cult has to take any
nerve, fear, terror or Bottle tests, then roll an extra D6 and
remove a die with the highest score.

If you sacrifice a prisoner then roll 2D6. If the score is 10+


then the cult's patron has bestowed a gift upon the cult. You
can choose one of three gifts.
Chaos Artefact: You can purchase a Chaos Artefact from the
appropriate patron at the stated cost.

Tzeentch - the changer of the ways

Mutation: You can choose for a random cult member to


receive a random mutation rolled for on the appropriate
patron Mutations table. Note unlike mutations gained from
an advance, the mutation cost gained through a sacrifice is
added to the cost of the fighter.

Tzeentch embodies mutability, the drive to manipulate and


evolve. He favours the cunning, ingenious and mutated.
Special rules: The Tzeentch cult composition rules for
Mutants, Cultists and Initiates are changed to the following:
Mutant: Your cult can be comprised of up to 50%. If the
number of Mutants is more than half the strength of the cult
then you cannot recruit any more Mutants.
Cultist and Initiate: Your cult can include any number.

Chaos Icons: You can choose to receive D3 Chaos Icons for


the appropriate patron.
If you roll less than 10 then the cult's patron remains
unsatiated. However, each time you roll less than 10 you
receive a cumulative +1 modifier when making any further
sacrifice rolls. Once you successfully score 10+ then any
current modifiers are removed. This process is repeated
each time you fail or succeed a sacrifice roll.

Nameless - the diverse corrupter

There are a myriad of lesser Chaos factions within the Warp


whose promises are as diverse as the impulses of man.

Leadership: Only Cultists and Mutants can challenge for


leadership of the cult or take over when the Demagogue
dies. On the Leadership Challenge table, Khorne cults treat
rolls of 3-4 as 1-2 and Tzeentch cults treat rolls of 1-2 as 3-4.

Special rules: At the start of each game the Nameless cult


player receives D6 Chaos Boons. A Chaos Boon can be used
to re-roll any single die that you rolled (e.g. a to-hit roll or
armoure save). It cannot be used to re-roll a die that your
opponent rolled. Any Chaos Boons not used by the end of
the game are wasted. Note that the second roll stands even if
it was worse than the first and you cannot use a Boon on a
die that has already received a Boon. Nameless Cults use the
regular Mutations table to determine random mutations.

Patron: At the creation of the cult you must select a patron


to serve and worship. Once chosen a cult can never change
its patron, even if the Demagogue is killed or ousted.

Recruiting Your Cult


You have 1,000 credits to spend on recruiting and arming
your cult within the following guidelines.
Demagogue: Your cult must include one.
Specialist: Your cult can include up to two.
Mutant: Your cult can include any number.
Cultist and Initiate: Your cult must be comprised of at
least 50%. If the number of Cultists and Initiates falls
below half the strength of the cult then only Cultists and
Initiates can be recruited.

Khorne - the blood god


Khorne basks in man's violence, rage and war. He shows
favour to physical strength, fury and martial prowess.
Special rules: All members of a Khorne cult follow the rules
for frenzy.
02

Demagogue
Cost to recruit: 120 credits
Demagogues are the material voices of the Chaos Gods, their
willing servant enthralled by dark and deceitful promises.
Upon their deity's command they lead the cult to commit
arcane and barbaric ceremonies that feed their heinous
master and in return are blessed and empowered.
M
4

WS
4

BS
4

S
3

T
3

W
1

I
4

A
1

LD
8

Weapons: A Demagogue can be given equipment chosen


from the Hand-To-Hand Weapons, Pistols, Basic Weapons,
Special Weapons and the Extras sections of the Chaos Cult
Weapons list.

Mutant
Cost to recruit: 35 credits
After thousands of years living amongst the effluent wastes
many Underhivers are born with some form of deformity.
The lucky are able to hide any minor mutations from leery
outsiders, but those with more conspicuous mutations are
driven away into the barren deadzones for fear of the
indiscriminate Redemption crusades. The Chaos cults offer
sanctuary to these curiosities for they believe all mutation is
the divine act of the Chaos Gods.

