109384705-chaos-cults-v1-6
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CHAOS CULTSVersion 1.6 by Rob Henson
Chaos Cults are the most dangerous of all those who plot to overthrow the rule of the Imperium from within. All
planets and civilisations belonging to the Imperium can harbour Chaos organisations, which themselves are as
diverse in practice and membership as is imaginable. From the blood-soaked sacrificial cults of feral worlds to the
philosophical secret societies of more advanced worlds, the temptations of Chaos can capture all. Indeed,
according to the Ordo Hereticus, Chaos Cults can arise from any class of Imperial society, be it impoverished,
noble, hive-gang, abhuman, soldiers, or mutant.
The objective of the Chaos cult is to survive and
eventually dominate the society. Mere survival is
particularly important on Imperial worlds, where Chaos
worship is the greatest of heresies and Inquisitors are
always vigilant and ready to wipe out any taint of Chaos.
Generally clandestine in nature, as discovery could bring
with it attention from local Arbites all the way up to the
Inquisition, cults often hide behind the front of some
form of legitimate organization in their attempt to
accumulate local or planetary power, such as trade
unions, charitable organizations, accepted religious
groups and even local variants of the Imperial cult.
Extreme political organizations make good fronts for
cults, as they naturally attract power hungry and
mentally unbalanced individuals, which make particularly
good material for potential cult members. A very
successful organization can gain real political power,
even gaining enough power to make it possible for the
cult to become the governing body of the planet without
having to resort to rebellion.
SPECIAL RULES
Outlaws: Chaos Cults do not start out as an Outlandergang because, on the surface, it appears to be a normal
house gang.
When rolling on the Outlaw Table the following
additional modifiers apply:
-1 for every gang member with an obvious mutation that
took part in the game
-1 for every Beastmen that took part in the game.
-2 If any models with the Daemon special rule took part
in the game
+1 for every thousand or part thousand points in the
Cult's rating, to represent its cultists establishing
themselves in positions of authority.
Hired Guns: Cults cant make use of any hired guns; the
risk of discovery is too great.
Bounty: Cult members are treated as normal for thepurposes of bounty. Beastmen and cult members with
mutations are worth normal bounty, as are any members
bearing Chaos Marks. If the cult has been exposed then
all members are worth normal bounty.
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Leadership: Should the Demagogue be slain then the
Chosen (or Cultist if there are no Chosen) with the
highest leadership becomes the new Demagogue. If no
Chosen or Cultists remain in the cult then the cult falls
into anarchy and is disbanded.
Territory: Chaos cults begin the game with 5 standard
territories generated as normal. Only Cultists may workterritory.
Capture: If a cult member is captured by another gang
the cult may only attempt a Rescue mission. They may
not pay a ransom or exchange prisoners.
Members of other gangs that are captured by the cult
may be converted or sacrificed to the dark gods unless
they are rescued.
Conversion: Only members of house gangs may beconverted, Enforcers, Spyrers, Hired Guns,
Redemptionists etc are all too much trouble for the cult
and are sacrificed instead.
If you decide to convert the gang fighter then roll a D6
and add your Demagogue's Leadership characteristic to
the score. The opposing player then rolls a D6 and adds
the captured model's Leadership characteristic to the
score.
If the Demagogue's score is higher than the prisonerthen he becomes a faithful convert to the cult. Copy his
characteristics, skills and serious injuries onto the Chaos
cult's roster.
For all intents and purposes the model is now a Cultist,
meaning he may lose access to skill sets, weaponry and
inherent abilities he may have formally had.
If the prisoner scores equal to or higher than the
Demagogue then he refuses to convert to the cult's path
and must be sacrificed instead.
Discovery: If any cult members bearing a mark of chaos
are captured and not rescued, there is a chance the cult
will be discovered and reported to the local authorities.
The average citizen is entirely ignorant of the existence
of the ruinous chaos powers. This however does not
mean that rumours with a grain of truth do not find their
way up hive and into the ears of those that ward againstsuch heresy.
Roll a D6 every time a cult member bearing a chaos mark
is captured. On the roll of a 6 the cult is discovered and
permanently outlawed.
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Recruiting Your CultYou have 1,000 credits to spend on recruiting and arming
your cult within the following guidelines.
Minimum 3 Fighters: the cult must have at leastthree models.
Demagogue: Your cult must include one. Cultists: You can include as many cultists as you can
afford.
Deamonhost: Your cult may include up to one. Beastmen: Your cult may include up to four. Chosen: You cannot purchase Chosen Spawn of Chaos: You cannot purchase Spawn
BeastmenCost to recruit: 70 credits
Beastmen (Homo sapiens variatus) are the most bestial
and inhuman type of abhuman. Their bodies combinethe features of both human and animal. Beastmen are
much more variable in form than other abhuman types.
They are considered abhumans rather than ordinary
mutants, as individual Beastmen conform to a general
physical and genetic standard and are no more prone to
further mutation than normal humans.
M WS BS S T W I A LD
4 4 3 3 4 1 3 1 7
Weapons: Beastmen can be armed with weapons chosen
from the Hand-to-Hand, Pistols, Basic and Extras lists.
Chosen of Chaos: This model may purchase a Mark of
Chaos.
Mutation Resistant: Beastmen are already warped by
the powers of chaos, and while they continue to gain
mutations in the same way as other cult members they
are less likely to turn into Chaos Spawn.
Beastmen roll two dice when rolling for the Path to
Spawndom and use the lowest result.
DemagogueCost to recruit: 120 credits
A Demagogue is the leader of the cult and usually the
founder. They are skilled warriors and orators who
commune with daemons and perform dark rituals to
further the cause of Chaos.
M WS BS S T W I A LD
4 4 4 3 3 1 4 1 8
Weapons: The Demagogue can be armed with weapons
chosen from the Hand-to-Hand, Pistols, Basic and Extras
lists.
Leader: The Demagogue has the leader skill.
Chosen of Chaos: This model may purchase a Mark of
Chaos.
ChosenChosen are cult members who bear the favour of the
Dark Gods more so than their fellows.
Weapons: Chosen can be armed with weapons chosen
from the Hand-to-Hand, Pistols, Basic and Extras lists.
One Chosen may be armed with a Heavy Weapon.
Chosen of Chaos: This model may purchase a Mark ofChaos.
CultistCost to recruit: 25 credits
Most cult converts that are seduced by the beguiling
words of the demagogue come from the warring
Underhive gangs. Cultists form the backbone of the
collective and perform its day to day activities.
M WS BS S T W I A LD
4 2 2 3 3 1 3 1 6
Weapons: Cultists can be armed with weapons chosen
from the Hand-to-Hand, Pistols, Basic and Extras lists.
Experience: Once a Cultist reaches 61 Experience points
he becomes Chosen.
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DaemonhostCost to recruit: 250 credits
A daemonhost was once a living mortal body emptied of
its soul to become a receptacle allowing a daemon to
exist in the material universe. They are the embodiment
of Chaos, the tangible idol of worship that the Chaos
cults devote their lives to
M WS BS S T W I A LD
4 4 3 4 4 2 4 D3 8
Weapons: A Daemonhost cannot use any weapons or
equipment, it fights using its own unnatural abilities.
Daemon: This model is a daemon. It is immune to Fear,
Terror, cannot be pinned, and automatically passes any
nerve tests it is required to make.
Daemons are unaffected by plague, poison, gas and
other such effects.
Daemons cause Fearand cannot be captured.
Daemonic Aura: The daemon has an unmodified special
saving throw of 5+
Hover: The Daemon host hovers above the ground; while
not capable of true flight it can ascend and descend as
part of its movement provided it finishes its move on asolid platform.
Injuries: A Daemonhost is immune to all Serious Injuries
except the dead result.
Wyrd: Daemonhosts are wyrds. They can use wyrd
powers following the usual rules except are immune to
the Perils of the Warp rules. They have the Warp
Lightning wyrd power.
