Wherever bitterness and discontent fester, so does the worship of the Dark Gods take hold. Zealous bands of cultists throng to the banners of malefic powers. The most monstrous of these zealots are warped beyond recognition, sprouting chitinous claws, leathery wings and all manner of mutations with which to slaughter their enemies.
Books
| Book | Kind | Edition | Version | Last update |
Chaos Cult |
Chaos Cult | Faction | 3 | June ’25 | April 2025 |
Below you will find a list of the operatives that make up a CHAOS CULT kill team, including, where relevant, any weapons specified for that operative.
Accursed Gifts
Accursed followers of Chaos are blessed by the gods with a horrifying array of mutations. Chiropteran wings, rigid horns, wicked claws and dextrous tentacles: all of these diabolical gifts are used to devastating effect.
ACCURSED GIFTS are rules that friendly
CHAOS CULT operatives gain when they turn into another operative type (see Mutation faction rule). The first time a friendly
DEVOTEE operative turns into a
MUTANT operative during the battle, select your primary
ACCURSED GIFT. The first time a friendly
MUTANT operative turns into a
TORMENT operative during the battle, select your secondary
ACCURSED GIFT.
All friendly
MUTANT operatives have your primary
ACCURSED GIFT, and all friendly
TORMENT operatives have your primary and secondary
ACCURSED GIFTS. You cannot select the same
ACCURSED GIFT more than once per battle.
| 1. Deformed Wings | | Tattered, leathery wings burst from heaving folds of flesh. These infernal mutations allow their wretched bearer to ascend and drop into the fray with terrifying agility. | | Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever this operative is dropping, ignore the vertical distance. |
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| 2. Fleet | | Muscular, misshapen limbs, undulating tentacles and slime-slick extrusions propel mutant Cultists across the battlefield with a speed that is as shocking as it is horrific. | | Add 1" to this operative’s Move stat. |
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| 3. Chitinous | | Hardened plates formed of chitinous, daemonic material erupt from angry, swollen flesh, lending the accursed unholy resilience and turning lasbolts, bullets and blades aside. | | Improve this operative’s Save stat by 1. |
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| 4. Horned | | Pairs of sharp, curved horns protrude from the foreheads of some mutant Cultists, used to charge, gore and impale their victims. | | Whenever this operative ends its move during the Charge action, you can inflict 1 damage on one enemy operative within its control range, or D3 damage instead if this operative is a TORMENT. |
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| 5. Sinewed | | Within this Cultist’s twisted form, hardened sinews and tendons bind muscle, lending monstrous strength to each and every strike they make. | | You can ignore any changes to the Hit stat of this operative’s melee weapons from being injured. This operative’s melee weapons have the Brutal weapon rule. |
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| 6. Barbed | | This Cultist’s body and weapons are coated with sharp barbs that bite into those nearby, ripping flesh and spilling blood. | Whenever this operative is fighting or retaliating:
- Enemy operatives cannot assist.
- The first time you strike during that sequence, also inflict 1 damage on each other enemy operative within this operative’s control range, or D3 damage instead if this operative is a TORMENT.
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Mutation
Through arcane ritual, the most devoted among a Chaos Cult have profane symbols carved into their flesh or tattooed onto their skin. Should the correct words of invocation be uttered, these icons appear to draw empyric power, mutating the form of the devotee. This doesn’t satisfy the dark cravings and power lust of some; depraved prayers are written upon flayed skin and nailed into tormented flesh, and daemons are summoned and bound into mortal bodies.
During the battle, friendly
CHAOS CULT operatives can
MUTATE as follows:
- As a STRATEGIC GAMBIT, you can MUTATE a number of friendly CHAOS CULT operatives based on the turning point as follows: TP1 = 2, TP2 = 2, TP3 = 3, TP4+ = 4.
- Whenever a friendly DEVOTEE operative incapacitates an enemy operative within its control range, it can MUTATE.
- Each operative cannot MUTATE more than once per turning point.
Whenever a friendly operative
MUTATES, select 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 (max twice per turning point).
- It can regain up to D3+1 lost wounds.
You cannot have more than five
MUTANT operatives and three
TORMENT operatives at once. Whenever a friendly operative turns into a new operative:
- Swap the miniatures, ensuring the centre of the new miniature’s base is as close as possible to where the centre of the old miniature’s base was. This can put it within control range of enemy operatives, and if the old miniature was, the new miniature must be if possible.
- The new operative type loses a number of wounds equal to the lost wounds of its preceding operative type.
- It’s still the same operative for any rules it’s already been selected for. The operative is simply a new operative type and will use that new type’s miniature and datacard rules.
Spurred on by their fervour, Cultists embrace the exquisite agony of wounds upon their mutant flesh with maniacal delight.
You can ignore any changes to the Hit stat of friendly
CHAOS CULT operatives' weapons from being
injured. Whenever an operative is
shooting a friendly
CHAOS CULT operative that’s wounded, you can re-roll one of your
defence dice.
