Cults Of The Primordial
Composition
A CULT OF THE PRIMORDIAL killteam is composed of:
-
1 CULTIST operative selected from the following list:
- DARK APOSTLE equipped with one of the following options:
- Plasma Pistol; Accursed Crozius
- Tainted Bolt Pistol; Daemon Blade or Power Fist
- CULT DEMAGOGUE
- DARK APOSTLE equipped with one of the following options:
-
13 CULTIST operatives selected from the following list:
- DARK DISCIPLE
- MINDWITCH
- ICONARCH
- CHAMPION
- FIREBRAND
- DEVOTEE equipped with one of the following options:
- Pistol
- Autogun*
- Shotgun*
- BLOODLETTER
- PINK HORROR
- PLAGUEBEARER
- DAEMONETTE
- CORRUPTED-CORE SERVITOR
- HOOK HORROR
- BLOODMASTER
- CHANGECASTER
- POXBRINGER
- TRANCEWEAVER
- BRONZE MALIFECT
- DAUGHTER OF MALICE
Other than DARK DISCIPLE, DEVOTEE, BLOODLETTER, PINK HORROR, PLAGUEBEARER, DAEMONETTE, CORRUPTED-CORE SERVITOR and HOOK HORROR operatives, your kill team can only include each operative on this list once.
Your team can include up to two DARK DISCIPLE operatives.
You can only select DAEMON operatives that have the same Choas God keyword as the Dark Pact you selected (i.e. from the CULTS OF THE PRIMORDIAL faction rule).
If you selected the DARK APOSTLE operative to be included in your team, you can include other 12 CULTIST operatives (instead of 13).
BLOODMASTER, CHANGECASTER, POXBRINGER, TRANCEWEAVER, BRONZE MALIFECT or DAUGHTER OF MAICE operative counts as two selections.
*You cannot select this option more than once.
Common Abilities and Options
Cults Of The Dark Gods:
At the start of the Select Operatives phase, select one of the following Dark Pacts for friendly CULTIST operatives to have for the battle. Whenever you roll an attack or defence dice, determine a fail or critical success in accordance to the selected Dark Pact:
-
PACT OF KHORNE: Fails on 1, critical successes on 4.
-
PACT OF NURGLE: Fails on 1, critical successes on 3.
-
PACT OF TZEENTCH: Fails on 1, critical successes on 2.
-
PACT OF SLAANESH: Fails on 1, critical successes on 6.
-
PACT OF VASHTORR: Fails on 1, critical successes on 5.
-
PACT OF MALICE: Fails on 6, critical successes on 1.
*Cursed Flame:
In the Roll Attack Dice step; if you retained a critical success, the enemy operative this weapon is being used against cannot use its weapons' weapon rules (except for the Range and Limited X weapon rule) until the end of the turning point.
Accursed Gifts:
Accursed Gifts are rules this operative gains when it turns into another operative type (i.e from the MUTATE rule).
If this operative is a friendly CULTIST DEVOTEE and it turns into a MUTANT operative during the battle, that operative has your primary Accursed Gift. If this operative is a friendly CULTIST MUTANT and it turns into a TORMENT operative during the battle, that operative has your secondary Accursed Gift.
All friendly CULTIST MUTANT operatives have your primary Accursed Gift, and all friendly CULTIST TORMENT operatives have your primary and secondary Accursed Gifts.
Accursed Gifts rules are as follows in accordance to the Dark Pact selected (i.e. from the CULTS OF THE DARK GODS faction rule):
- PACT OF KHORNE:
PRIMARY: Whenever that operative ends its move during the Charge action, you can inflict 1 damage on one enemy operative within its control range.
SECONDRY: That operative can perform two Fight actions during its activation, and the second one is free.
- PACT OF NURGLE:
PRIMARY: Whenever an attack dice inflicts damage of 3 or more on that operative, roll a 1D6: on a 5+, subtract 1 from that inflicted damage.
SECONDRY: Improve that operative’s Save stat by 1.
