Chaos Cult

Books

BookKindEditionVersionLast update
  Kill Team: Ashes of Faith (Chaos Cult)
  Kill Team: Ashes of Faith (Chaos Cult)Expansion21.1March 2024
  The Balance Dataslate
  The Balance DataslateRulebook2Q2 2024June 2024

FAQ

Expansion: Kill Team: Ashes of Faith (Chaos Cult)

Q:When completing a group activation, if the first DEVOTEE operative mutates into a MUTANT operative during its activation, must I still select a DEVOTEE operative afterwards to fulfil the group activation requirements (assuming I am able)?
A:
Yes.
Q:If I want to mutate a friendly operative at the end of a combat in which a friendly DEVOTEE operative inflicted damage and was not incapacitated, must it be that operative that mutates, or can it be any friendly operative?
A:
It must be that operative.
Q:If a CHAOS CULT DEVOTEE operative mutates into a MUTANT by incapacitating an enemy operative in combat, but that enemy operative inflicts damage when they are incapacitated (e.g. BLOODED TRAITOR BRIMSTONE GRENADIER operative’s Explosive Demise ability, or KOMMANDO BOMB SQUIG operative’s BOOM! ability), what happens first?
A:
Mutate into a new operative first, then inflict the damage.
Q:If a CHAOS CULT DEVOTEE operative mutates into a MUTANT during its activation by incapacitating an enemy operative, can I then use the Unleash the Daemon Tactical Ploy before its activation ends?
A:
Yes.

Chaos Cult Kill Team

Below you will find a list of the operatives that make up a CHAOS CULT kill team, including, where relevant, any wargear those operatives must be equipped with.

Operatives

Abilities

Below, you will find common abilities of the CHAOS CULT kill team.

Mutation

During arcane rituals, the most devoted among a Chaos Cult have evil symbols carved into their flesh or tattooed onto their skin. Should the correct words of invocation be said in battle, these icons appear to draw empyric power to them, which twists the flesh of the Devotee and horrifically mutates them. This does not satisfy the dark cravings and power lust of some. Depraved prayers are written upon flayed skin and nailed into the tormented flesh of these individuals, then daemons are summoned and bound into their mortal bodies.

During the battle, friendly CHAOS CULT operatives can ‘mutate’. Each time they do, choose one of the following:
  • If it’s a DEVOTEE operative, turn it into a MUTANT operative.
  • If it’s a MUTANT operative, turn it into a TORMENT operative.
  • It can regain D3+1 lost wounds.

An operative cannot mutate more than once per Turning Point. In addition, you can never have more than five MUTANT operatives and three TORMENT operatives at once.

When an operative mutates into another operative, it’s still the same DEVOTEE operative on your roster/dataslate, so has the same Battle Honours and is the same operative for any Tac Ops it has already been selected for, etc. The operative is simply a new operative type and will use that new type’s miniature and datacard rules. It will revert back to its original DEVOTEE miniature and datacard after the battle.

You can mutate friendly operatives as follows:
  • Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can instead mutate a number of friendly CHAOS CULT operatives equal to the Turning Point number.
  • At the end of a combat in which a friendly DEVOTEE operative incapacitated an enemy operative and was not incapacitated itself.
  • When a friendly CULT DEMAGOGUE operative performs the Accursed Benediction action (see Cult Demagogue datacard).

When a friendly operative mutates into a new operative:
  • Swap the miniatures, ensuring the centre of the new miniature’s base is as close as possible to that of the old miniature. This can put it within Engagement Range of enemy operatives, and if the old miniature was, the new miniature must return there if possible.
  • The new operative no longer has full wounds remaining. Instead, it has the same wounds remaining as the preceding operative did, but then regains D3+1 wounds if it’s now a MUTANT operative or D3+3 if it’s now a TORMENT operative; in either case, it cannot go above its maximum wounds.

Accursed Gifts

Accursed followers of Chaos are blessed by the gods with a horrifying array of mutations. Chiropteran wings, sharp, ridged horns and wicked claws are but a few examples of what gifts a Mutant might receive, along with reptilian skin or long, dextrous tentacles. All of these grant Mutants formidable abilities on the battlefield, which they use to sickening effect against the enemies of the Chaos Gods.

Accursed Gifts are abilities that friendly CHAOS CULT operatives gain when they mutate into other operative types. The first time a friendly DEVOTEE operative mutates into a MUTANT operative during the battle, select your first Accursed Gift. The first time a friendly MUTANT operative mutates into a TORMENT operative during the battle, select your second Accursed Gift. All friendly MUTANT operatives have your first Accursed Gift and all friendly TORMENT operatives have your first and second Accursed Gifts.

You can select Accursed Gifts from those presented below. You cannot select the same Accursed Gift more than once per battle. All Accursed Gifts are removed at the end of the battle.

1. Winged
Each time this operative performs an action in which it moves:

2. Fleet
Add to this operative’s Movement characteristic.

3. Chitinous
Improve this operative’s Save characteristic by 1.

4. Horned
Each time this operative finishes a Charge action, you can select one enemy operative within its Engagement Range to suffer 1 mortal wound, or D3 mortal wounds if this operative is a TORMENT.

5. Sinewed
  • You can ignore any or all modifiers to the Weapon Skill characteristic of this operative’s melee weapons.
  • This operative’s melee weapons gain the Brutal special rule.

6. Barbed
This operative’s melee weapons gain the Reap 1 critical hit rule, or Reap 2 if this operative is a TORMENT.

Strategic Ploys

If your faction is CHAOS CULT, you can use the following Strategic Ploys during a game.