The lost and the damned fight with a zealous desperation to earn the fickle favour of their uncaring patrons.
Friendly
CHAOS CULT operatives’ melee weapons have the
Accurate 1 weapon rule, or the
Accurate 2 weapon rule if that friendly operative is a
MUTANT or
TORMENT operative.
The twisted and unnatural forms of these accursed monstrosities inspire abject terror.
Whenever determining control of a
marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 2" of friendly
CHAOS CULT MUTANT or
CHAOS CULT TORMENT operatives. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Sickening corruption flows from the hideous form of Mutant and Torment, eroding the sanity and strength of those who gaze upon them.
Whenever an enemy operative is within 2" of friendly
CHAOS CULT MUTANT or
CHAOS CULT TORMENT operatives, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being
injured.
The teeming masses of a Chaos Cult will gladly sacrifice their own wretched lives to preserve their unholy superiors.
Use this firefight ploy when a friendly
CHAOS CULT DARK COMMUNE operative is selected as the
valid target of a
Shoot action or to fight against during the
Fight action. Select one other friendly
CHAOS CULT operative (excluding
DARK COMMUNE)
visible to and within 3" of that
DARK COMMUNE operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the
Fight action, treat that other operative as being within the
fighting operative’s
control range for the duration of that action. If it’s the
Shoot action, that other operative is only in
cover or
obscured if the original target was.
This ploy has no effect if it’s the
Shoot action and the ranged weapon has the
Blast or
Torrent weapon rule.
In the midst of battle, when violence and emotion run rampant, the Ruinous Powers bestow upon their underlings their accursed gifts.
Use this firefight ploy when a friendly
CHAOS CULT operative (excluding
DARK COMMUNE) is
activated. Select an
ACCURSED GIFT for that operative to gain. This is in addition to any
ACCURSED GIFTS it already has. Each friendly operative cannot be selected for this ploy more than once per battle, and if that operative turns into a different one (see Mutation faction rule), it still has that
ACCURSED GIFT.
Even in their death throes, the devotees of the Dark Gods seek to inflict agony and destruction.
Use this firefight ploy when a friendly
CHAOS CULT MUTANT or
CHAOS CULT TORMENT operative is
incapacitated, before it’s removed from the killzone. Inflict D3 damage (or D6 damage instead if that friendly operative is a
TORMENT) on one enemy operative
visible to and within 2" of that friendly operative.
Amidst escalating violence, the veil of reality is torn asunder and the influence of the daemonic strengthens.
Use this firefight ploy during a friendly
CHAOS CULT MUTANT or
CHAOS CULT TORMENT operative’s
activation, before or after it performs an action. During that activation, that operative can perform two
Fight actions, and one of them can be free.
BALEFUL SCRIPT
These infernal scrawlings, inscribed upon pages wrought from Human flesh, may bestow malefic gifts upon the reader when recited in the dark tongue.
Once per battle
STRATEGIC GAMBIT. Change one of your
ACCURSED GIFTS. Note that if it’s an
ACCURSED GIFT an operative has from the Abhorrent Mutation firefight ploy, only that operative benefits from this.
COVERT GUISES
The most insidious of Chaos Cults are masters of infiltration, disguise and betrayal.
After revealing this
equipment option, roll one D3. As a
STRATEGIC GAMBIT in the first turning point, a number of friendly
CHAOS CULT DEVOTEE operatives equal to the result that are wholly within your
drop zone can immediately perform a free
Reposition action, but must end that move wholly within 3" of your drop zone.
UNHOLY TALISMAN
Whether held aloft on ragged banners, carved into puckered flesh or hanging from spiked chains, these Cultists display talismans in the belief that the Dark Gods will look favourably upon them.
Once per turning point, when an operative is
shooting a friendly
CHAOS CULT operative, in the Roll
Defence Dice step, you can retain one of your normal successes as a critical success instead.
VILE BLESSING
Though hideous, disturbing and often painful, the Dark Gods’ gifts of mutation bestow upon their recipientsincredible resilience.
Once per battle, when an attack dice inflicts Normal Dmg on a friendly
CHAOS CULT operative (excluding
DEVOTEE), you can ignore that inflicted damage. If that friendly operative is a
MUTANT or
TORMENT operative, you cannot roll for the Unnatural Regeneration rule for that attack dice then decide to use this rule on the same dice – you must use one or the other.
| NAME | ATK | HIT | DMG | WR |
| Diabolical stave (ranged) |
| | Diabolical stave (ranged) | 4 | 4+ | 3/6 | Range 2", Stun | Range 2", Stun |
| Pistol |
| | Pistol | 4 | 4+ | 2/3 | Range 8" | Range 8" |
| Diabolical stave (melee) |
| | Diabolical stave (melee) | 4 | 4+ | 3/6 | Shock, Stun | Shock, Stun |
INCITE SLAUGHTER1AP
SUPPORT. One other friendly CHAOS CULT operative visible to and within 9" of this operative can immediately perform a free Fight action.