- PACT OF TZEENTCH:
PRIMARY: Whenever that operative is performing a shooting attack, you can re-roll one of your attack dice.
SECONDRY: Add 1 to that operative's APL stat for the battle.
- PACT OF SLAANESH:
PRIMARY: Add 1 to that operative's Move stat.
SECONDRY: Improve the Hit stat of that operative whenever it's wounded.
- PACT OF VASHTORR:
PRIMARY: Whenever this operative is climbing up, you can ignore the first 2 inches of that climb. Whenever this operative is dropping, ignore the vertical distance.
SECONDRY: Once per turning point; whenever this operative is a target of a shooting attack, ignore the piercing weapon rule.
- PACT OF MALICE:
PRIMARY: Add 1 to the Atk stat of that operative's melee weapons.
SECONDRY: Whenever this operative is fighting or retaliating; enemy operatives cannot assist. The first time you strike during that sequence, inflict 1 damage on each other enemy operative within this operative’s control range.
Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly CULTIST DEVOTEE operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
Mutate:
During the battle, this operative can MUTATE as follows:
As a STRATEGIC GAMBIT, you can MUTATE a number of friendly CULTIST DEVOTEE or MUTANT operatives based on the turning point as follows: TP1 = 2, TP2 = 2, TP3 = 3, TP4+ = 4.
Whenever this operative incapacitates an enemy operative within its control range, it can MUTATE. this operative cannot MUTATE more than once per turning point.
Whenever this operative MUTATES, select one of the following:
-
If it’s a DEVOTEE operative, turn it into a MUTANT operative.
-
If it’s a MUTANT operative, turn it into a TORMENT operative (for maximum of twice per turning point).
You cannot have more than five MUTANT operatives and three TORMENT operatives at once. Whenever this operative turns into a new operative:
-
Swap the miniatures, ensuring the centre of the new miniature’s base is as close as possible to where the centre of the old miniature’s base was. This can put it within control range of enemy operatives, and if the old miniature was, the new miniature must be if possible.
-
The new operative type loses a number of wounds equal to the lost wounds of its preceding operative type.
-
It’s still the same operative for any rules it’s already been selected for. The operative is simply a new operative type and will use that new type’s miniature and datacard rules.
Lesser Daemon:
This operative ignores the Piercing weapon rule.
This operative cannot use any weapons that are not on its datacard, or perform Unique or Mission actions (excluding Operate Hatch).
*Poison:
In the Resolve Attack Dice step, if you inflict damage with any success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.
Daemon:
This operative ignores the Piercing weapon rule.
This operative cannot use any weapons that are not on its datacard, or perform Mission actions (excluding Operate Hatch).
DARK APOSTLE
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Prc1, Lethal 5+, Hot) | 4 | 3+ | 4/5 |
| Tainted Bolt Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Daemon Blade (Lethal 5+) | 4 | 3+ | 4/7 |
| Accursed Crozius (Brutal, *Fanatic) | 4 | 3+ | 4/5 |
| Power Fist (Brutal) | 4 | 4+ | 5/7 |
Abilities
*FanaticChosen Of The GodsCults Of The Dark GodsHeretic AstarteCULT DEMAGOGUE
A 3
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Warp-Curse | |||
| Witchfire (Psychic, Rng 8", Saturate, Dev1, Tor 2", *Cursed Flame) | 4 | 4+ | 2/2 |
| Focused Witchfire (Psychic, Rng 8", Saturate, Seek Light, Dev1, Hot, *Cursed Flame) | 4 | 3+ | 3/2 |