EXALTATION IN PAIN1CP
Strategic Ploy
Until the end of the Turning Point:
  • Friendly CHAOS CULT operatives are not injured.
  • Each time a shooting attack is made against a friendly CHAOS CULT operative that has less than its starting number of wounds remaining, you can re-roll one of your defence dice.
FERVENT ONSLAUGHT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly CHAOS CULT operative fights in combat, in the Roll Attack Dice step of that combat, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
CREATURES OF NIGHTMARE1CP
Strategic Ploy
Until the end of the Turning Point, when determining control of an objective marker that any friendly MUTANT or TORMENT operatives are within of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.
SICKENING AURA1CP
Strategic Ploy
Until the end of the Turning Point, while an enemy operative is within of a friendly MUTANT or TORMENT operative, worsen the Ballistic Skill and Weapon Skill characteristics of that enemy operative’s weapons by 1. This is not cumulative with being injured.

Tactical Ploys

If your faction is CHAOS CULT, you can use the following Tactical Ploys during a game.

FAITHFUL FOLLOWER1CP
Tactical Ploy
Use this Tactical Ploy when a friendly CULT DEMAGOGUE, ICONARCH or MINDWITCH operative is selected as the target of a shooting attack. Select one friendly CHAOS CULT operative (excluding one of the aforementioned operatives) that is Visible to and within of that friendly operative. Resolve that shooting attack against that other friendly operative instead (it is treated as a valid target).

This ploy has no effect on shooting attacks made with weapons that have the Blast or Torrent special rules, or attacks made against each operative within a certain distance of a specified point (e.g. mines).
ABHORRENT MUTATION1CP
Tactical Ploy
Use this Tactical Ploy when a friendly CHAOS CULT operative (excluding a DARK COMMUNE operative) is activated. Select an Accursed Gift for that operative to gain. This is in addition to any Accursed Gifts it already has.
FRENZIED DEMISE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly MUTANT or TORMENT operative is incapacitated. Inflict D3 mortal wounds (or D6 mortal wounds if that friendly operative is a TORMENT operative) on one enemy operative Visible to and within of that friendly operative.
UNLEASH THE DAEMON1CP
Tactical Ploy
Use this Tactical Ploy in a friendly MUTANT or TORMENT operative’s activation.
  • It can perform a free Fight action during that activation.
  • It can perform two Fight actions during that activation.

Tac Ops

If your faction is CHAOS CULT, you can use the Chaos Cult Tac Ops listed below, as specified in the mission sequence.

TEAR THROUGH
Chaos Cult – Faction Tac Op 1
You can reveal this Tac Op at the end of the battle.
  • If you have a friendly TORMENT operative within of your opponent’s drop zone, you score 1VP.
  • If you have a different friendly TORMENT operative within of your opponent’s drop zone, you score 1VP.
PROFANE DEFILEMENT
Chaos Cult – Faction Tac Op 2
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
  • If a friendly CULT DEMAGOGUE, ICONARCH or MINDWITCH operative starts and ends the Turning Point within of the centre of the killzone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
BLOOD OFFERING
Chaos Cult – Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Turning Point. For each objective marker, the first time an enemy operative is incapacitated within of it, place a Blood Offering token on that objective marker.
  • If any friendly operatives perform the Blood Prayer action (below), you score 1VP.
  • If any friendly operatives perform the Blood Prayer action at a different objective marker, you score 1VP.
Friendly operatives can perform the following mission action:

BLOOD PRAYER1AP

An operative can perform this action while it controls an objective marker that has a Blood Offering token on it. If the operative is a CULT DEMAGOGUE operative, it can instead perform this action while within of an objective marker with a Blood Offering token on it. An operative cannot perform this action while within Engagement Range of an enemy operative.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected CHAOS CULT as your Faction keyword.

Battle Honours

Each time a CHAOS CULT operative gains a Battle Honour, instead of determining one from its specialism, you can instead determine one from the Chaos Cult Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

CHAOS CULT SPECIALIST
D6Battle Honour
1Violent Rampage: This operative can perform the Charge action while within Engagement Range of an enemy operative.
2Tainted Resilience: This operative cannot be injured.
3Thirst for Slaughter: Each time this operative performs a Charge action, improve the Weapon Skill characteristic of its melee weapons by 1 until the end of the activation.
4Dark Communion: This operative does not have to be within of a CULT DEMAGOGUE for the purposes of that operative’s unique actions.
5Pain Metamorphosis: While this operative is not a MUTANT or TORMENT, at the end of each combat or shooting attack in which it lost wounds but was not incapacitated, it can mutate.
6Dark Blessing: The first time you select an Accursed Gift for your kill team, also select a different Accursed Gift to be the dark blessing. Each time an operative with this ability would gain an Accursed Gift, they can gain the dark blessing instead (max once per operative).

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is CHAOS CULT, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

Unlike rare equipment from the Core Book (which upgrades specific weapons), if an operative mutates into a MUTANT or TORMENT operative as a result of the Mutation ability, it does not lose these items of rare equipment. For example, if a DEVOTEE operative is equipped with a vicious claw, the effects would apply to its crude melee weapon, then (if it mutates) the MUTANT operative’s blasphemous appendages and the TORMENT operative’s hideous mutations.

1. NOXIOUS ICHOR [2EP]

The operative gains the following ability for the battle:

Noxious Ichor: Each time an attack dice inflicts damage on this operative, roll one D6 separately for each enemy operative within its Engagement Range: on a 3+, that enemy operative suffers 1 mortal wound.

