Chaos Cult kt21
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.
Cult Demagogue
APL
2
MOVE
3⬤
SAVE
5+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Pistol (Rng ⬟) | 4 | 4+ | 2/3 |
Diabolical Stave (Rng ⬤, Stun) | 4 | 4+ | 3/6 |
Diabolical Stave (Stun) | 4 | 4+ | 3/6 |
ACTIONS
Accursed Benediction (1 AP)
Induce Slaughter (1 AP)
Induce Urgency (1 AP)
ABILITIES
Mutation
CHAOS CULT, CHAOS, LEADER, DARK COMMUNE, CULT DEMAGOGUE
Blessed Blade
APL
2
MOVE
3⬤
SAVE
5+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Commune Blade (Lethal 5+) | 4 | 4+ | 4/6 |
ABILITIES
Attuned In Purpose
Cut Them Down
Mutation
CHAOS CULT, CHAOS, DARK COMMUNE, BLESSED BLADE
Iconarch
APL
2
MOVE
3⬤
SAVE
5+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Burning Censer (Rng ⬟, Tor ◼) | 6 | 2+ | 2/3 |
Pistol (Rng ⬟) | 4 | 4+ | 2/3 |
Crude Melee Weapon | 3 | 4+ | 2/3 |
ACTIONS
Ruinous Deterioration (1 AP)
Ruinous Invigoration (1 AP)
ABILITIES
Icon Bearer
Mutation
CHAOS CULT, CHAOS, DARK COMMUNE, ICONARCH
Mindwitch
APL
2
MOVE
3⬤
SAVE
5+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Fists | 3 | 5+ | 1/2 |
ACTIONS
Heinous Deluge (1 AP)
Infernal Gaze (1 AP)
Malefic Vortex (1 AP)
ABILITIES
Mutation
CHAOS CULT, CHAOS, DARK COMMUNE, PSYKER, MINDWITCH
Chaos Devotee
APL
2
MOVE
3⬤
SAVE
5+
WOUND
7
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Pistol (Rng ⬟) | 4 | 4+ | 2/3 |
Crude Melee Weapon | 4 | 4+ | 2/3 |
ABILITIES
Mutation
CHAOS CULT, CHAOS, DEVOTEE
Chaos Mutant
APL
2
MOVE
3⬤
SAVE
5+
WOUND
7
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Blasphemous Appendages (Ceaseless, Rending) | 4 | 4+ | 3/4 |
ABILITIES
Accursed Gifts
Accursed Mutant
Mutation
Unnatural Regeneration
CHAOS CULT, CHAOS, MUTANT
Chaos Torment
APL
2
MOVE
3⬤
SAVE
5+
WOUND
13
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Hideous Mutations (Relentless, Rending) | 5 | 4+ | 4/5 |
ABILITIES
Accursed Gifts
Accursed Torment
Unnatural Regeneration
CHAOS CULT, CHAOS, TORMENT
Strategic Ploys
Creatures Of Nightmare
Exaltation In Pain
- 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 Onslaught
Sickening Aura
Firefight Ploys
Abhorrent Mutation
Frenzied Demise
Faithful Follower
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).
Unleash The Daemon
- It can perform a free Fight action during that activation
- It can perform two Fight actions during that activation
Equipment
Frag Grenade*
Name | A | BS | D |
---|---|---|---|
Frag Grenade | 4 | 3+ | 2/3 |
Special Rules | |||
Rng ⬟, Blast ⬤, Indirect, Limited, No Overwatch |
Krak Grenade*
Name | A | BS | D |
---|---|---|---|
Krak Grenade | 4 | 3+ | 4/5 |
Special Rules | |||
Rng ⬟, AP1, Indirect, Limited, No Overwatch |
Trophy Weapon*
Covert Guise
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
Chaos Sigil This operative has a 5+ Invulnerable Save.
