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3

Chaos Cultists

NAME M WS BS S T W A Ld Sv
Chaos Cultist 6" 4+ 4+ 3 3 1 1 5 6+
Cultist Champion 6" 4+ 4+ 3 3 1 2 6 6+
This unit contains 1 Cultist Champion and 9 Chaos Cultists. It can include up to 10 additional Chaos Cultists (Power Rating +3) or up to 20 additional Chaos Cultists (Power Rating +6). Each model is armed with an autogun.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
12"
Pistol 1
3
0
1
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
0
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
WARGEAR OPTIONS
 • Any Chaos Cultist may replace their autogun with an autopistol and brutal assault weapon.
 • For every ten models in the unit, one Chaos Cultist may replace their autogun with a heavy stubber or a flamer.
 • The Cultist Champion may replace their autogun with a shotgun or a brutal assault weapon and autopistol.
ABILITIES
Bolter Discipline
FACTION KEYWORDS
CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
KEYWORDS
INFANTRY, CHAOS CULTISTS
Does not include wargear
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

The FALLEN keyword is used in following Chaos Space Marines datasheets:

HQ
• Cypher
Elites
• Fallen
Number of Attacks (shooting)
Each time a model shoots a ranged weapon, it will make a number of attacks. You roll one dice for each attack being made. The number of attacks a model can make with a weapon, and therefore the number of dice you can roll, is found on the weapon’s profile, along with the weapon’s type. A weapon’s type can impact the number of attacks it can make.
Bolter Discipline
All ADEPTUS ASTARTES, HERETIC ASTARTES and FALLEN models gain this ability.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, CENTURION, DREADNOUGHT or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.). This also applies when firing the boltgun profile of combi-weapons (including the bolt weapon profile of Relics such as Blood Song and the Lion’s Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a Rapid Fire weapon (e.g. Primarch’s Wrath and Fury of Deimos). The Gauntlets of Ultramar and the Talon of Horus are also Rapid Fire bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.

The HERETIC ASTARTES keyword is used in following World Eaters datasheets:

The INFANTRY keyword is used in following World Eaters datasheets:

This datasheet has Troops Battlefield Role. Full list of World Eaters units sharing same Battlefield Role follows:

© Vyacheslav Maltsev 2013-2019