Leadership: A Demagogue commands respect from his cult


who are emboldened by his presence. Any cult members
within 6" of the Demagogue may use his Leadership value
when taking any Leadership tests. A Demagogue can always
attempt to recover from being pinned even if there are no
cult members within 2".
Mutant: When the Demagogue is recruited he can be
bought a single mutation from the Mutations table, however,
the cost of the mutation is doubled.

M
4

Cost to recruit: 60 credits

BS
3

S
3

T
3

W
1

I
3

A
1

LD
7

Weapons: A Specialist can be given equipment chosen from


the Hand-To-Hand Weapons, Pistols, Basic Weapons, Special
Weapons and Extras sections of the Chaos Cult Weapons list.

BS
3

S
3

T
3

W
1

I
3

W
1

I
3

A
1

LD
6

Cost to recruit: 25 credits


With the limitless power the Chaos Gods can award, few
inexperienced hivers can resist the temptation to tread the
path of Chaos. Initiates are often seen at the forefront of a
fight, eager to prove their worth in the eyes of the
demagogue and gain favour from their patron.

Cost to recruit: 50 credits


Most cult converts that are seduced by the beguiling words
of the demagogue come from the warring Underhive gangs.
Cultists form the backbone of the collective and are selfish,
cruel and bitter fighters with a gnawing hunger for the
grandeur that they were first promised by the demagogue.
WS
3

T
3

Initiate

Cultist

M
4

S
3

Mutation: When recruited a Mutant must be bought a


mutation from the Mutations table. A Mutant can only be
bought with a single mutation and it is rare for mutations to
be duplicated within the same cult. To represent this, if a
Mutant is recruited with a mutation that another Mutant
already has then the cost of the mutation is doubled. If a
further Mutant is hired with the same mutation then the cost
is tripled, and so on. Note Demagogues with a mutation and
all random mutations are ignored.

Specialists are techie gang members, usually from House


Van Saar, who have converted to the accursed path of Chaos.
Due to their expertise they are favoured by the demagogue
as they are able to wield powerful weapons to protect the
cult from armoured or numerous foes.
WS
3

BS
2

Weapons: A Mutant can be given equipment chosen from


the Hand-To-Hand Weapons, Pistols, Basic Weapons and the
Extras sections of the Chaos Cult Weapons list.

Specialist

M
4

WS
3

A
1

M
4

WS
2

BS
2

S
3

T
3

W
1

I
3

A
1

LD
6

Weapons: An Initiate can be given equipment chosen from


the Hand-To-Hand Weapons, Pistols and the Extras sections
of the Chaos Cult Weapons list.

LD
7

Experience: Upon reaching 21 Experience points the


Initiate becomes a Cultist gaining all the usual benefits a
Cultist has such as extra skills and access to Basic Weapons.

Weapons: A Cultist can be given equipment chosen from the


Hand-To-Hand Weapons, Pistols, Basic Weapons and the
Extras sections of the Chaos Cult Weapons list.
03

Chaos Cult Weapons

Slaanesh: A Slaanesh Icon can be used before rolling to see


if a prisoner has been converted. If an Icon is used then the
prisoner's Leadership characteristic is reduced by D6.

Cost

Weapon Type
Leader Only
Chainsword
Hand Flamer
Bolt Pistol
Boltgun
Bolt shells

Tzeentch: A Tzeentch Icon can be used after rolling for a


random mutation. If an Icon is used then you can re-roll the
result. Note the second result stands even if it was worse
than the first.