This operative cannot perform this action while within control range of an enemy operative.
INCITE URGENCY1AP
SUPPORT. One other friendly CHAOS CULT operative visible to and within 9" of this operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3").
This operative cannot perform this action while within control range of an enemy operative.
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CHAOS CULT, CHAOS, LEADER, DARK COMMUNE, CULT DEMAGOGUE
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Commune blade |
| | Commune blade | 4 | 4+ | 4/6 | Lethal 5+ | Lethal 5+ |
Cut Them Down: Whenever an enemy operative performs the
Fall Back action while within
control range of this operative, you can use this rule. If you do, inflict D3+1 damage on that enemy operative before it moves. If that enemy operative is within control range of two of these operatives, inflict 2D3+2 damage instead.
Attuned In Purpose: Whenever this operative is activated, you can activate another
ready friendly
BLESSED BLADE operative within 6" of it at the same time. Complete their
activations action by action in any order.
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CHAOS CULT, CHAOS, DARK COMMUNE, BLESSED BLADE
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⌀28mm |
| NAME | ATK | HIT | DMG | WR |
| Burning censer |
| | Burning censer | 4 | 2+ | 4/4 | Range 5", Saturate, Torrent 2" | Range 5", Saturate, Torrent 2" |
| Pistol |
| | Pistol | 4 | 4+ | 2/3 | Range 8" | Range 8" |
| Crude melee weapon |
| | Crude melee weapon | 3 | 4+ | 2/3 | - |
Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
RUINOUS ICON1AP
PSYCHIC. Select one of the following effects to last until the start of this operative’s next
activation, until it’s
incapacitated or until it performs this action again (whichever comes first):
- Invigoration: PSYCHIC. Whenever a friendly CHAOS CULT operative is within 4" of this operative, Normal and Critical Dmg of 4 or more inflicts 1 less damage on that operative.
- Deterioration: PSYCHIC. Whenever an enemy operative is within 4" of this operative, Normal and Critical Dmg inflicts 1 more damage on that operative.
This operative cannot perform this action while within control range of an enemy operative.
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CHAOS CULT, CHAOS, DARK COMMUNE, PSYKER, ICONARCH
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Infernal gaze |
| | Infernal gaze | 5 | 3+ | 0/0 | PSYCHIC, Range 6", Devastating 2, Lethal 3+ | PSYCHIC, Range 6", Devastating 2, Lethal 3+ |
| Fists |
| | Fists | 3 | 5+ | 1/2 | - |
HEINOUS DELUGE1AP
PSYCHIC. Select one enemy operative that’s a
valid target for this operative. Until the end of that operative’s next
activation, subtract 1 from its APL stat.
This operative cannot perform this action while within control range of an enemy operative.
MALEFIC VORTEX1AP
PSYCHIC. Remove your Malefic Vortex
marker from the killzone (if any). Then place your Malefic Vortex marker
visible to this operative, or on
Vantage terrain of a terrain feature that’s visible to this operative. Inflict 1 damage on each enemy operative within 2" of that marker. In addition, in the
Ready step of each
Strategy phase, inflict 1 damage on each enemy operative within 2" of that marker.
This operative cannot perform this action while within control range of an enemy operative.
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CHAOS CULT, CHAOS, DARK COMMUNE, PSYKER, MINDWITCH
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⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Pistol |
| | Pistol | 4 | 4+ | 2/3 | Range 8" | Range 8" |
| Crude melee weapon |
| | Crude melee weapon | 4 | 4+ | 2/3 | - |
Group Activation: Whenever this operative is
expended, you must then
activate one other
ready friendly
CHAOS CULT DEVOTEE operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
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CHAOS CULT, CHAOS, DEVOTEE
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Blasphemous appendages |
| | Blasphemous appendages | 4 | 4+ | 3/4 | Ceaseless, Rending | Ceaseless, Rending |
Accursed Mutant: This operative cannot perform
unique actions. You must spend 1 additional AP for this operative to perform the
Pick Up Marker and
mission actions (excluding
Operate Hatch).
Unnatural Regeneration: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
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CHAOS CULT, CHAOS, MUTANT
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Hideous mutations |
| | Hideous mutations | 5 | 4+ | 4/5 | Ceaseless, Rending | Ceaseless, Rending |
Accursed Torment: This operative cannot use any weapons that aren’t on its datacard, or perform the
Pick Up Marker, unique or
mission actions (excluding
Operate Hatch).
Brute: Whenever your opponent is selecting a
valid target, if this operative has a
Conceal order, it cannot use
Light terrain for
cover. While this can allow this operative to be targeted (assuming it’s
visible), it doesn’t remove its
cover save (if any).
Unnatural Regeneration: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
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CHAOS CULT, CHAOS, TORMENT
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⌀40mm |