| Diabolic Stave (Shock, Stun) | 4 | 4+ | 3/5 |
Abilities
*Cursed FlameCults Of The Dark Gods2AP: Dark RitualFanatical FervourDARK DISCIPLE
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Commune Blade (Lethal 5+) | 4 | 4+ | 4/6 |
Abilities
Attuned In PurposeCults Of The Dark GodsCut Them DownMINDWITCH
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Infernal Gaze (Psychic, Rng 6", Dev2, Lethal 3+) | 5 | 3+ | 0/0 |
| Psychic Staff (Shock, Stun) | 3 | 5+ | 2/3 |
Abilities
Cults Of The Dark Gods1AP: Heinous Deluge1AP: Malefic VortexICONARCH
A 2
M 5"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistol | 4 | 4+ | 2/3 |
| Crude Melee Weapon | 3 | 4+ | 2/3 |
Abilities
Cults Of The Dark GodsIcon Bearer1AP: Ruinous IconCHAMPION
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 4+ | 3/4 |
| Tainted Power Weapon (Brutal, Rending) | 4 | 3+ | 4/5 |
Abilities
Cults Of The Dark GodsLead The AssaultRevel In ZealFIREBRAND
A 2
M 5"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Balefire Pike (Rng 6", Saturate, Tor 2", *Cursed Flame) | 4 | 2+ | 3/3 |
| Balefire Pike (Punishing, *Cursed Flame) | 4 | 3+ | 3/4 |
Abilities
*Cursed FlameCults Of The Dark GodsFiery FaithDEVOTEE
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistol (Rng 8") | 4 | 4+ | 2/3 |
| Autogun | 5 | 5+ | 2/3 |
| Shotgun (Rng 6", Tor 1") | 3 | 4+ | 3/3 |
| Crude Melee Weapon | 4 | 5+ | 2/3 |
Abilities
Accursed GiftsCults Of The Dark GodsGroup ActivationMutateMUTANT
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blasphemous Appendages (Severe) | 4 | 4+ | 3/4 |
Abilities
Accursed GiftsAccursed MutantCults Of The Dark GodsMutateTORMENT
A 2
M 5"
S 5+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hideous Mutations (Brutal, Ceaseless) | 5 | 4+ | 3/5 |
Abilities
Accursed TormentCults Of The Dark GodsMutateBLOODLETTER
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hellblade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Cults Of The Dark GodsLesser DaemonSpawn Of RagePINK HORROR
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Coruscating Flames (Psychic, Rng 9", Tor 2") | 4 | 2+ | 2/2 |
| Enflamed Fists (Psychic, *Cursed Flame) | 3 | 5+ | 2/3 |
Abilities
*Cursed FlameCults Of The Dark GodsLesser DaemonSpawn Of ChangeBLUE HORROR
A 2
M 6"
S 6+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fizzing Flames (Psychic, Rng 4", Tor 1") | 4 | 4+ | 2/2 |
| Fists (Psychic) | 3 | 5+ | 1/3 |
Abilities
Cults Of The Dark GodsGroup ActivationLesser DaemonLesser Spawn Of ChangeBRIMSTONE HORROR
A 2
M 4"
S 6+
W 2
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fists (Psychic) | 2 | 6+ | 1/2 |
Abilities
Cults Of The Dark GodsSmall DaemonPLAGUEBEARER
A 2
M 5"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rancid Vomit (Rng 7", Saturate, Tor 1", *Poison) | 4 | 4+ | 2/2 |
| Plaguesword (*Poison) | 4 | 3+ | 4/5 |
Abilities
*PoisonCults Of The Dark GodsLesser DaemonSpawn Of DecayDAEMONETTE
A 2
M 7"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws (Balanced) | 4 | 3+ | 3/5 |
Abilities
Cults Of The Dark GodsLesser DaemonSpawn Of AgonyCORRUPTED-CORE SERVITOR
A 2
M 4"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Techxorcism Cannon (Hvy(Dash), *Techxorcism) | 4 | 4+ | 2/4 |
| Rusted Claw And Lascutter (Brutal) | 3 | 4+ | 2/5 |
Abilities
*TechxorcismCults Of The Dark GodsMaltekTechinfernal FociHOOK HORROR
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flensing Hooks (*Hook) | 4 | 3+ | 3/4 |
Abilities
*HookCults Of The Dark GodsLesser DaemonSpawn Of CarnageBLOODMASTER
A 2
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blade Of Blood (Lethal 5+, *Bleed) | 5 | 2+ | 4/6 |