Vile Blessing*
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 die. This must be done before rolling to ignore lost wounds (see Unnatural Regeneration ability).
Accursed Gift
Winged
Each time this operative performs an action in which it moves:
- Ignore the first distance of ⬤ it travels for a climb, drop, or traverse
Winged
Each time this operative performs an action in which it moves:
- Ignore the first distance of ⬤ it travels for a climb, drop, or traverse
Fleet
Add ▲ to this operative's Movement characteristic.
Fleet
Add ▲ to this operative's Movement characteristic.
Chitinous
Improve this operative's Save characteristic by 1.
Chitinous
Improve this operative's Save characteristic by 1.
Horned
Each time this operative finishes a Charge action, you can select one enemy operative within its Engagement Range to suffer 1D3 Mortal Wounds.
Horned
Each time this operative finishes a Charge action, you can select one enemy operative within its Engagement Range to suffer 1 Mortal Wound.
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
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
Barbed
This operative's melee weapons gain the Reap 2 critical hit rule.
Barbed
This operative's melee weapons gain the Reap 1 critical hit rule.
Rare Equipment
Noxious Ichor
Noxious Ichor: Each time an Attack die inflicts damage on this operative, roll 1D6 separately for each enemy operative within its Engagement Range: on a 3+, that enemy operative suffers 1 Mortal wound.
Paralysing Sting
Vicious Claw
Mutating Flames
Mutating Flames: Add ⬤ to the distance of this operative's Ruinous Deterioration and Ruinous Ingvigoration abilities.
Abhorrent Sceptre
Abhorrent Sceptre: Each time this operative is activated, it can perform one free Unique Action during its activation.
Accursed Consecration
Accursed Consecration: When this item of equipment is revealed, select one Accursed Gift for this operative to gain.
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Chaos Cult
Tear Through
- If you have a friendly TORMENT operative within ⬤ of your opponent's drop zone, you score 1 VP
- If you have a different TORMENT operative within ⬤ of your opponent's drop zone, you score 1 VP
Profane Defilement
- If a friendly CULT DEMAGOGUE, ICONARCH, or MINDWITCH operative starts and ends the Turning Point within ◼ of the centre of the killzone, you score 1 VP
- If you achieve the first condition in any subsequent Turning Points, you score 1 VP
Blood Offering
- If any friendly operatives perform the Blood Prayer action, you score 1 VP
- If any friendly operatives perform the Blood Prayer action at a different objective marker, you score 1 VP
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, it can perform this action while within ⬟ of an object marker with a Blood Offering token on it. An operative cannot perform this action while within Engagement Range of an enemy operative.
Infiltration
Stalk Target
Once you do so, at the end of each Target Reveal step, select one enemy operative to be stalked for that Turning Point.
- At the end of any Turning Point, if a friendly operative with a Conceal order is within ◼ but not within Engagement Range of the enemy operative you selected to be stalked for that Turning Point, you score 1 VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1 VP.
Gather Surveillance
Once you do so, at the end of each Target Reveal step, select one friendly operative to gather surveillance for that Turning Point.
- At the end of any Turning Point, if the friendly operative you selected to gather surveillance for that Turning Point has a Conceal order, is wholly within your opponent's territory and is more than ◼ from enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Implant
- Instead of inflicting damage on an enemy operative from that strike, you can implant that operative instead. That operative does not lose any wounds and you score 1 VP
- If two other enemy operatives are implanted, you score 1 VP
Seize Defences
- At the end of any Turning Point, if you control an opponent's barricade, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device
- At the end of any Turning Point, if your Device token has been in the killzone for the whole of that Turning Point, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device (1 AP):
An operative can perform this action while it controls an objective marker in your opponent's territory or on the centre line. Place your Device token on that objective marker. Remove it if an enemy operative controls that objective marker. An operative connot perform this action if your Device token is in the killzone.
Subversive Control
- At the end of the third Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
- At the end of the fourth Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP