CHAOS CULTS. Version 1.0 by Rob Henson

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CHAOS CULTS Version 1.0 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 Outlander gang 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 -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. If a Cult is discovered, it is not only permanently outlawed but after each game roll a D6. On a roll of 1, a purge is declared by the authorities and a squad of Enforcers will come to aid the next gang to fight the cult. Hired Guns: Cults can t make use of any hired guns; the risk of discovery is too great a risk. Bounty: Cult members are treated as normal for the purposes of bounty. 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.

Leadership: Cult members are utterly loyal and will never challenge for leadership. Should the Demagogue be slain then the with the highest leadership becomes the new Demagogue. If no 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 and s may work territory. 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. Only members of house gangs may be converted, 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 prisoner then 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 (or if he was a juve), 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.

Recruiting Your Cult You have 1,000 credits to spend on recruiting and arming your cult within the following guidelines. Minimum 3 Fighters: the cult must have at least three models. Demagogue: Your cult must include one. Deamonhost: Your cult may include up to one. : You can include as many as you can afford, you may not have more than you have Cultists. Cultist and s: You can include as many cultists and initiates as you can afford. Spawn of Chaos: You cannot purchase spawn Demagogue Cost to recruit: 80 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. 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. of Chaos: This model may have a Mark of Chaos. The model may only have a single Mark of Chaos and it may never be lost or removed. Cost to recruit: 80 credits are cult members who bear the favour of the Dark Gods more so than their fellows. 4 4 4 3 3 1 4 1 8 Weapons: can be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic and Extras lists. One may be armed with a Heavy Weapon. of Chaos: This model may have a Mark of Chaos. The model may only have a single Mark of Chaos and it may never be lost or removed. Cultist Cost to recruit: 50 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. 4 3 3 3 3 1 3 1 7 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. Cost to recruit: 25 credits s are followers of the cult. They may be drawn from many walks of life, but all are touched by the corrupting hand of the cult. 4 2 2 3 3 1 3 1 6 Weapons: s can be armed with weapons chosen from the Hand-to-Hand, Pistols and Extras lists. Experience: Once an reaches 21 Experience points he becomes a fully fledged Cultist.

Daemonhost Cost 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 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 Fear and cannot be captured. Daemonic Aura: The daemon has a 5+ saving throw that cannot be modified. 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. Warp Lightning (wyrd power): The model may use this power instead of firing a weapon in the shooting phase. Roll to hit using the models Ballistic Skill as if it were firing a ranged weapon with Sustained Fire 1, Strength 4 and a range of 18". 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 inhuman features. 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 gains an advance as it reaches the following experience marks: 25, 50, 75 and 0. 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 can Fly Experience: 0 The Daemonhost causes Terror 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'. Rehosted daemons have all of their serious injuries removed.

Chaos Cult Equipment Marks of Chaos Some members of the cult can acquire marks of chaos. A model may only have a single Mark of Chaos and it may never be lost or removed. Mark of Khorne: The model has frenzy Mark of Slaanesh: The model hates everybody Mark of Nurgle: The model causes fear Mark of Tzeentch: the model has a single wyrd minor power. (Reroll results 11-16 and 56-66) CHAOS CULT WEAPONS LIST Priest Only Weapons Chainsword Boltgun Hand-to-Hand Weapons Knife (first knife free) Chain or Flail Club, Maul or Bludgeon Massive Axe, Sword or Club Pistols Stub Gun Autopistol Laspistol Hand Flamer Cost 25 35 5 20 Extras Grenades Frag Grenades Krak Grenades Cost 25 40 Basic Weapons Autogun Shotgun Lasgun 20 20 25 Missiles Frag Missiles Super Krak Missiles 35 50 Special Weapons Flamer Meltagun 40 95 Ammunition Dum-dum Bullets Manstopper Shells Hot Shot Shells Bolt Shells 5 5 5 Heavy Weapons Heavy Flamer Heavy Stubber 0 120 Miscellaneous Clip Harness Filter Plugs Photo-contacts Lobo-chip Weapon Reload 20 Weapon 2