Warp Lightning: Witchfire
Range To Hit Str Dam Save
Mod.Short Long Short Long
0-8 8-18 +1 - 4 1 -1
Sustained Fire: 1
Rehosting: If a Daemonhost is killed then the daemon
must be rehosted into a fresh mortal body. It is assumed
the cult can freely perform this ritual and has an endless
supply of 'volunteers'.
A Daemonhost that is rehosted loses all its experience
points and advances and must begin again from zero.
Daemonhost Advances: Daemonic possession eventually
takes its toll on the mortal body until it is consumed and
destroyed by the power. Initially, they may remain
human in appearance, but over time the human form
will be corrupted - its eyes will start to change,
sometimes becoming blood red, or taking on the look of
a cat's or snake's eyes, while the bone structure will be
reformed, resulting in horns and other inhumanfeatures.
Daemonhosts gain experience and advances just like
normal gang fighters; however, the Daemonhost's
Experience value is a representation of the stability of
the host form. The longer the Daemonhost inhabits its
body the stronger its powers become; this of course has
a price as eventually the Daemonhost will burnout its
current body.
A Daemonhost starts with 0 Experience points and gainsadvances as it reaches the following experience marks:
25, 50, 75 and 100. If a Daemonhost has more than 125
Experience points after a game then it must be rehosted.
Experience: 25
The Daemonhost gains +1 Strength, Wounds and
Weapon Skill
Experience: 50
The Daemonhost gains +1 Attacks, Leadership and
Movement
Experience: 75
The Daemonhost gains +1 Leadership, Initiative and
Ballistic Skill
Experience: 100
The Daemonhost causes Terror
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ExperienceChaos cult members follow all of the usual experience
and advances rules with the following exception.
Model Type Starting Experience
Demagogue
ChosenCultist
Daemonhost
Beastmen
Spawn of Chaos
60+D6
-0
0
40+D6
-
Mutations: Every time a model reaches a new advance
level marked * roll a D6. If the result is a 4 or more the
model has gained a mutation, roll on the mutation table
to see what gift has been bestowed on the lucky model.
Experience Points Title0-5
6-10
11-15
16-20
21-30
31-40
41-50
51-60
61-80
81-100
101-120121-140
141-160
161-180
181-200
201-240
241-280
281-320
321-360
361-400
401+
Initiate
Initiate
Initiate
Initiate
Cultist*
Cultist
Cultist*
Cultist
Chosen*
Chosen
Chosen*Chosen
Chosen*
Chosen
Chosen*
Exalted Chosen
Exalted Chosen*
Exalted Chosen
Exalted Chosen*
Exalted Chosen
Prophet of Chaos*
Advance RollsDemagogue, Chosen, Cultists and Beastmen use the
standard gang advancement table when making
advancement rolls.
Fighter Agility Combat Ferocity Muscle Shooting Stealth Techno
Demagogue - X X - - X -
Chosen - X X - - X -
Cultist - X X - - X -
Beastmen - - X X - - -
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2D6 Result
2 Spawn: Spawndom has come early for
this mutant. See the Path to Spawndom
below
3-4 Physical Manifestation: Roll again
1-3 +1 Leadership
4-6 +1 Movement
5-6 Physical Manifestation: Roll again
1-3 +1 Strength
4-6 +1 Attacks
7 Minor Mutation: The mutant has
webbed toes, hooves, two left thumbs,
6 nipples or some other minor mutation
that is only really an inconvenience. This
has no in game effect but still counts as
a mutation!
8 Physical Manifestation: Roll again
1-3 +1 Initiative
4-6 +1 Weapon Skill
9 Minor Wyrd: The mutant has one
randomly determined wryd minor
power
10 True Wyrd: The mutant has one
randomly determined wryd majorpower
11 Regeneration: The mutant is immune to
the effects of Serious Injuries, remove
any existing injuries from the mutant
and treat all injury results other than
dead and captured as full recovery.