25
20
20
35
15

Hand-to-Hand Weapons
Knife (first knife free)
Club, Maul or Bludgeon
Chain or Flail
Sword
Massive Weapon

5
10
10
10
15

Pistols
Stub Gun
Autopistol
Laspistol

10
15
15

Basic Weapons
Autogun
Shotun (with solid and scatter shells)
Lasgun

20
20
25

Special Weapons
Flamer
Grenade Launcher
Extras
Dum-dum bullets
Manstopper shells
Hot shot shells
Chaos Icon
Chaos Charm
Frag Grenades

Nameless: A Nameless Icon can be used before rolling to


see how many Chaos Boons the cult can use that game. If an
Icon is used then you can use D6+3 Chaos Boons that game
instead of D6.

Chaos Charm
Chaos Charms are small baroque ornaments wrought from
arcane materials and dark rituals. Each game a cultist
equipped with a Chaos Charm receives one personal Chaos
Boon. This special Boon follows the rules detailed in the
Nameless Cult patron rules, however, it can only be used on
rolls that directly affect the cultist. This is not a cumulative
bonus (i.e. a cultist equipped with multiple Charms will still
only receive one Boon). Captured Charms can only be used
by a Chaos Cult of the same patron.

Chaos Artefacts

40
130

Chaos Artefacts are sacred gifts blessed by the cult's patron.


A cult can purchase a Chaos Artefact appropriate to the cult's
patron following the Sacrifice rules. Captured Artefacts can
only be used by a Chaos Cult of the same patron.

5
5
5
15
25
30

Chaos Artefacts
Relic Type

Cost

Khorne
Soulthirster Axe
Bone Armour
Flail of Skulls

20
25
30

Nurgle
Plague Sword
Cankering Cauldron
Plague Scythe

15
20
25

Slaanesh
Sonic Screamer
Tormentor Whip
Sonic Boomer

15
15
20

Khorne: A Khorne Icon can be used at the start of a game. If


an Icon is used then D3 random cult members gain the
Khornate Rage mutation for the duration of the game. Note
cult members not participating in the game are still eligible.

Tzeentch
Tome of Visions
Tome of Souls
Tome of Immaterium

20
25
35

Nurgle: A Nurgle Icon can be used before rolling to see how


many Plague Zombies the cult brings along. If an Icon is
used then the cult brings along D6 Plague Zombies instead
of the usual D3.

Nameless
Daemonic Sword
Daemonic Casket
Daemonic Armour

15
20
25

Chaos Icon
Chaos Icons are arcane objects assembled by the cult to
attract the favour of their patron. Unlike regular equipment,
Icons are kept in the cult's base territory so its value will not
be added to any fighter. If the cult plays the defender in a
Raid scenario and loses the encounter then any Chaos Icons
are also destroyed and lost amongst the wreckage. Chaos
Icons can only be used once, after which it must be struck
from the gang roster, and you cannot use multiple Icons at
the same time. The effect of the Icon and when it can be
used depends on the cult's patron as described below.

04

Tzeentch Artefacts

Khorne Artefacts

Tome of Visions: This tome reveals chaotic glimpses of


infinite futures. A cultist equipped with this Tome can use it
immediately before the Scenario Table roll. If you decide to
use the Tome, roll a D6. If a score of 5+ is rolled then you
gain a +/- 1 modifier on the Scenario Table roll. However, if
the roll a 1 then the cultist must take a Leadership test. If the
test is failed then make a roll on the Perils of the Warp table
and apply the result immediately. An Attacked result has no
effect. A Drawn into the Warp result will only affect the
cultist equipped with the Tome. If a Possessed result is
rolled then it is assumed the daemon burns up before the
game starts and other cultists will not be affected. A cultist
can only use a single Tome of Visions per game and the
bonus modifier is not cumulative.

Soulthirster Axe: This mighty axe is infused with the


insatiable bloodlust of Khorne. The Soulthirster Axe has the
same rules and profile as a Massive Weapon except it deals
D3 Damage.