2. PARALYSING STING [2EP]

The operative’s melee weapons gain the Stun critical hit rule.

3. VICIOUS CLAW [3EP]

Add 1 to both Damage characteristics of the operative’s melee weapons.

4. MUTATING FLAMES [4EP]

ICONARCH operative only. The operative gains the following ability for the battle:

Mutating Flames: Add to the distance of this operative’s Ruinous Deterioration and Ruinous Invigoration abilities.

5. ABHORRENT SCEPTRE [3EP]

CULT DEMAGOGUE or MINDWITCH operative only. The operative gains the following ability for the battle:

Abhorrent Sceptre: Each time this operative is activated, it can perform one free unique action during its activation.

6. ACCURSED CONSECRATION [1EP]

DARK COMMUNE operative only. The operative gains the following ability for the battle:

Accursed Consecration: When this item of equipment is revealed, select one Accursed Gift for this operative to gain.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is CHAOS CULT, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

OBSCENE PULPIT

As the commune grows in strength, so do their powers of persuasion and influence. From their pulpit the Cult Demagogue preaches obscenities to the masses, inviting in dark magics to strengthen the Cult.

Each time a friendly DARK COMMUNE operative gains a rank, all friendly DEVOTEE operatives earn 1XP, or 2XP if that DARK COMMUNE operative is a CULT DEMAGOGUE.

ACCURSED HEX

The Cult have consecrated a ritual site. Here, following the reading of dark prayers and carrying out of malignant sacraments, a Devotee at the centre of the Accursed Hex is flooded with Chaos energies.

In the Strategy phase of the first Turning Point, you can mutate one additional CHAOS CULT operative.

DIRGE CASTER

These great speakers emit diabolical broadcasts of sinister lies and seductive oratory to draw in the downtrodden and desperate, converting them to the Cult.

You can use the Operative Assigned Requisition for 0RP if the operative added is a DEVOTEE operative.


Requisitions

In a Spec Ops campaign, if your faction is CHAOS CULT, you can use the following Requisitions in addition to those presented in other sources.

SACRIFICE1RP

The Chaos Gods can give life, but for a high price indeed. For some unfortunate members of the Cult, their lives can be forfeited to preserve the existence of a more influential member of their congregation.

Purchase this Requisition when a friendly CULT DEMAGOGUE operative gains a Battle Scar or is Slain. Select one friendly DEVOTEE operative to be Slain, then the friendly CULT DEMAGOGUE operative is treated as having passed its Casualty test instead.
GIFT OF CHAOS1RP

Those who worship the Dark Gods often find their flesh slowly warping and twisting, sprouting additional limbs, growing scales or gaining supernatural strength and agility.

Purchase this Requisition before or after a game. You can change one Battle Honour of a friendly CHAOS CULT operative. If that operative only has one Battle Honour from its specialism, you can change its specialism before doing so.
MALIGN ANOINTMENT1RP

Many members of a Cult look upon the Dark Commune with envy, fervently wishing to be a part of this powerful collective. For the most fanatically devoted of their number, joining the Dark Commune is a distinct possibility, and they go through a heinous ceremony to cement their place.

Purchase this Requisition before or after a game. Remove one DEVOTEE operative from your dataslate, then add a DARK COMMUNE operative to your dataslate. That new operative has a number of experience points equal to the lowest experience points of the removed operative’s rank (select its Battle Honours accordingly). For example, if you removed an operative that had 20XP, the new operative would have 16XP. It also has the same Battle Scars (if any) of the removed operative.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is CHAOS CULT, you can select one from those found below instead of selecting one from another source.

Elevation Through Slaughter

The bloodthirsty members of the Cult seek the attention and favour of the gods, and intend to get it through the mass slaughter of as many foes as possible.

OPERATION 1: KILL! KILL! KILL!

When the Cult have finished butchering all their enemies, they will leave many killzones resembling little more than gore-slicked charnel houses.

Complete five games in which you scored victory points from the ‘Blood Offering’, ‘Protect Assets’ and/or ‘Tear Through’ Tac Op.

OPERATION 2: HAIL THE GODS

Empyric energy flows around the Cult’s blood-soaked warriors after they have slaughtered so many of their enemies. Now all they need to crystallise and concentrate the power of the gods is to place a dark artefact of Chaos at the site where the most blood was shed.

Complete a game in which you scored victory points from the ‘Plant Banner’ Tac Op.

COMMENDATION
  • You can distribute up to 10XP across the operatives on your dataslate (max 3XP per operative).
  • After the battle, all friendly operatives pass Casualty and Recovery tests.

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Purge Order’ Spec Op.

Occult Ritual

The Cult must conduct a profane ritual in secret. Its members strike at targets seemingly random to their enemies, but in reality each mission they carry out is a part of their preparations — whether that involves assassinating select foes, stealing holy artefacts or spilling blood in precise locations. By the time the enemy realise what is happening, it will be too late.

OPERATION 1: HIDDEN DESIGN

The Cult must complete a series of tasks vital to the successful climax of their dread ritual.

Complete five games and score victory points from every Tac Op archetype (i.e. Infiltration, Recon, Security, Seek and Destroy) across those games.

OPERATION 2: CULMINATION OF THE RITUAL

With their designs in place and all the necessary stages of the ritual almost reached, the Cult’s leadership must complete the final act.

Complete a game in which you scored victory points from the ‘Profane Defilement’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Perform Ritual’ Spec Op.