12 Daemonic Aura: The mutant has an
unmodified special saving throw of 5+
Mutations and gifts may be duplicated, and can take a
fighter above his racial maximum for characteristics.
Results 11 and 12 may only be taken once, any duplicate
rolls count as a Minor Mutation.
Physical Manifestation: The mutant is physically
deformed with multiple heads, tentacle like appendages,talon like claws, bulging muscles and other afflictions
that mark him out as a mutant. This is an obvious
physical deformity that cannot be easily hidden. Mutants
with this affliction impose a penalty on the outlaw table
as noted at the start of this rulebook.
Modellers Note: The effects of mutations represent
what the mutation has done to benefit the mutant, not
what the mutation looks like. Players are free to model
their mutants and mutations however they please.
The Path to Spawndom: Should a cult member acquire
one or more mutations he runs the risk of becoming a
Spawn of Chaos.
Whenever a gang member gains a new mutation roll a
D6 adding 1 for each mutation the model has. If the
result is 8 or more the cult member mutates into a chaos
Spawn.
Scrub the gang member from your roster in the same
way as if he was killed (except you may keep hisequipment) and replace him with a Spawn of Chaos.
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Spawn of ChaosRating: 150
Chaos Spawn are the mindless mutant creatures who
have become so mutated through their servitude to
Chaos that they have devolved into twisted and insane
abominations.
Those seeking immortality and power through the
ultimate attainment of daemonhood in service to the
Ruinous Powers face the constant possibility of being
reduced to Chaos Spawn, either by simply accumulating
too many mutations or being cast aside by their Chaos
patrons as unworthy of further advancement because of
their consistent failure to serve the will of the Chaos
Gods or because they simply lack the inherent qualities
required for successful leadership of other Chaotic
servants.
Chaos cult members who are transformed into Chaos
Spawn will either be abandoned by their former
comrades or kept as pets or cannon fodder to be herded
into battle along with the rest of the Lost and the
Damned.
M WS BS S T W I A LD
2D6 3 - 4 5 3 2 D6+1 10
Weapons: Spawn cannot use any weapons or
equipment, it fights using its own unnatural abilities.
Daemon: This model is a daemon. It is immune to Fear,
Terror, cannot be pinned, and automatically passes any
nerve tests it is required to make.
Daemons are unaffected by plague, poison, gas and
other such effects.
Daemons cause Fearand cannot be captured.
Injuries: Chaos Spawn are unaffected by Flesh Woundsand benefit from the True Grit skill.
If a Chaos Spawn is taken out of action roll a D6 to
determine its fate.
1-2: Dead
3-6: Regenerates to full health
Spawn Advances: Chaos Spawn do not gain experience
points, they are far beyond the ability to learn.
Mindless: Chaos Spawn are mindless creatures with no
self preservation instincts. They seldom attack their
masters, but like good guard dogs they will attack
everyone else.
Chaos Spawn must be moved before any other cult
models. First determine the Spawns maximum
movement for the turn.
1. If there are any enemy models in range then theSpawn must charge them.
2. If the Spawn can draw line of sight to an enemymodel it must move directly towards it as fast as
possible.
3. If there is no enemy in sight the Spawn can actnormally if such a thing is possible.
Handler: If there is another cult member (not including
other Spawn) within 4" at the start of the turn, that
model can attempt to control the Spawn by passing a
Leadership test.
If the test is passed the Spawn is unaffected by the
mindless rule above, if a double is rolled the Spawn
goes berserk and attempts to kill the cult member. Move
the spawn into combat with the handler as if it had
charged it; if the handler survives the first round ofcombat the Spawn will stop trying to eat him (until he
rolls another double!).
Managing the Herd: If half or more of the cult become
Chaos Spawn then the cult breaks up due to being
understaffed (and probably eaten by their own Spawn).
Nom-Noms: Chaos Spawn count as 2 gang members
when working out income and supplying the gang. Unfed
Spawn will devour a random non-Daemon gang
member.