Flail of Skulls: Each tail of this macabre flail ends with a


grisly skull imbued with fierce rage. The Flail of Skulls has
the same rules and profile as a Flail except once per game
the skulls can exhale a sheet of flame just as if the cultist was
equipped with a Flamer.
Bone Armour: This searing armour is wrought from the
bones of incensed souls. Bone Armour counts as armour so
cannot be worn with other armour (e.g. Flak, Mesh, etc).
The wearer receives a 6+ armour save. If the wearer is hit by
a ranged weapon then this is increased to a 4+ armour save.

Tome of Souls: This tome is infused with the whispering


souls of Tzeentch servants. A cultist equipped with this
Tome receives a 6+ special save against any hits. However, if
the save is successful then the cultist must take a Leadership
test. If the test is failed then make a roll on the Perils of the
Warp table and apply the result immediately. A cultist can
only use a single Tome of Souls per game.

Nurgle Artefacts

Plague Sword: This pestilent sword seeps with the dreaded


neuron plague. Plague Swords have the same rules and
profile as a Sword except any wounds inflicted by it carry
plague (Refer to the Scavvy Horde rules for full details).

Tome of Immaterium: This tome crackles with the infinite


energies of the Warp. At the start of each game make a roll
on the Wyrd Minor Power table (re-roll any 56-66 results,
though 11-16 results stand). A cultist equipped with this
Tome can use the power following all of the usual rules for
Wyrds. However, the power can only be used once per
game, even if the Leadership test was failed. If the power is
not used by the end of the game then the chance is wasted
as a new power is rolled for every game.

Plague Scythe: This putrid scythe seeps with the dreaded


neuron plague. Plague Scythes have the same rules and
profile as a Massive Weapon except any wounds inflicted by
it carry plague (Refer to the Scavvy Horde rules for full
details). Additionally, during this cultist's hand-to-hand
combats the enemy model suffers a -1 Combat Score penalty.
Cankering Cauldron: This rancid vessel exudes foul
contagions. All enemy models within 8" of the Cauldron
suffer a -1 penalty to their Strength and Toughness
characteristics to a minimum of 1. However, the Cauldron
requires a hand to hold it at all times. Note this is not a
cumulative penalty if a model is within 8" of multiple
Cankering Cauldrons.

Nameless Artefacts
Daemonic Sword: This mystical sword contains the bound
essence of a Warp daemon. The Daemonic Sword has the
same rules and profile as a Sword except has a User+1
Strength. However, if the cultist loses a round of hand-tohand combat or fails to inflict any wounds on his opponent,
the angered daemon will inflict a D3 Strength hit against the
cultist with no armour or special saves allowed.

Slaanesh Artefacts

Tormentor Whip: This multi-tailed whip writhes and snaps


with a sinister will of its own. The Tormentor Whip has the
same rules and profile as a Flail except that any hits inflicted
by the weapon automatically wound. However, when rolling
for injuries inflicted by this weapon a score of 1-3 results in a
Flesh Wound while a score of 4-6 results in a Down result.

Daemonic Armour: This occult armour contains the bound


essence of a Warp daemon. Daemonic Armour counts as
armour so cannot be worn with other armour (e.g. Flak,
Mesh, etc). Any attacks made against the wearer suffer a -1
Strength penalty to a minimum Strength of 1. However, all
wounds inflicted against the wearer count as High Impact
irrespective of the Strength of the attack.

Sonic Boomer: This unholy weapon unleashes a beam of


devastating harmonics. The Sonic Boomer has the same
profile as a Laspistol except no to-wound roll is made,
instead the model hit must take an Initiative test. If the test
is failed then the model automatically suffers a wound with
no armour saves allowed.

Daemonic Casket: This ornate artefact contains the bound


essence of a Warp daemon. Once per game instead of
making a normal ranged attack the cultist can release the
bound daemon. The Casket has a range of 2D6" and follows
the usual targeting rules. If the model is within range then
he suffers D3 hits with a Strength of 6 and a -3 Save Modifier.
If the enemy fighter isn't within range or fails to inflict a
wound then the cultist suffers a D6 Strength hit with no
armour or special saves allowed.