Equipment

CHAOS CULT operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle. If the operative mutates into a MUTANT or TORMENT operative, this equipment is removed from it.
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action. If the operative mutates into a MUTANT or TORMENT operative, this equipment is removed from it.
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-

TROPHY WEAPON+ [1EP]

DEVOTEE operative only. Select a crude melee weapon or pistol the operative is equipped with. Add 1 to both Damage characteristics of that weapon for the battle.

COVERT GUISE [2EP]

DEVOTEE operative only. The operative gains the following ability for the battle:

Covert Guise: At the end of the Scouting step, if this operative is wholly within your drop zone, it can perform a free Dash action.

CHAOS SIGIL [2EP]

The operative gains the following ability for the battle. If the operative mutates into another operative type as a result of the Mutation ability, it keeps the following ability for the battle:

Chaos Sigil: This operative has a 5+ invulnerable save.

VILE BLESSING+ [3EP]

The operative gains the following ability for the battle. If the operative mutates into another operative type as a result of the Mutation ability, it keeps the following ability for the battle:

Vile Blessing: Once per battle, in the Resolve Successful Hits step of a combat or shooting attack, you can ignore the damage inflicted on this operative from one attack dice. This must be done before rolling to ignore lost wounds (e.g. the Unnatural Regeneration ability, see Chaos Mutant and Chaos Torment datacards).


Datacards


Cult Demagogue

Vile orators who inflame the passions of their adherents, Cult Demagogues are seen by their fanatical underlings as prophets of the Dark Gods. They interpret signs, bless their congregations and invoke the power of the warp through ritual sacrifice and fervent prayer.

Cult Demagogue

Vile orators who inflame the passions of their adherents, Cult Demagogues are seen by their fanatical underlings as prophets of the Dark Gods. They interpret signs, bless their congregations and invoke the power of the warp through ritual sacrifice and fervent prayer.

M APL GA DF SV W Base
3 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pistol
Pistol
4
4+
2/3
Rng Rng -
Diabolical stave
Diabolical stave
4
4+
3/6
Rng . !StunRng Stun
Diabolical stave
Diabolical stave
4
4+
3/6
!Stun-Stun
ABILITIES UNIQUE ACTIONS
-
Accursed Benediction (1AP): One friendly CHAOS CULT operative Visible to and within of this operative can mutate. This operative cannot perform this action while within Engagement Range of an enemy operative.
Induce Slaughter (1AP): One friendly CHAOS CULT operative Visible to and within of this operative can immediately perform a free Fight action. This operative cannot perform this action while within Engagement Range of an enemy operative.
Incite Urgency (1AP): One friendly CHAOS CULT operative Visible to and within of this operative can immediately perform a free Dash or Charge action (for the latter, it can move no more than ). This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
-
UNIQUE ACTIONS
Accursed Benediction (1AP): One friendly CHAOS CULT operative Visible to and within of this operative can mutate. This operative cannot perform this action while within Engagement Range of an enemy operative.
Induce Slaughter (1AP): One friendly CHAOS CULT operative Visible to and within of this operative can immediately perform a free Fight action. This operative cannot perform this action while within Engagement Range of an enemy operative.
Incite Urgency (1AP): One friendly CHAOS CULT operative Visible to and within of this operative can immediately perform a free Dash or Charge action (for the latter, it can move no more than ). This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
PROFANE DEFILEMENT , FAITHFUL FOLLOWER , ABHORRENT SCEPTRE , ACCURSED CONSECRATION , OBSCENE PULPIT , SACRIFICE , MALIGN ANOINTMENT , Frag Grenade , Krak Grenade
CHAOS CULT, CHAOS, LEADER, DARK COMMUNE, CULT DEMAGOGUE
CHAOS CULT, CHAOS, LEADER, DARK COMMUNE, CULT DEMAGOGUE


Blessed Blade

The most devoted and skilled of the Cult Demagogue’s followers, Blessed Blades serve as their fanatically loyal bodyguards. They will gladly die to protect their charge, and have been silenced either by ritual or blade to ensure they never speak over their master.

Blessed Blade

The most devoted and skilled of the Cult Demagogue’s followers, Blessed Blades serve as their fanatically loyal bodyguards. They will gladly die to protect their charge, and have been silenced either by ritual or blade to ensure they never speak over their master.

M APL GA DF SV W Base
3 2 1 3 5+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Commune blade
Commune blade
4
4+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Cut Them Down: Each time an enemy operative starts a Fall Back action while within Engagement Range of this operative, you can use this ability. If you do so, that enemy operative suffers D3+1 mortal wounds (before it moves).
Attuned In Purpose: Each time this operative is activated, you can also activate another ready friendly BLESSED BLADE operative within of it at the same time. Complete their actions in any order.
-
ABILITIES
Cut Them Down: Each time an enemy operative starts a Fall Back action while within Engagement Range of this operative, you can use this ability. If you do so, that enemy operative suffers D3+1 mortal wounds (before it moves).
Attuned In Purpose: Each time this operative is activated, you can also activate another ready friendly BLESSED BLADE operative within of it at the same time. Complete their actions in any order.
UNIQUE ACTIONS
-
DATACARD-RELATED
ACCURSED CONSECRATION , OBSCENE PULPIT , MALIGN ANOINTMENT , Frag Grenade , Krak Grenade
CHAOS CULT, CHAOS, DARK COMMUNE, BLESSED BLADE
CHAOS CULT, CHAOS, DARK COMMUNE, BLESSED BLADE


Iconarch

Iconarchs have the blessing and the curse of carrying their Cult’s spike and flame-billowing censer-icon to war. This great symbol radiates with the mutating power of the warp, affecting the foes and devotees of Chaos alike.

