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.

    http://www.tumblr.com/tagged/khorne?before=1344901461
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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.