Sonic Screamer: This tubular mask unleashes a scream of


devastating harmonics. If the cultist made a successful
charge that turn then the opponent must take an Initiative
test. If the test is failed then the model suffers a Strength 3
hit with no armour saves allowed.
05

Mutations

Ogre: The mutant receives +1 to his Strength characteristic,


which is also added to his maximum characteristic advance.

Any mutations that are not listed below are found in the
Scavvy Horde rules. A cultist cannot gain the same mutation
twice. If you roll a duplicate mutation then re-roll the result.

Paralysing Stingers: At the start of each of the mutant's


hand-to-hand combats, his opponent must take an Initiative
test. If the test is failed then the model's Weapon Skill is
halved (round fractions down).

Acid Blood: Every time the mutant's Wounds characteristic


is reduced by 1, unless it has already reached 0, all models in
base-to-base contact suffer a Strength 3 hit.

Projectile: Instead of making a normal ranged attack the


mutant can fire a projectile that has a range of 12" and a
Strength of 3. A Projectile never has to take an Ammo test.

Acute Senses: The mutant's spotting range is tripled.

Quick Scabber: When this mutant rolls on any Injury charts


expand the lowest bracket by one (e.g. the Flesh Wound
bracket is expanded to 1-2). In addition, at the start of the
recovery phase for each flesh wound the mutant has roll a
D6. On a roll of 4+ the wound is fully healed so will no
longer confer any penalties.

Acute Sight: The mutant receives +1 to his Ballistic Skill


characteristic, which is also added to his maximum
characteristic advance.
Bestial Form: The mutant causes fear.
Blood Filtration: The mutant is immune from gas, plague
and poison. In addition, drugs have no effect on this mutant.

Regeneration: During each post game sequence there is a


chance the mutant's ability will fully heal any serious
injuries. Roll a D6 for each serious injury. On a roll of 6 that
serious injury has been fully healed. Strike the serious injury
and its effects from the gang roster. Note that this ability
applies for all serious injuries, even if it's beneficial.

Bounding Legs: The mutant receives +1 to his Movement


characteristic, which is also added to his maximum
characteristic advance.
Chameleonic: Any enemy fighters shooting at the mutant
suffers a -1 to-hit penalty.

Scaly Skin: The mutant receives a 6+ armour save that can


further be combined with any other forms of armour (e.g.
Flak, Mesh, etc).

Discharge: Once per game the mutant can unleash a blast


during the shooting phase instead of making a normal
ranged attack and can even be used if the model ran. Place
the Gas Cloud template over the mutant and work out hits
following the usual rules. Any models hit by the blast suffer a
Strength 3 hit with a -1 Save Modifier.

Sensory Field: The mutant receives a 6+ special save


against any ranged attacks.
Spiked Appendage: The mutant's extra appendage counts
as a close combat weapon with a User+1 Strength. If the
mutant is using three close combat weapons in hand-tohand combat and is not equipped with any basic or special
weapons then he will receive a +2 Attack dice bonus instead
of the usual +1.

Distracting Form: During the hand-to-hand combat


between this mutant and any enemy fighters, the mutant's
opponent suffers a -1 Combat Score penalty.
Extra Sensory Sight: The mutant is immune to smoke and
darkness and receives a +1 bonus when rolling to see if the
mutant sentry spots any raiders in cover or partial cover.

Spit Acid: Once per game at the start of any hand-to-hand


phase the mutant can spit acid at a hand-to-hand combat
opponent. The chosen enemy model suffers a Strength 4 hit
with a -1 Save Modifier. If the enemy fighter goes down or is
taken out of action by this special attack, treat it just as if that
was the hand-to-hand combat, i.e. the downed opponent
may be automatically taken out of action and the mutant can
make a follow-up move.

