Anda di halaman 1dari 8

CHAOS CULTS

Version 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 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 -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 the purposes 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.

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 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. Conversion: 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, 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 against such 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.

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. 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

Demagogue
Cost 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 4 WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 LD 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.

Beastmen
Cost to recruit: 70 credits Beastmen (Homo sapiens variatus) are the most bestial and inhuman type of abhuman. Their bodies combine the 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 4 WS 4 BS 3 S 3 T 4 W 1 I 3 A 1 LD 7

Chosen
Chosen 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 of Weapons: Beastmen can be armed with weapons chosen Chaos. 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.

Cultist
Cost 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 4 WS 2 BS 2 S 3 T 3 W 1 I 3 A 1 LD 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.

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 M 4 WS 4 BS 3 S 4 T 4 W 2 I 4 A D3 LD 8

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 advances 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

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 an unmodified special saving throw of 5+

Hover: The Daemon host hovers above the ground; while Experience: 50 not capable of true flight it can ascend and descend as The Daemonhost gains +1 Attacks, Leadership and part of its movement provided it finishes its move on a Movement solid platform. Experience: 75 Injuries: A Daemonhost is immune to all Serious Injuries The Daemonhost gains +1 Leadership, Initiative and except the dead result. Ballistic Skill 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 Short Long Short Long Mod. 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. Experience: 100 The Daemonhost causes Terror

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. Marks of Chaos cost 15 credits. Mark of Khorne: The model has frenzy and may take Combat and Muscle skills Mark of Slaanesh: The model hates everybody and may take Agility Skills Mark of Nurgle: The model causes fear and may take Combat and Muscle skills Mark of Tzeentch: The model has a single wyrd minor power. (Reroll results 11-16 and 56-66) and may take Shooting skills Mark of Chaos Undivided: The model may take skills from any Skill category.

CHAOS CULT WEAPONS LIST Demagogue 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 Basic Weapons Autogun Shotgun Lasgun Special Weapons Flamer Meltagun Heavy Weapons Heavy Flamer Heavy Stubber

Extras Grenades Frag Grenades Krak Grenades Missiles Frag Missiles Super Krak Missiles Ammunition Dum-dum Bullets Manstopper Shells Hot Shot Shells Bolt Shells Miscellaneous Clip Harness Filter Plugs Photo-contacts Lobo-chip Weapon Reload

Experience
Chaos cult members follow all of the usual experience and advances rules with the following exception. Model Type Demagogue Chosen Cultist Daemonhost Beastmen Spawn of Chaos Starting Experience 60+D6 0 0 40+D6 -

Advance Rolls
Demagogue, Chosen, Cultists and Beastmen 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 6-10 11-15 16-20 21-30 31-40 41-50 51-60 61-80 81-100 101-120 121-140 141-160 161-180 181-200 201-240 241-280 281-320 321-360 361-400 401+ Title 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*

Fighter Demagogue Chosen Cultist Beastmen

Agility -

Combat X X X -

Ferocity X X X X

Muscle X

Shooting -

Stealth X X X -

Techno -

2D6 2

Result Spawn: Spawndom has come early for this mutant. See the Path to Spawndom below Physical Manifestation: Roll again 1-3 +1 Leadership 4-6 +1 Movement Physical Manifestation: Roll again 1-3 +1 Strength 4-6 +1 Attacks 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! Physical Manifestation: Roll again 1-3 +1 Initiative 4-6 +1 Weapon Skill Minor Wyrd: The mutant has one randomly determined wryd minor power True Wyrd: The mutant has one randomly determined wryd major power 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. 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 his equipment) and replace him with a Spawn of Chaos.

3-4

5-6

10

11

12

Spawn of Chaos
Rating: 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 2D6 WS 3 BS S 4 T 5 W 3 I 2 A D6+1 LD 10

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 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 of combat 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.

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 Fear and cannot be captured. Injuries: Chaos Spawn are unaffected by Flesh Wounds and 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

Anda mungkin juga menyukai