Iconarch

Iconarchs have the blessing and the curse of carrying their Cult’s spike and flame-billowing censer-icon to war. This great symbol radiates with the mutating power of the warp, affecting the foes and devotees of Chaos alike.

M APL GA DF SV W Base
3 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Burning censer
Burning censer
6
2+
2/3
Rng , Torrent Rng , Torrent -
Pistol
Pistol
4
4+
2/3
Rng Rng -
Crude melee weapon
Crude melee weapon
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour (see the Kill Team Core Book).
Ruinous Deterioration (1AP): Until the start of that operative’s next activation, each time an attack dice would inflict damage on an enemy operative within 2 of this operative, add 1 to the damage inflicted from that attack dice.
Ruinous Invigoration (1AP): Until the start of that operative’s next activation, each time an attack dice would inflict damage on a friendly CHAOS CULT operative within 2 of this operative, subtract 1 from the damage inflicted from that attack dice (to a minimum of 3).
ABILITIES
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour (see the Kill Team Core Book).
UNIQUE ACTIONS
Ruinous Deterioration (1AP): Until the start of that operative’s next activation, each time an attack dice would inflict damage on an enemy operative within 2 of this operative, add 1 to the damage inflicted from that attack dice.
Ruinous Invigoration (1AP): Until the start of that operative’s next activation, each time an attack dice would inflict damage on a friendly CHAOS CULT operative within 2 of this operative, subtract 1 from the damage inflicted from that attack dice (to a minimum of 3).
DATACARD-RELATED
PROFANE DEFILEMENT , FAITHFUL FOLLOWER , MUTATING FLAMES , ACCURSED CONSECRATION , OBSCENE PULPIT , MALIGN ANOINTMENT , Frag Grenade , Krak Grenade
CHAOS CULT, CHAOS, DARK COMMUNE, ICONARCH
CHAOS CULT, CHAOS, DARK COMMUNE, ICONARCH


Mindwitch

All that remains of the psyker that is a Mindwitch is a mutated, swollen head mounted on an armature, connected by arcane tubes and cables to a mindless slave. Beings of formidable power, they can torture the minds of their victims and weave vortexes of empyric energy.

Mindwitch

All that remains of the psyker that is a Mindwitch is a mutated, swollen head mounted on an armature, connected by arcane tubes and cables to a mindless slave. Beings of formidable power, they can torture the minds of their victims and weave vortexes of empyric energy.

M APL GA DF SV W Base
3 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Fists
Fists
3
5+
1/2
--
ABILITIES UNIQUE ACTIONS
-
Heinous Deluge (1AP): Psychic action. Select one enemy operative in this operative’s Line of Sight. Subtract 1 from its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
Malefic Vortex (1AP): Psychic action. Remove your Malefic Vortex token (if any). Then place a Malefic Vortex token in a location that is Visible to this operative, or on a Vantage Point of a terrain feature that is Visible to this operative (treat it as an intended target for the purposes of the Visibility line). Each enemy operative within of that token suffers 1 mortal wound. In addition, at the end of each Turning Point, each enemy operative within of that token suffers 1 mortal wound. This operative cannot perform this action while within Engagement Range of an enemy operative.
Infernal Gaze (1AP): Psychic action. Select one enemy operative within of this operative and in its Line of Sight. That enemy operative suffers a number of mortal wounds based on the closest distance it is from this operative. Note that these are not cumulative.
  • Within - D3+5 mortal wounds
  • Within 2 - D3+3 mortal wounds
  • Within - 3 mortal wounds
This operative cannot perform this action while it has a Conceal order or while within Engagement Range of an enemy operative.
ABILITIES
-
UNIQUE ACTIONS
Heinous Deluge (1AP): Psychic action. Select one enemy operative in this operative’s Line of Sight. Subtract 1 from its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
Malefic Vortex (1AP): Psychic action. Remove your Malefic Vortex token (if any). Then place a Malefic Vortex token in a location that is Visible to this operative, or on a Vantage Point of a terrain feature that is Visible to this operative (treat it as an intended target for the purposes of the Visibility line). Each enemy operative within of that token suffers 1 mortal wound. In addition, at the end of each Turning Point, each enemy operative within of that token suffers 1 mortal wound. This operative cannot perform this action while within Engagement Range of an enemy operative.
Infernal Gaze (1AP): Psychic action. Select one enemy operative within of this operative and in its Line of Sight. That enemy operative suffers a number of mortal wounds based on the closest distance it is from this operative. Note that these are not cumulative.
  • Within - D3+5 mortal wounds
  • Within 2 - D3+3 mortal wounds
  • Within - 3 mortal wounds
This operative cannot perform this action while it has a Conceal order or while within Engagement Range of an enemy operative.
DATACARD-RELATED
PROFANE DEFILEMENT , FAITHFUL FOLLOWER , ABHORRENT SCEPTRE , ACCURSED CONSECRATION , OBSCENE PULPIT , MALIGN ANOINTMENT , Frag Grenade , Krak Grenade
CHAOS CULT, CHAOS, DARK COMMUNE, PSYKER, MINDWITCH
CHAOS CULT, CHAOS, DARK COMMUNE, PSYKER, MINDWITCH


Chaos Devotee

These Cultists are the mortal followers of the Dark Gods - ordinary men and women fallen to promises of temporal power who wish to overthrow Imperial taskmasters. Bearing a motley collection of improvised, stolen and makeshift weapons, they can overwhelm even determined enemies with their sheer zeal.