Flame Gout: Once per game the mutant can generate a


sheet of fire during the shooting phase instead of making a
normal ranged attack. A flame gout has the same weapon
profile as a hand flamer.
Forearm Spikes: The mutant can make a parry in hand-tohand combat just as if he was wielding a sword.
Gaping Maw: If the mutant wins any hand-to-hand combat
then he can choose to sacrifice all hits for a single bite
attack. This special attack has a User+1 Strength and will
inflict D3 Damage.

Suckers: The mutant can move up and down any sloping or


vertical surfaces as if it were open ground. In addition, the
mutant is immune from the Disarm skill.
Talons: Each of the mutant's hands counts as a close combat
weapon when not holding a weapon. The talons have a
Strength equal to the mutant's Strength characteristic and is
immune from the Disarm skill. In addition, if the mutant is
involved in a drawn hand-to-hand combat then he doubles
his Initiative characteristic as long as he was using a talon.

Hard Skinned: The mutant receives +1 to his Toughness


characteristic, which is also added to his maximum
characteristic advance.
Horns: If the mutant charged into hand-to-hand combat this
turn then he receives a +1 Attack dice bonus.
Leacher Tendrils: If the mutant takes an enemy fighter out
of action in hand-to-hand combat and does not do anything
else that turn, such as fighting in another hand-to-hand
combat or move away through his follow-up move, then he
can restore 1 lost wound or remove 1 flesh wound as he
leaches the life force from his opponent. An enemy fighter
can only be leached once per game.

Tumourous: The mutant receives +1 to his Wounds


characteristic, which is also added to his maximum
characteristic advance.
Venomous: If during hand-to-hand combat the mutant rolls
a 6 when working out if any hits he inflicted wounds, then
that wound will inflict an additional D3 wounds.
06

Chaos Mutations

Nurgle Mutations
Putrefying Aura: At the start of each of this cultist's hand-tohand combats his opponent must take a Toughness test. If
the test is failed then the model's Weapon Skill characteristic
is reduced to 0 for that combat.

Chaos Mutations are sacred gifts bestowed upon the cult by


their patron. Chaos Mutations cannot be bought, instead
they must be obtained through an advance or a sacrifice.

Pestilent Miasma: Once per game the cultist can spew forth
a miasma of defiling filth during the shooting phase instead
of making a normal ranged attack. Use the Flame template to
determine who is hit. Any fighters hit must take a Toughness
test. If the test is failed then they automatically suffer a
wound with no armour saves allowed. Wounds inflicted by a
Pestilent Miasma carries plague.

Slaanesh Mutations

Mesmeric Allure: At the start of each of this cultist's handto-hand combats his opponent must take a Leadership test.
If the test is failed then the model's Weapon Skill
characteristic is reduced to 0 for that combat.

Enrapture Musk: At the start of each of this cultist's handto-hand combats his opponent must take a Leadership test.
If the test is failed then the model cannot roll any Attack dice
for that combat.

Cloud of Putrescence: All enemy models within 8" of this


cultist suffer a -1 penalty to their Weapon Skill and Ballistic
Skill characteristics to a minimum of 1. Note this is not a
cumulative penalty if a model is within 8" of multiple models
with the Cloud of Putrescence mutation.

Daemonic Speed: The cultist receives +2 to his Movement


characteristic, which is also added to his maximum
characteristic advance.

Mutations

Khorne Mutations

D66
11
12
13
14
15
16
21
22
23
24
25
26
31
32
33
34
35
36
41
42
43
44
45
46
51
52
53
54
55
56
61
62
63
64
65
66

Khornate Rage: When affected by frenzy this cultist's Attack


characteristic is tripled instead of doubled and receives a +2
Movement characteristic bonus when charging.

Martial Corruptor: Any ranged attacks made against this


cultist suffer a -1 to-hit penalty.
Daemonic Stature: The cultist receives +1 to his Strength
and Toughness characteristics, which is also added to his
maximum characteristic advance.

Tzeentch Mutations

Wyrd: Make a roll on the Wyrd Minor Power table (re-roll


any 11-16 and 56-66 results). The cultist can use the power
following the usual wyrd rules. Note the model is also
subject to the Perils of the Warp special rules.