Abilities
*Bleed1AP: A Gory PathCults Of The Dark GodsDaemonHerald Of KhorneCHANGECASTER
A 3
M 6"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Arcane Fireball | |||
| Burst (Psychic, Rng 9", Blast 2", *Cursed Flame) | 4 | 3+ | D3/D6 |
| Focused (Psychic, Rng 9", Saturate, Dev2, *Cursed Flame) | 4 | 3+ | D3/D6 |
| Herald's Staff (Psychic, Shock) | 3 | 4+ | 2/3 |
Abilities
*Cursed FlameCults Of The Dark GodsDaemonHerald Of Tzeentch1AP: Reign Of ConfusionPOXBRINGER
A 3
M 5"
S 5+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rancid Vomit (Rng 7", Saturate, Tor 2", *Poison, *Toxic) | 4 | 3+ | 2/2 |
| Foul Balesword (*Poison, *Toxic) | 4 | 3+ | 4/5 |
Abilities
*Poison*ToxicCults Of The Dark GodsDaemonHerald Of Nurgle1AP: Noxious CloudTRANCEWEAVER
A 3
M 9"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ravaging Claws (Balanced) | 5 | 3+ | 4/5 |
Abilities
Cults Of The Dark GodsDaemonHerald Of Slaanesh1AP: Symphony Of PainBRONZE MALIFECT
A 2
M 4"
S 5+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Augmetic Limbs (Stun, *Sweep) | 6 | 4+ | 2/4 |
Abilities
*Sweep1AP: BreachCults Of The Dark GodsDaemonically InfusedHerald Of VashtorrDAUGHTER OF MALICE
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Discord Flamer (Rng 6", Tor 2", *Discord) | 1D6 | 3+ | 3/3 |
| Weeping Scythe (Brutal, *Psyk-Trap) | 5 | 3+ | 3/5 |
Abilities
*Discord*Psyk-TrapCults Of The Dark GodsHerald Of MalicePsychic NullCULTIST'S BRAND
Once per turning point, when your opponent is inflicting damage using the Devastating weapon rule on a friendly CULTIST DAMNED operative, you can inflict 1D3 less damage on that friendly operative.
BELT-IN EXPLOSIVES
When you select this equipment, select one friendly CULTIST DEVOTEE operative to have the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Belt-In Explosives | 4 | 3+ | 3/5 |
| Weapon Rules | |||
| Blast 1", Lim 1, *Explosive |
*Explosive: If this weapon was selected for this operative during the Select Operatives phase, during the Firefight phase, whenever you determine this operative's order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fight, Reposition, and Shoot, or use any weapons that are not on its datacard. This operative can perform the Shoot action with this weapon only while within Control Range of an enemy operative. Do not select a valid target. Instead, this operative is always the primary target and cannot be in cover or obscured. Whenever this operative is incapacitated during a battle in which it has not used this weapon, roll a 1D6. If the result is 3+, this operative performs a free Shoot action with this weapon before it is removed from the killzone.
CHAOS ICON
Select one friendly CULTIST DARK COMMUNE operative. Whenever an attack die would inflict critical damage on a friendly CULTIST operative within 3 inches of this operative, you can choose for that attack die to inflict normal damage instead.
WARP-TOUCHED ROBES
Once per turning point, whenever an attack die would inflict normal damage on a friendly CULTIST DARK COMMUNE operative, you can choose for that attack die to inflict 1 damage instead.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: ETERNAL ONSLAUGHT
Use this firefight ploy when a friendly CULTIST DAMNED operative is activated. Until the end of its activation, That operative's ranged weapons have the Assault weapon rule.
*Assault: This weapon can be used in shooting attacks while this operative is within control range of enemy operatives, but worsen the Hit stat of this operative's ranged weapons by 1 for these sequences.
Firefight: FAVOURS FROM BEYOND
Use this firefight ploy during a friendly CULTIST operative's activation (excluding DEVOTEE and FIREBRAND). Select one of the following rules to have for that operative in accordance to its Dark Pact (i.e. from the CULTS OF THE DARK GODS faction rule):
-
PACT OF KHORNE: That operative regains 1D3 lost wounds.
-
PACT OF NURGLE: Ignore any changes of that operative's stats from being injured.
-
PACT OF TZEENTCH: Change its order.
-
PACT OF SLAANESH: Perform a free Fall Back action.
-
PACT OF VASHTORR: Perform a free Mission action.
-
PACT OF MALICE: Perform a free Charge action.
Firefight: DAEMONIC MOCKERY
Use this firefight ploy when a friendly DAEMON or MALTEK operative is retaliating or an enemy operative is shooting it, after your opponent rolls their attack dice, but before re-rolls. Until the end of the sequence, your opponent cannot re-roll their attack dice (if your opponent declared the use of any firefight ploys during that sequence that would allow them to re-roll, that ploy is cancelled and the CP spent on it is refunded).
Firefight: FAITHFUL FOLLOWER
Use this firefight ploy when a friendly CULTIST DARK APOSTLE or DARK COMMUNE operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly CULTIST DAMNED operative visible to and within 3 inches of that DARK APOSTLE or DARK COMMUNE operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Strategy Ploys
Strategy: DARK INTERVENTION
Each friendly CULTIST operative's weapons have the following weapon rules to use once during a sequence in accordance to its selected Dark Pact (i.e. from the CULTS OF THE DARK GODS faction rule):
-
PACT OF KHORNE: Rending weapon rule.
-
PACT OF NURGLE: *Poison and *Toxic weapon rules.
-
PACT OF TZEENTCH: *Blaze weapon rule.
-
PACT OF SLAANESH: Stun weapon rule.
-
PACT OF VASHTORR: Accurate 1 weapon rule.
-
PACT OF MALICE: Punishing weapon rule.
*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.
*Toxic: Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.
*Blaze: If you retain any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). When an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it then remove the token from it.
Strategy: UNHOLY ALLIANCE
Once per battle, select up to friendly CULTIST DARK COMMUNE and/or DAMNED operatives to remove their Dark Pact and have a different one (i.e. from the CULTS OF THE DARK GODS faction rule). Any Accursed Gifts each has from the previous pact (i.e. from the ACCURSED GIFTS rule) is no longer usable and only the one(s) from the newer pact are usable.
Strategy: CREATURES OF NIGHTMARES
Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 2 inches of friendly CULTIST MUTANT or CULTIST TORMENT operatives.
Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Strategy: THE ONLY TRUTH
You and your opponent roll a 1D6 but do not reveal the results. Instead, you predict the result of your opponent and vice versa. If your prediction was closer to your opponent's result than his to yours, you can start as first during the firefight phase of the turning point (regardless of who has the initiative). Otherwise, your opponent can start first.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
CULTIST'S BRAND:
Once per turning point, when your opponent is inflicting damage using the Devastating weapon rule on a friendly CULTIST DAMNED operative, you can inflict 1D3 less damage on that friendly operative.
BELT-IN EXPLOSIVES:
When you select this equipment, select one friendly CULTIST DEVOTEE operative to have the following ranged weapon for the battle:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Belt-In Explosives | 4 | 3+ | 3/5 |
| Weapon Rules | |||
| Blast 1", Lim 1, *Explosive |
*Explosive: If this weapon was selected for this operative during the Select Operatives phase, during the Firefight phase, whenever you determine this operative's order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fight, Reposition, and Shoot, or use any weapons that are not on its datacard. This operative can perform the Shoot action with this weapon only while within Control Range of an enemy operative. Do not select a valid target. Instead, this operative is always the primary target and cannot be in cover or obscured. Whenever this operative is incapacitated during a battle in which it has not used this weapon, roll a 1D6. If the result is 3+, this operative performs a free Shoot action with this weapon before it is removed from the killzone.
