Chaos Cult

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

BookKindEditionVersionLast update
  Chaos Cult
  Chaos CultFaction31.3April 2025

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 weapons specified for that operative.

Operatives

Faction Rules

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.

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.

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.

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.

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.

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.
  • Each time you strike, 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.

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.

Strategy Ploys

EXALTATION IN PAIN

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 stats of friendly CHAOS CULT operatives from being injured (including their weapons’ stats). Whenever an operative is shooting a friendly CHAOS CULT operative that’s wounded, you can re-roll one of your defence dice.
FERVENT ONSLAUGHT

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.
CREATURES OF NIGHTMARE

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 AURA

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.

Firefight Ploys

FAITHFUL FOLLOWER

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.
ABHORRENT MUTATION

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.
FRENZIED DEMISE

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.
UNLEASH THE DAEMON

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. During that activation, that operative can perform two Fight actions, and one of them can be free.

Faction Equipment

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.

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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Diabolical stave (ranged)
Diabolical stave (ranged)
4
4+
3/6
Range 2", StunRange 2", Stun
Pistol
Pistol
4
4+
2/3
Range 8"Range 8"
Diabolical stave (melee)
Diabolical stave (melee)
4
4+
3/6
Shock, StunShock, 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.
CHAOS CULT, CHAOS, LEADER, DARK COMMUNE, CULT DEMAGOGUE
⌀32mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
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.
CHAOS CULT, CHAOS, DARK COMMUNE, BLESSED BLADE
⌀28mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
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.
CHAOS CULT, CHAOS, DARK COMMUNE, PSYKER, ICONARCH
⌀32mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
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.
CHAOS CULT, CHAOS, DARK COMMUNE, PSYKER, MINDWITCH
⌀32mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
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).
CHAOS CULT, CHAOS, DEVOTEE
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Blasphemous appendages
Blasphemous appendages
4
4+
3/4
Ceaseless, RendingCeaseless, 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.
CHAOS CULT, CHAOS, MUTANT
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
13
 
NAME
ATK
HIT
DMG
WR
Hideous mutations
Hideous mutations
5
4+
4/5
Ceaseless, RendingCeaseless, 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.
CHAOS CULT, CHAOS, TORMENT
⌀40mm
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").
Dropping
Operatives drop down when they move off terrain or after they’ve jumped. Ignore 2" of vertical distance that they drop during each action. This means a vertical drop of 2" or less is ignored. If they drop multiple times during an action, only 2" total is ignored, not 2" from each drop.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Brutal
Your opponent can only block with critical successes.
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).

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

Engage: The operative can perform actions as normal and can counteract.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
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
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Equipment
Equipment are additional rules you can select before the battle, as specified in your game sequence. Universal equipment can be selected for any kill team whereas faction equipment is specific. Each player cannot select each equipment option more than once per game.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

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+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
Saturate
The defender cannot retain cover saves.

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

Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025