Inferno Bolts: The cultist can use this attack instead of


making a normal ranged attack. Inferno Bolts have the same
profile as a Boltgun but uses the Blast template and ignores
any Ammo tests.
Warp Field: The cultist receives a 6+ special save against
any hits.

07

Mutation
Acid Blood
Acute Senses
Bestial Form
Blood Filtration
Claw
Extra Sensory Sight
Forearm Spikes
Projectile
Talons
Eyestalks
Extra Arm
Flame Gout
Gaping Maw
Horns
Distracting Form
Suckers
Tentacle
Venomous
Discharge
Ogre
Scaly Skin
Spiked Appendage
Bounding Legs
Chameleonic
Hard Skinned
Spit Acid
Leacher Tendrils
Acute Sight
Paralysing Stingers
Tumourous
Two Heads
Quick Scabber
Sensory Field
Spikes
Wings
Regeneration

Cost
5
5
5
5
5
5
5
5
5
10
10
10
10
10
10
10
10
10
15
15
15
15
20
20
20
20
25
25
25
25
25
30
30
30
30
40

Khorne Mutations
D66

Mutation

11-12
13-14
15-16
21-22
23-24
25-26
31-32
33-34
35-36
41
42
43
44
45
46
51
52
53
54
55
56
61-62
63-64
65-66

Claw
Forearm Spikes
Talons
Gaping Maw
Horns
Venomous
Ogre
Spiked Appendage
Bounding Legs
Acid Blood
Bestial Form
Extra Arm
Suckers
Tentacle
Scaly Skin
Hard Skinned
Spit Acid
Paralysing Stingers
Quick Scabber
Spikes
Wings
Khornate Rage
Martial Corruptor
Daemonic Stature

Slaanesh Mutations
Cost

D66

Mutation

5
5
5
10
10
10
15
15
20
5
5
10
10
10
15
20
20
25
30
30
30
40
40
40

11-12
13-14
15-16
21-22
23-24
25-26
31-32
33-34
35-36
41
42
43
44
45
46
51
52
53
54
55
56
61-62
63-64
65-66

Acute Senses
Claw
Extra Sensory Sight
Distracting Form
Tentacle
Bounding Legs
Chameleonic
Acute Sight
Wings
Forearm Spikes
Talons
Extra Arm
Horns
Suckers
Venomous
Discharge
Hard Skinned
Spit Acid
Paralysing Stingers
Two Heads
Sensory Field
Mesmeric Allure
Enrapture Musk
Daemonic Speed

Nurgle Mutations
D66

Mutation

11-12
13-14
15-16
21-22
23-24
25-26
31-32
33-34
35-36
41
42
43
44
45
46
51
52
53
54
55
56
61-62
63-64
65-66

Bestial Form
Blood Filtration
Distracting Form
Venomous
Scaly Skin
Leacher Tendrils
Tumourous
Quick Scabber
Regeneration
Acid Blood
Acute Senses
Claw
Eyestalks
Extra Arm
Gaping Maw
Tentacle
Ogre
Spiked Appendage
Acute Sight
Paralysing Stingers
Two Heads
Putrefying Aura
Pestilent Miasma
Cloud of Putrescence

Cost
5
5
5
10
10
20
20
25
30
5
5
10
10
10
10
15
20
20
25
25
30
40
40
40

Tzeentch Mutations
Cost

D66

Mutation

5
5
10
10
15
25
25
30
40
5
5
5
10
10
10
10
15
15
25
25
25
40
40
40

11-12
13-14
15-16
21-22
23-24
25-26
31-32
33-34
35-36
41
42
43
44
45
46
51
52
53
54
55
56
61-62
63-64
65-66

Acute Senses
Extra Sensory Sight
Projectile
Flame Gout
Discharge
Chameleonic
Acute Sight
Two Heads
Sensory Field
Blood Filtration
Eyestalks
Extra Arm
Distracting Form
Suckers
Tentacle
Bounding Legs
Spit Acid
Leacher Tendrils
Spikes
Wings
Regeneration
Wyrd
Inferno Bolts
Warp Field

08

Cost
5
5
5
10
15
20
25
25
30
5
10
10
10
10
10
20
20
25
30
30
40
40
40
40

Advance Roll
2D6

Experience
Chaos Cults gain experience and advances just like any
other gang.

