TROOPS

 

CULTIST COVEN

1 Deacon
2-6 Cultist Squads

You may purchase a Cultist Coven as a Troops choice.   It must include one Deacon and at least two Cultist squads, and may include up to six Cultist squads as a single Troops choice.

Deacons are often sent out by the High Priest to find new initiates and form Covens of Cultists.  They collect together groups of Cultists and form them together in organized bands who sow confusion and distrust within the Imperium.  These bands join each other under the leadership of the High Priest when the Cult goes out on one of its Holy Crusades against the Imperium.

DEACON

Profile

Points/Model

WS

BS

S

T

W

I

A

Ld

Sv

Deacon

30

3

3

3

3

2

3

2

8

4+

The Deacon is the leader of the Cultist Coven.  The Deacon organizes the Cultist under his command and leads them forth in holy missions against the Imperium.  Sometimes the Deacon may even be someone of high stature within the Imperium, giving his coven an even greater chance to work against the Imperium.

Options: The Deacon may choose equipment from the Armory.

Transport: If a Bodyguard is taken, then they and the Deacon may ride in a captured Chimera or a Truck (see the entries in the Troops section).

SPECIAL RULES:

Independent Character: Unless accompanied by a Bodyguard, the Deacon is an Independent Character and follows all normal rules for Independent Characters from the Warhammer 40,00 Rulebook.

 

 

BODYGUARD
  Points/Model WS BS S T W I A Ld Sv
Cultists 5 3 2 3 3 1 3 1 7 -

The Deacon's Bodyguard is often made up of his first Initiates, those who are most loyal to him.  They protect him with all of their being, so that he may go forth and help spread the holy cause of the Cult.

Squad: A Chaos Cultist Bodyguard squad consists of between 5 and 10 Cultists.

Weapons: Close combat weapon .

Options: Any model may be given a laspistol/autopistol for +1 point or a lasgun/autogun/shotgun for +1 pt, up to one model in ten may be given one of the following weapons; plasma gun at +6 pts, meltagun at +10 pts, flamer at +2 pts, heavy bolter at +6 pts, Grenade launcher at +8pts, heavy stubber at +4 pts or an autocannon at +6 pts.

SPECIAL RULES:

If the Deacon is killed, the Bodyguard goes into a frenzy and gains +1 attack each.


CHAOS CULTISTS
  Points/Model WS BS S T W I A Ld Sv
Chaos Cultists 3 2 2 3 3 1 3 1 7 -
Demagogue +4 2 2 3 3 1 3 2 8 -

Chaos Cultists form together into bands of individuals with similar beliefs and views.  They form the core of the Cult, and do much of its dirty work.

Squad: A Chaos Cultist squad consists of between 10 and 50 Cultists.

Weapons: Close combat weapon .

Options: Any model may be given a laspistol/autopistol for +1 point or a lasgun/autogun/shotgun for +1 pt, up to one model in ten may be given one of the following weapons; plasma gun at +6 pts, meltagun at +10 pts, flamer at +2 pts, heavy bolter at +6 pts, Grenade launcher at +8pts, heavy stubber at +4 pts or an autocannon at +6 pts.

One of the Cultists may be upgraded to a demagogue at an additional cost of +4pts. The Demagogue may be given additional equipment, Marks of Chaos and Gifts from the Armory.

Transport: If the squad is small enough, it may ride in either a Chimera or a Truck.

 

TRANSPORT: CAPTURED CHIMERA

  Points Front Armour Side Armour Rear Armour BS
Chimera 60 12 10 10 2
Type: Tank Crew: Chaos Cultists

Weapons: The Chimera must have one of the following turret weapons: multi-laser at +10 pts; heavy flamer at +10 pts; heavy bolter at +10 pts.  It may also have a heavy bolter or heavy flamer mounted in its hull at +5 pts.

Options: The Chimera may have Vehicle upgrades chosen from the Armory.

Transport: The Chimera can carry up to twelve models.

SPECIAL RULES

"Does this thing even WORK?":   Captured vehicles often have a tendency to break down at most inopportune moments, as the Cultists operating them have hardly any idea of how they work, much less how to keep them in good condition!  At the start of each turn, roll a D6.  If you roll a 1, roll another D6, and consult the table below:

D6 RESULT
1 Vehicle may not move this turn.  Roll again on this table next turn.
2-3 Vehicle may not move this turn.
4-6 Don't touch that button!   The vehicle lurches foward 2D6" straight ahead.  Make Dangerous Terrain, Tank Shock tests, etc. as if the vehicle were moving normally.  The vehicle counts as moving the distance rolled on the dice and may not make any further moves this turn.

 

TRANSPORT: TRUCK

  Points Front Armour Side Armour Rear Armour BS
Truck 30 10 10 10 2
Type: Fast, Open-topped. Crew: Chaos Cultists

Weapons: The Truck is not armed.  It may be armed with a heavy stubber for +4 points.

Options: The Truck may have Vehicle upgrades chosen from the Armory.

Transport: The Truck can carry up to twenty models.


Back to Codex: Chaos Cults

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