Chaos Devotee

These Cultists are the mortal followers of the Dark Gods - ordinary men and women fallen to promises of temporal power who wish to overthrow Imperial taskmasters. Bearing a motley collection of improvised, stolen and makeshift weapons, they can overwhelm even determined enemies with their sheer zeal.

M APL GA DF SV W Base
3 2 2 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pistol
Pistol
4
4+
2/3
Rng Rng -
Crude melee weapon
Crude melee weapon
4
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
ABHORRENT MUTATION , DIRGE CASTER , MALIGN ANOINTMENT , Frag Grenade , Krak Grenade , Trophy Weapon , Covert Guise
CHAOS CULT, CHAOS, DEVOTEE
CHAOS CULT, CHAOS, DEVOTEE


Chaos Mutant

Whether born of dark ritual, empyric experimentation or the predations of malign entities, Mutants have diverse, terrifying origins. When faced with an enemy, they lash out with claws, tendrils or whatever other blasphemous appendage they possess.

Chaos Mutant

Whether born of dark ritual, empyric experimentation or the predations of malign entities, Mutants have diverse, terrifying origins. When faced with an enemy, they lash out with claws, tendrils or whatever other blasphemous appendage they possess.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Blasphemous appendages
Blasphemous appendages
4
4+
3/4
Ceaseless. !RendingCeaselessRending
ABILITIES UNIQUE ACTIONS
Accursed Mutant: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so.
Unnatural Regeneration: Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
-
ABILITIES
Accursed Mutant: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so.
Unnatural Regeneration: Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
UNIQUE ACTIONS
-
DATACARD-RELATED
CREATURES OF NIGHTMARE , SICKENING AURA , ABHORRENT MUTATION , FRENZIED DEMISE , UNLEASH THE DAEMON , Vile Blessing
CHAOS CULT, CHAOS, MUTANT
CHAOS CULT, CHAOS, MUTANT


Chaos Torment

These hideous abominations are possessed by one daemon or many. It is impossible to tell how much of the original Devotee remains. Each has a scroll of parchment nailed to its form, upon which are written words in evil tongues to prevent the bound daemons from manifesting in full.

Chaos Torment

These hideous abominations are possessed by one daemon or many. It is impossible to tell how much of the original Devotee remains. Each has a scroll of parchment nailed to its form, upon which are written words in evil tongues to prevent the bound daemons from manifesting in full.

M APL GA DF SV W Base
3 2 1 3 5+ 13 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hideous mutations
Hideous mutations
5
4+
4/5
Relentless. !RendingRelentlessRending
ABILITIES UNIQUE ACTIONS
Accursed Torment:
  • This operative cannot perform mission actions or the Pick Up action (when it’s set up, it must drop all objective markers or tokens its former operative type was carrying).
  • Light terrain and operatives with a Wounds characteristic of 11 or less do not provide Cover for this operative.
Unnatural Regeneration: Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
-
ABILITIES
Accursed Torment:
  • This operative cannot perform mission actions or the Pick Up action (when it’s set up, it must drop all objective markers or tokens its former operative type was carrying).
  • Light terrain and operatives with a Wounds characteristic of 11 or less do not provide Cover for this operative.
Unnatural Regeneration: Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
UNIQUE ACTIONS
-
DATACARD-RELATED
TEAR THROUGH , CREATURES OF NIGHTMARE , SICKENING AURA , ABHORRENT MUTATION , FRENZIED DEMISE , UNLEASH THE DAEMON , Vile Blessing
CHAOS CULT, CHAOS, TORMENT
CHAOS CULT, CHAOS, TORMENT
Mutation

During arcane rituals, the most devoted among a Chaos Cult have evil symbols carved into their flesh or tattooed onto their skin. Should the correct words of invocation be said in battle, these icons appear to draw empyric power to them, which twists the flesh of the Devotee and horrifically mutates them. This does not satisfy the dark cravings and power lust of some. Depraved prayers are written upon flayed skin and nailed into the tormented flesh of these individuals, then daemons are summoned and bound into their mortal bodies.

During the battle, friendly CHAOS CULT operatives can ‘mutate’. Each time they do, choose one of the following:
  • If it’s a DEVOTEE operative, turn it into a MUTANT operative.
  • If it’s a MUTANT operative, turn it into a TORMENT operative.
  • It can regain D3+1 lost wounds.

An operative cannot mutate more than once per Turning Point. In addition, you can never have more than five MUTANT operatives and three TORMENT operatives at once.

When an operative mutates into another operative, it’s still the same DEVOTEE operative on your roster/dataslate, so has the same Battle Honours and is the same operative for any Tac Ops it has already been selected for, etc. The operative is simply a new operative type and will use that new type’s miniature and datacard rules. It will revert back to its original DEVOTEE miniature and datacard after the battle.

You can mutate friendly operatives as follows:
  • Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can instead mutate a number of friendly CHAOS CULT operatives equal to the Turning Point number.
  • At the end of a combat in which a friendly DEVOTEE operative incapacitated an enemy operative and was not incapacitated itself.
  • When a friendly CULT DEMAGOGUE operative performs the Accursed Benediction action (see Cult Demagogue datacard).