CHAOS ICON:
Select one friendly CULTIST DARK COMMUNE operative. Whenever an attack die would inflict critical damage on a friendly CULTIST operative within 3 inches of this operative, you can choose for that attack die to inflict normal damage instead.
WARP-TOUCHED ROBES:
Once per turning point, whenever an attack die would inflict normal damage on a friendly CULTIST DARK COMMUNE operative, you can choose for that attack die to inflict 1 damage instead.
Ploys
Firefight - ETERNAL ONSLAUGHT:
Use this firefight ploy when a friendly CULTIST DAMNED operative is activated. Until the end of its activation, That operative's ranged weapons have the Assault weapon rule.
*Assault: This weapon can be used in shooting attacks while this operative is within control range of enemy operatives, but worsen the Hit stat of this operative's ranged weapons by 1 for these sequences.
Firefight - FAVOURS FROM BEYOND:
Use this firefight ploy during a friendly CULTIST operative's activation (excluding DEVOTEE and FIREBRAND). Select one of the following rules to have for that operative in accordance to its Dark Pact (i.e. from the CULTS OF THE DARK GODS faction rule):
-
PACT OF KHORNE: That operative regains 1D3 lost wounds.
-
PACT OF NURGLE: Ignore any changes of that operative's stats from being injured.
-
PACT OF TZEENTCH: Change its order.
-
PACT OF SLAANESH: Perform a free Fall Back action.
-
PACT OF VASHTORR: Perform a free Mission action.
-
PACT OF MALICE: Perform a free Charge action.
Firefight - DAEMONIC MOCKERY:
Use this firefight ploy when a friendly DAEMON or MALTEK operative is retaliating or an enemy operative is shooting it, after your opponent rolls their attack dice, but before re-rolls. Until the end of the sequence, your opponent cannot re-roll their attack dice (if your opponent declared the use of any firefight ploys during that sequence that would allow them to re-roll, that ploy is cancelled and the CP spent on it is refunded).
Firefight - FAITHFUL FOLLOWER:
Use this firefight ploy when a friendly CULTIST DARK APOSTLE or DARK COMMUNE operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly CULTIST DAMNED operative visible to and within 3 inches of that DARK APOSTLE or DARK COMMUNE operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Strategic - DARK INTERVENTION:
Each friendly CULTIST operative's weapons have the following weapon rules to use once during a sequence in accordance to its selected Dark Pact (i.e. from the CULTS OF THE DARK GODS faction rule):
-
PACT OF KHORNE: Rending weapon rule.
-
PACT OF NURGLE: *Poison and *Toxic weapon rules.
-
PACT OF TZEENTCH: *Blaze weapon rule.
-
PACT OF SLAANESH: Stun weapon rule.
-
PACT OF VASHTORR: Accurate 1 weapon rule.
-
PACT OF MALICE: Punishing weapon rule.
*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.
*Toxic: Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.
*Blaze: If you retain any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). When an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it then remove the token from it.
Strategic - UNHOLY ALLIANCE:
Once per battle, select up to friendly CULTIST DARK COMMUNE and/or DAMNED operatives to remove their Dark Pact and have a different one (i.e. from the CULTS OF THE DARK GODS faction rule). Any Accursed Gifts each has from the previous pact (i.e. from the ACCURSED GIFTS rule) is no longer usable and only the one(s) from the newer pact are usable.
Strategic - CREATURES OF NIGHTMARES:
Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 2 inches of friendly CULTIST MUTANT or CULTIST TORMENT operatives.
Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Strategic - THE ONLY TRUTH:
You and your opponent roll a 1D6 but do not reveal the results. Instead, you predict the result of your opponent and vice versa. If your prediction was closer to your opponent's result than his to yours, you can start as first during the firefight phase of the turning point (regardless of who has the initiative). Otherwise, your opponent can start first.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.