Chaos Cult For Necromunda
Chaos Cult For Necromunda
Chaos Cult For Necromunda
Since the dawn of man a great evil has watched over humanity with a vehement eye. Trapped within the confines of a
dimension known as the Warp, creatures of unspeakable horror not even seen in the darkest of nightmares jostle and fight an
unseen war against fellow daemon factions. They are the physical manifestations of humanitys emotional and mental energies,
mans torments, abhorrences, desires and ambitions made flesh. Their unrelenting hunger for mans obeisance drives them to
goad the boundaries between the Warp and the material universe, to intrude into the minds of vulnerable men with offerings
of boundless power, and all they ask in return, are the souls of mankind.
Chaos is unable to pierce through into the material universe
alone, instead it reaches into the minds of man through vivid
dreams and discerning whispering to enslave the weak
willed. Most disregard these visions and whispers as their
own dissident opinions to be ignored, the beginnings of
lassitude or even madness, but the Chaos Gods are
resourceful and persisting and are able to offer great power,
grandeur and ultimately, immortality. The majority of Chaos
cults are unaware of the true heinous nature of Chaos and
the damnation their pact will ultimately lead them to. In
some cases the Ruinous Powers disguise themselves as a
persons hallowed being of worship, indeed it is rumoured
the blood-fueled Redemption crusades are rife with
inadvertent worshippers of Khorne who masquerades as the
holy Emperor. But even the astute and resolute can fall foul
to the deceptions of Chaos, as it fuels their ambitions and
insecurities over a prolonged period of time to manipulate
and groom the host into a lifetime of servitude. The intricate
intentions of the Chaos Gods are unfathomable to any man,
for the Ruinous Powers are omniscient and timeless, whose
plans can stretch and only bare fruition tens, hundreds or
even thousands of years later.
01
Demagogue
Cost to recruit: 120 credits
Demagogues are the material voices of the Chaos Gods, their
willing servant enthralled by dark and deceitful promises.
Upon their deity's command they lead the cult to commit
arcane and barbaric ceremonies that feed their heinous
master and in return are blessed and empowered.
M
4
WS
4
BS
4
S
3
T
3
W
1
I
4
A
1
LD
8
Mutant
Cost to recruit: 35 credits
After thousands of years living amongst the effluent wastes
many Underhivers are born with some form of deformity.
The lucky are able to hide any minor mutations from leery
outsiders, but those with more conspicuous mutations are
driven away into the barren deadzones for fear of the
indiscriminate Redemption crusades. The Chaos cults offer
sanctuary to these curiosities for they believe all mutation is
the divine act of the Chaos Gods.
M
4
BS
3
S
3
T
3
W
1
I
3
A
1
LD
7
BS
3
S
3
T
3
W
1
I
3
W
1
I
3
A
1
LD
6
T
3
Initiate
Cultist
M
4
S
3
BS
2
Specialist
M
4
WS
3
A
1
M
4
WS
2
BS
2
S
3
T
3
W
1
I
3
A
1
LD
6
LD
7
Cost
Weapon Type
Leader Only
Chainsword
Hand Flamer
Bolt Pistol
Boltgun
Bolt shells
25
20
20
35
15
Hand-to-Hand Weapons
Knife (first knife free)
Club, Maul or Bludgeon
Chain or Flail
Sword
Massive Weapon
5
10
10
10
15
Pistols
Stub Gun
Autopistol
Laspistol
10
15
15
Basic Weapons
Autogun
Shotun (with solid and scatter shells)
Lasgun
20
20
25
Special Weapons
Flamer
Grenade Launcher
Extras
Dum-dum bullets
Manstopper shells
Hot shot shells
Chaos Icon
Chaos Charm
Frag Grenades
Chaos Charm
Chaos Charms are small baroque ornaments wrought from
arcane materials and dark rituals. Each game a cultist
equipped with a Chaos Charm receives one personal Chaos
Boon. This special Boon follows the rules detailed in the
Nameless Cult patron rules, however, it can only be used on
rolls that directly affect the cultist. This is not a cumulative
bonus (i.e. a cultist equipped with multiple Charms will still
only receive one Boon). Captured Charms can only be used
by a Chaos Cult of the same patron.