When a friendly operative mutates into a new operative:
  • Swap the miniatures, ensuring the centre of the new miniature’s base is as close as possible to that of the old miniature. This can put it within Engagement Range of enemy operatives, and if the old miniature was, the new miniature must return there if possible.
  • The new operative no longer has full wounds remaining. Instead, it has the same wounds remaining as the preceding operative did, but then regains D3+1 wounds if it’s now a MUTANT operative or D3+3 if it’s now a TORMENT operative; in either case, it cannot go above its maximum wounds.
UNLEASH THE DAEMON1CP
Tactical Ploy
Use this Tactical Ploy in a friendly MUTANT or TORMENT operative’s activation.
  • It can perform a free Fight action during that activation.
  • It can perform two Fight actions during that activation.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
Reap x
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within of it or the target operative, x is the number after the weapon’s Reap (e.g. Reap 1).
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.

The DARK COMMUNE keyword is used in the following Chaos Cult datacards:

Accursed Gifts

Accursed followers of Chaos are blessed by the gods with a horrifying array of mutations. Chiropteran wings, sharp, ridged horns and wicked claws are but a few examples of what gifts a Mutant might receive, along with reptilian skin or long, dextrous tentacles. All of these grant Mutants formidable abilities on the battlefield, which they use to sickening effect against the enemies of the Chaos Gods.

Accursed Gifts are abilities that friendly CHAOS CULT operatives gain when they mutate into other operative types. The first time a friendly DEVOTEE operative mutates into a MUTANT operative during the battle, select your first Accursed Gift. The first time a friendly MUTANT operative mutates into a TORMENT operative during the battle, select your second Accursed Gift. All friendly MUTANT operatives have your first Accursed Gift and all friendly TORMENT operatives have your first and second Accursed Gifts.

You can select Accursed Gifts from those presented below. You cannot select the same Accursed Gift more than once per battle. All Accursed Gifts are removed at the end of the battle.

1. Winged
Each time this operative performs an action in which it moves:

2. Fleet
Add to this operative’s Movement characteristic.

3. Chitinous
Improve this operative’s Save characteristic by 1.

4. Horned
Each time this operative finishes a Charge action, you can select one enemy operative within its Engagement Range to suffer 1 mortal wound, or D3 mortal wounds if this operative is a TORMENT.

5. Sinewed
  • You can ignore any or all modifiers to the Weapon Skill characteristic of this operative’s melee weapons.
  • This operative’s melee weapons gain the Brutal special rule.

6. Barbed
This operative’s melee weapons gain the Reap 1 critical hit rule, or Reap 2 if this operative is a TORMENT.

CRUDE MELEE WEAPON

 
Name
A
BS/WS
D
Crude melee weapon
3
4+
2/3
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.

BLASPHEMOUS APPENDAGES

 
Name
A
BS/WS
D
Blasphemous appendages
4
4+
3/4
Special Rules
!
Ceaseless
Rending
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.

HIDEOUS MUTATIONS

 
Name
A
BS/WS
D
Hideous mutations
5
4+
4/5
Special Rules
!
Relentless
Rending
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
OPERATIVE ASSIGNED1RP

Kill teams grow in size in all manner of ways. High command might assign new soldiers. The kill team's boss might bully a lesser warrior into joining its mob. A new creature may daw and bite its way out of an amniotic sac, or a lone survivor might be found on the battlefield.

Purchase this Requisition before or after a game. Add one operative to your dataslate. This must be an operative from your faction.
BLOOD OFFERING
Chaos Cult – Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Turning Point. For each objective marker, the first time an enemy operative is incapacitated within of it, place a Blood Offering token on that objective marker.
  • If any friendly operatives perform the Blood Prayer action (below), you score 1VP.
  • If any friendly operatives perform the Blood Prayer action at a different objective marker, you score 1VP.
Friendly operatives can perform the following mission action:

BLOOD PRAYER1AP

An operative can perform this action while it controls an objective marker that has a Blood Offering token on it. If the operative is a CULT DEMAGOGUE operative, it can instead perform this action while within of an objective marker with a Blood Offering token on it. An operative cannot perform this action while within Engagement Range of an enemy operative.
PROTECT ASSETS
Security – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if two or more enemy operatives were incapacitated while within of an objective marker during that Turning Point, and/or while carrying an objective during that Turning Point, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
TEAR THROUGH
Chaos Cult – Faction Tac Op 1
You can reveal this Tac Op at the end of the battle.
  • If you have a friendly TORMENT operative within of your opponent’s drop zone, you score 1VP.
  • If you have a different friendly TORMENT operative within of your opponent’s drop zone, you score 1VP.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
PLANT BANNER
Security – Tac Op
After selecting this Tac Op, secretly select one friendly operative to be carrying your Banner token. Reveal this Tac Op when that operative drops your Banner token. When you do, until the end of the battle, the Pick Up action can be performed by friendly operatives upon your Banner token.
  • At the end of the battle, if your Banner token is within of but not wholly within your opponent’s drop zone, you score 1VP.
  • At the end of the battle, if your Banner token is wholly within your opponent’s drop zone, you score 2VP.
Operatives can perform the following mission action:

DESTROY BANNER1AP

An operative can perform this action while within of the centre of an opponent’s Banner token. Remove that Banner token from the killzone. An operative cannot perform this action while within of enemy operatives.
PROFANE DEFILEMENT
Chaos Cult – Faction Tac Op 2
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
  • If a friendly CULT DEMAGOGUE, ICONARCH or MINDWITCH operative starts and ends the Turning Point within of the centre of the killzone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.