Experience Chaos cult members follow all of the usual experience and advances rules with the following exception. Model Type Demagogue Cultist Daemonhost Spawn of Chaos Starting Experience 60+D6 60+D6 20+D6 0 0 0 Advance Rolls Demagogue,, Cultists and s use the standard gang advancement table when making advancement rolls. 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 0-5 6-11- 16-20 21-30 31-40 41-50 51-60 61-80 81-0 1-120 121-140 141-160 161-180 181-200 201-240 241-280 281-320 321-360 361-400 401+ Title Cultist* Cultist Cultist* Cultist * * * * Exalted Exalted Exalted * Exalted Exalted Prophet of Chaos* Fighter Agility Combat Ferocity Muscle Shooting Stealth Techno Demagogue - X X - X X - X X X X X X X Cultist - X X - - X - - - X - - X -

D66 Mutation 11-12 Spawn: Spawndom has come early for this mutant. See the rules for Spawn of Chaos below. 13-16 Insanity: The mutants mind has been destroyed, he suffers -1 Leadership and suffers from stupidity 21-26 Minor Mutation: The mutant has webbed toes, 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!* 31 Two Heads: The mutant has 180 degree vision 32 Celebrity Appearance: The mutant is a dead ringer for a famous person or gang leader, he gains +1 Leadership and his value goes up by 0 33 Extra Eye: The mutant gains +1 Ballistic Skill* 34 Hermaphrodite: Enemy models count 1s and 2s as fumbles in close combat 35 Obese: The mutant is immensely fat and suffers -1 Movement but gains +1 Wounds* 36 Tentacle: The mutant may re-roll initiative tests when falling, and in close combat he can reduce the number of attacks his opponent has by 1 to a minimum of 1.* 41 Bestial: The mutant causes fear 42 Horns: The mutant gains +1 Attack whenever he charges 43 Beak: The mutant gains +1 Attack in close combat 44 Eye Lasers: The mutant always counts as being armed with a One in a Million Laspistol 45 Acid Blood: Whenever the mutant suffers a wound in close combat the attacker suffers a Strength 3 hit 46 Prehensile Tail: The mutant gains +1 Weapon Skill* 51 Fanged Maw: The mutant may re-roll failed to wound rolls in close combat 52 Lightning Reflexes: The mutant gains +1 Initiative and +1 Movement* 53 Bulk: The mutant gains +1 Toughness* 54 Hulk: The mutant gains +1 Strength* 55 Wings: The mutant can fly up to his normal movement during his turn or double that if he charges or runs. He must land at the end of his movement. Flying upwards costs 2" for every 1" moved, flying downwards costs 1/2" for every 1" moved. 56 Wyrd: The mutant has one randomly determined wryd minor power* 61 Chameleon: Shooting attacks suffer a -1 penalty to hit the mutant 62 Armoured Hide: The mutant has a 6+ armour save that may be combined with other armour* 63 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 as full recovery. 64 Daemonic Aura: The mutant has a 5+ saving throw that cannot be modified. 65 Multiple Mutations: The mutant gains D3+1 random mutations* 66 Choose: You may choose what mutation the model gains* Mutations marked * may be taken multiple times The Path to Spawndom: Should a cult member acquire 3 or more mutations he runs the risk of becoming a Spawn of Chaos. Roll a D6 adding 1 for each mutation the model has. If the result is seven 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 and replace him with a Spawn of Chaos.

Spawn of Chaos Value: 120 credits 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 as cannon fodder to be herded into battle along with the rest of the Lost and the Damned. 2D6 3-4 5 3 2 D6+1 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. 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 the Spawn must charge them. 2. If the Spawn can draw line of sight to an enemy model it must move directly towards it as fast as possible. 3. If there is no enemy in sight the Spawn can act normally 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 6 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. 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. Daemons cause Fear and cannot be captured. Injuries: Chaos Spawn are immune to all Serious Injuries except the dead result. They are unaffected by Flesh Wounds and benefit from the True Grit skill.