Chaos Artefacts
40
130
5
5
5
15
25
30
Chaos Artefacts
Relic Type
Cost
Khorne
Soulthirster Axe
Bone Armour
Flail of Skulls
20
25
30
Nurgle
Plague Sword
Cankering Cauldron
Plague Scythe
15
20
25
Slaanesh
Sonic Screamer
Tormentor Whip
Sonic Boomer
15
15
20
Tzeentch
Tome of Visions
Tome of Souls
Tome of Immaterium
20
25
35
Nameless
Daemonic Sword
Daemonic Casket
Daemonic Armour
15
20
25
Chaos Icon
Chaos Icons are arcane objects assembled by the cult to
attract the favour of their patron. Unlike regular equipment,
Icons are kept in the cult's base territory so its value will not
be added to any fighter. If the cult plays the defender in a
Raid scenario and loses the encounter then any Chaos Icons
are also destroyed and lost amongst the wreckage. Chaos
Icons can only be used once, after which it must be struck
from the gang roster, and you cannot use multiple Icons at
the same time. The effect of the Icon and when it can be
used depends on the cult's patron as described below.
04
Tzeentch Artefacts
Khorne Artefacts
Nurgle Artefacts
Nameless Artefacts
Daemonic Sword: This mystical sword contains the bound
essence of a Warp daemon. The Daemonic Sword has the
same rules and profile as a Sword except has a User+1
Strength. However, if the cultist loses a round of hand-tohand combat or fails to inflict any wounds on his opponent,
the angered daemon will inflict a D3 Strength hit against the
cultist with no armour or special saves allowed.
Slaanesh Artefacts
Mutations
Any mutations that are not listed below are found in the
Scavvy Horde rules. A cultist cannot gain the same mutation
twice. If you roll a duplicate mutation then re-roll the result.
Chaos Mutations
Nurgle Mutations
Putrefying Aura: At the start of each of this cultist's hand-tohand combats his opponent must take a Toughness test. If
the test is failed then the model's Weapon Skill characteristic
is reduced to 0 for that combat.
Pestilent Miasma: Once per game the cultist can spew forth
a miasma of defiling filth during the shooting phase instead
of making a normal ranged attack. Use the Flame template to
determine who is hit. Any fighters hit must take a Toughness
test. If the test is failed then they automatically suffer a
wound with no armour saves allowed. Wounds inflicted by a
Pestilent Miasma carries plague.
Slaanesh Mutations
Mesmeric Allure: At the start of each of this cultist's handto-hand combats his opponent must take a Leadership test.
If the test is failed then the model's Weapon Skill
characteristic is reduced to 0 for that combat.
Enrapture Musk: At the start of each of this cultist's handto-hand combats his opponent must take a Leadership test.
If the test is failed then the model cannot roll any Attack dice
for that combat.
Mutations
Khorne Mutations
D66
11
12
13
14
15
16
21
22
23
24
25
26
31
32
33
34
35
36
41
42
43
44
45
46
51
52
53
54
55
56
61
62
63
64
65
66
Tzeentch Mutations
07
Mutation
Acid Blood
Acute Senses
Bestial Form
Blood Filtration
Claw
Extra Sensory Sight
Forearm Spikes
Projectile
Talons
Eyestalks
Extra Arm
Flame Gout
Gaping Maw
Horns
Distracting Form
Suckers
Tentacle
Venomous
Discharge
Ogre
Scaly Skin
Spiked Appendage
Bounding Legs
Chameleonic
Hard Skinned
Spit Acid
Leacher Tendrils
Acute Sight
Paralysing Stingers
Tumourous
Two Heads
Quick Scabber
Sensory Field
Spikes
Wings
Regeneration
Cost
5
5
5
5
5
5
5
5
5
10
10
10
10
10
10
10
10
10
15
15
15
15
20
20
20
20
25
25
25
25
25
30
30
30
30