Result

New Skill: Choose from either any of the skill


tables or the patron's Mutations table and
randomly determine a result from it.

3-4

New Skill: Choose from any of the selectable


skill tables associated to the fighter and
randomly determine a skill from it.

Characteristic Advance, roll a further D6:


1-3: +1 Strength
4-6: +1 Attacks

Characteristic Advance, roll a further D6:


1-3: +1 Weapon Skill
4-6: +1 Ballistic Skill

Fighter Type

Starting Experience

Demagogue
Specialist
Mutant
Cultist
Initiate

60 + D6
40 + D6
10 + D3
20 + D6
0

Characteristic Advance, roll a further D6:


1-3: +1 Initiative
4-6: +1 Leadership

Characteristic Advance, roll a further D6:


1-3: +1 Weapon Skill
4-6: +1 Ballistic Skill

Characteristic Advance, roll a further D6:


1-3: +1 Wounds
4-6: +1 Toughness

Max Characteristics
M

WS

BS

LD

Experience Advances
Experience Title
0-5
6-10
11-15
16-20
21-30
31-40
41-50
51-60
61-80
81-100
101-120
121-140
141-160
161-180
181-200
201-240
241-280
281-320
321-360
361-401
401+

Green Initiate
Initiate
Initiate
Top Initiate
New Cultist
Cultist
Cultist
Mighty Cultist
Senior Cultist
Senior Cultist
Senior Cultist
Senior Cultist
Mighty Senior Cultist
Legendary Senior Cultist
Favoured Cultist
Favoured Cultist
Mighty Corruptor Cultist
Legendary Corruptor Cultist
Exalted Corruptor
Mighty Exalted Corruptor
Legendary Exalted Corruptor

09

10-11

New Skill: Choose from any of the selectable


skill tables associated to the fighter and
randomly determine a skill from it.

12

New Skill: Choose from either any of the skill


tables or the patron's Mutations table and
randomly determine a result from it.

Khorne Cult Skills


Fighter Type

Agility

Combat

Ferocity

Muscle

Shooting

Stealth

Techno

Demagogue
Specialist
Mutant
Cultist
Initiate

x
x
-

x
x
x
x
x

x
x
x
x
x

x
x
x
-

x
-

x
x
-

Nurgle Cult Skills


Fighter Type

Agility

Combat

Ferocity

Muscle

Shooting

Stealth

Techno

Demagogue
Specialist
Mutant
Cultist
Initiate

x
x
-

x
x
x
x
x

x
x
x
x
x

x
-

x
x
x
-

x
x
-

Slaanesh Cult Skills


Fighter Type

Agility

Combat

Ferocity

Muscle

Shooting

Stealth

Techno

Demagogue
Specialist
Mutant
Cultist
Initiate

x
x
x
x
-

x
x
x
x
x

x
x
x
x
x

x
-

x
-

x
x
-

Tzeentch Cult Skills


Fighter Type

Agility

Combat

Ferocity

Muscle

Shooting

Stealth

Techno

Demagogue
Specialist
Mutant
Cultist
Initiate

x
x
-

x
x
x
-

x
-

x
x
x
x

x
x
x
x
x

x
x
x
-

Nameless Cult Skills


Fighter Type

Agility

Combat

Ferocity

Muscle

Shooting

Stealth

Techno

Demagogue
Specialist
Mutant
Cultist
Initiate

x
x
-

x
x
x
x
-

x
-

x
x
x
x

x
x
x
x
x

x
x
-

Credits: All images in this article are copyright of Games Workshop.

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