PISTOL

 
Name
A
BS/WS
D
Pistol
4
4+
2/3
Special Rules
!
Rng
-
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
FAITHFUL FOLLOWER1CP
Tactical Ploy
Use this Tactical Ploy when a friendly CULT DEMAGOGUE, ICONARCH or MINDWITCH operative is selected as the target of a shooting attack. Select one friendly CHAOS CULT operative (excluding one of the aforementioned operatives) that is Visible to and within of that friendly operative. Resolve that shooting attack against that other friendly operative instead (it is treated as a valid target).

This ploy has no effect on shooting attacks made with weapons that have the Blast or Torrent special rules, or attacks made against each operative within a certain distance of a specified point (e.g. mines).

5. ABHORRENT SCEPTRE [3EP]

CULT DEMAGOGUE or MINDWITCH operative only. The operative gains the following ability for the battle:

Abhorrent Sceptre: Each time this operative is activated, it can perform one free unique action during its activation.

6. ACCURSED CONSECRATION [1EP]

DARK COMMUNE operative only. The operative gains the following ability for the battle:

Accursed Consecration: When this item of equipment is revealed, select one Accursed Gift for this operative to gain.
OBSCENE PULPIT
Strategic Asset

As the commune grows in strength, so do their powers of persuasion and influence. From their pulpit the Cult Demagogue preaches obscenities to the masses, inviting in dark magics to strengthen the Cult.

Each time a friendly DARK COMMUNE operative gains a rank, all friendly DEVOTEE operatives earn 1XP, or 2XP if that DARK COMMUNE operative is a CULT DEMAGOGUE.
SACRIFICE1RP

The Chaos Gods can give life, but for a high price indeed. For some unfortunate members of the Cult, their lives can be forfeited to preserve the existence of a more influential member of their congregation.

Purchase this Requisition when a friendly CULT DEMAGOGUE operative gains a Battle Scar or is Slain. Select one friendly DEVOTEE operative to be Slain, then the friendly CULT DEMAGOGUE operative is treated as having passed its Casualty test instead.
MALIGN ANOINTMENT1RP

Many members of a Cult look upon the Dark Commune with envy, fervently wishing to be a part of this powerful collective. For the most fanatically devoted of their number, joining the Dark Commune is a distinct possibility, and they go through a heinous ceremony to cement their place.

Purchase this Requisition before or after a game. Remove one DEVOTEE operative from your dataslate, then add a DARK COMMUNE operative to your dataslate. That new operative has a number of experience points equal to the lowest experience points of the removed operative’s rank (select its Battle Honours accordingly). For example, if you removed an operative that had 20XP, the new operative would have 16XP. It also has the same Battle Scars (if any) of the removed operative.

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle. If the operative mutates into a MUTANT or TORMENT operative, this equipment is removed from it.
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action. If the operative mutates into a MUTANT or TORMENT operative, this equipment is removed from it.
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-

The CHAOS CULT keyword is used in the following Chaos Cult datacards:

The CHAOS keyword is used in the following Chaos Cult datacards:

The DARK COMMUNE keyword is used in the following Chaos Cult datacards:

Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.

4. MUTATING FLAMES [4EP]

ICONARCH operative only. The operative gains the following ability for the battle:

Mutating Flames: Add to the distance of this operative’s Ruinous Deterioration and Ruinous Invigoration abilities.
Psychic Action
This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules may interact with actions that have this term.
ABHORRENT MUTATION1CP
Tactical Ploy
Use this Tactical Ploy when a friendly CHAOS CULT operative (excluding a DARK COMMUNE operative) is activated. Select an Accursed Gift for that operative to gain. This is in addition to any Accursed Gifts it already has.
DIRGE CASTER
Strategic Asset

These great speakers emit diabolical broadcasts of sinister lies and seductive oratory to draw in the downtrodden and desperate, converting them to the Cult.

You can use the Operative Assigned Requisition for 0RP if the operative added is a DEVOTEE operative.

TROPHY WEAPON+ [1EP]

DEVOTEE operative only. Select a crude melee weapon or pistol the operative is equipped with. Add 1 to both Damage characteristics of that weapon for the battle.

COVERT GUISE [2EP]

DEVOTEE operative only. The operative gains the following ability for the battle:

Covert Guise: At the end of the Scouting step, if this operative is wholly within your drop zone, it can perform a free Dash action.
CREATURES OF NIGHTMARE1CP
Strategic Ploy
Until the end of the Turning Point, when determining control of an objective marker that any friendly MUTANT or TORMENT operatives are within of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.
SICKENING AURA1CP
Strategic Ploy
Until the end of the Turning Point, while an enemy operative is within of a friendly MUTANT or TORMENT operative, worsen the Ballistic Skill and Weapon Skill characteristics of that enemy operative’s weapons by 1. This is not cumulative with being injured.
FRENZIED DEMISE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly MUTANT or TORMENT operative is incapacitated. Inflict D3 mortal wounds (or D6 mortal wounds if that friendly operative is a TORMENT operative) on one enemy operative Visible to and within of that friendly operative.

VILE BLESSING+ [3EP]

The operative gains the following ability for the battle. If the operative mutates into another operative type as a result of the Mutation ability, it keeps the following ability for the battle:

Vile Blessing: Once per battle, in the Resolve Successful Hits step of a combat or shooting attack, you can ignore the damage inflicted on this operative from one attack dice. This must be done before rolling to ignore lost wounds (e.g. the Unnatural Regeneration ability, see Chaos Mutant and Chaos Torment datacards).
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.

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