40
Khorne Mutations
D66
Mutation
11-12
13-14
15-16
21-22
23-24
25-26
31-32
33-34
35-36
41
42
43
44
45
46
51
52
53
54
55
56
61-62
63-64
65-66
Claw
Forearm Spikes
Talons
Gaping Maw
Horns
Venomous
Ogre
Spiked Appendage
Bounding Legs
Acid Blood
Bestial Form
Extra Arm
Suckers
Tentacle
Scaly Skin
Hard Skinned
Spit Acid
Paralysing Stingers
Quick Scabber
Spikes
Wings
Khornate Rage
Martial Corruptor
Daemonic Stature
Slaanesh Mutations
Cost
D66
Mutation
5
5
5
10
10
10
15
15
20
5
5
10
10
10
15
20
20
25
30
30
30
40
40
40
11-12
13-14
15-16
21-22
23-24
25-26
31-32
33-34
35-36
41
42
43
44
45
46
51
52
53
54
55
56
61-62
63-64
65-66
Acute Senses
Claw
Extra Sensory Sight
Distracting Form
Tentacle
Bounding Legs
Chameleonic
Acute Sight
Wings
Forearm Spikes
Talons
Extra Arm
Horns
Suckers
Venomous
Discharge
Hard Skinned
Spit Acid
Paralysing Stingers
Two Heads
Sensory Field
Mesmeric Allure
Enrapture Musk
Daemonic Speed
Nurgle Mutations
D66
Mutation
11-12
13-14
15-16
21-22
23-24
25-26
31-32
33-34
35-36
41
42
43
44
45
46
51
52
53
54
55
56
61-62
63-64
65-66
Bestial Form
Blood Filtration
Distracting Form
Venomous
Scaly Skin
Leacher Tendrils
Tumourous
Quick Scabber
Regeneration
Acid Blood
Acute Senses
Claw
Eyestalks
Extra Arm
Gaping Maw
Tentacle
Ogre
Spiked Appendage
Acute Sight
Paralysing Stingers
Two Heads
Putrefying Aura
Pestilent Miasma
Cloud of Putrescence
Cost
5
5
5
10
10
20
20
25
30
5
5
10
10
10
10
15
20
20
25
25
30
40
40
40
Tzeentch Mutations
Cost
D66
Mutation
5
5
10
10
15
25
25
30
40
5
5
5
10
10
10
10
15
15
25
25
25
40
40
40
11-12
13-14
15-16
21-22
23-24
25-26
31-32
33-34
35-36
41
42
43
44
45
46
51
52
53
54
55
56
61-62
63-64
65-66
Acute Senses
Extra Sensory Sight
Projectile
Flame Gout
Discharge
Chameleonic
Acute Sight
Two Heads
Sensory Field
Blood Filtration
Eyestalks
Extra Arm
Distracting Form
Suckers
Tentacle
Bounding Legs
Spit Acid
Leacher Tendrils
Spikes
Wings
Regeneration
Wyrd
Inferno Bolts
Warp Field
08
Cost
5
5
5
10
15
20
25
25
30
5
10
10
10
10
10
20
20
25
30
30
40
40
40
40
Advance Roll
2D6
Experience
Chaos Cults gain experience and advances just like any
other gang.
Result
3-4
Fighter Type
Starting Experience
Demagogue
Specialist
Mutant
Cultist
Initiate
60 + D6
40 + D6
10 + D3
20 + D6
0
Max Characteristics
M
WS
BS
LD
Experience Advances
Experience Title
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
361-401
401+
Green Initiate
Initiate
Initiate
Top Initiate
New Cultist
Cultist
Cultist
Mighty Cultist
Senior Cultist
Senior Cultist
Senior Cultist
Senior Cultist
Mighty Senior Cultist
Legendary Senior Cultist
Favoured Cultist
Favoured Cultist
Mighty Corruptor Cultist
Legendary Corruptor Cultist
Exalted Corruptor
Mighty Exalted Corruptor
Legendary Exalted Corruptor
09
10-11
12
Agility
Combat
Ferocity
Muscle
Shooting
Stealth
Techno
Demagogue
Specialist
Mutant
Cultist
Initiate
x
x
-
x
x
x
x
x
x
x
x
x
x
x
x
x
-
x
-
x
x
-
Agility
Combat
Ferocity
Muscle
Shooting
Stealth
Techno
Demagogue
Specialist
Mutant
Cultist
Initiate
x
x
-
x
x
x
x
x
x
x
x
x
x
x
-
x
x
x
-
x
x
-
Agility
Combat
Ferocity
Muscle
Shooting
Stealth
Techno
Demagogue
Specialist
Mutant
Cultist
Initiate
x
x
x
x
-
x
x
x
x
x
x
x
x
x
x
x
-
x
-
x
x
-
Agility
Combat
Ferocity
Muscle
Shooting
Stealth
Techno
Demagogue
Specialist
Mutant
Cultist
Initiate
x
x
-
x
x
x
-
x
-
x
x
x
x
x
x
x
x
x
x
x
x
-
Agility
Combat
Ferocity
Muscle
Shooting
Stealth
Techno
Demagogue
Specialist
Mutant
Cultist
Initiate
x
x
-
x
x
x
x
-
x
-
x
x
x
x
x
x
x
x
x
x
x
-