Cults Of The Primordial

Homebrew by Aionex1441

A Chaos Cult is an often secret organisation dedicated to the worship of Chaos or one of the Chaos Gods that is the most dangerous of all those organisations that plot to overthrow the rule of the Imperium of Man from within. All planets and civilisations belonging to the Imperium can harbour Chaos-tainted organisations, which themselves are as diverse in practice and membership as is imaginable.

This unholy ocomradery is meant to expand on what those cults can be, from different pacts dedicated to each dark god to the inclusion of Daemons. All but to serve the one truth, the Primordial Truth.

100% positive
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
  • 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 Astarte

*Fanatic: Whenever this operative incapacitates an enemy operative using this weapon, its weapons have the Severe weapon rule until the end of its next activation.

Chosen Of The Gods: Once per turning point you can use a firefight ploy for 0 CP (excluding Command Re-roll) if this operative is in the killzone.

After this operative fights or retaliates, if it is not incapacitated, but it incapacitated an enemy operative during that sequence, it regains 1D3+1 lost wounds.

Heretic Astarte: During this operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them.

This operative can counteract regardless of its order.

CULTIST, CHAOS, HERETIC ASTARTE, DARK APOSTLE, LEADER; 40
CULT 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 Fervour

Dark Ritual (2AP): PSYCHIC. Once per turning point, Select a friendly CULTIST DEVOTEE visible to and within 3 inches of this operative, that operative is incapacitated and to be removed from the killzone. Afterwards, select one of the following rules:

  • Select a friendly CULTIST DARK COMMUNE operative to regain that incapacitated operative's wounds halved (the wounds it had before the incapacitation).

  • Set up an incapacitated friendly CULTIST DAEMON or MALTEK operative as centred as possible on where that incapacitated operative was (use a base as a reference), in a location where it can be placed, with a 1D3 wounds and an order of choice.

This operative cannot perform this action while within control range of an enemy operative.

Fanatical Fervour: If this operative is in the killzone, You can select a strategy ploy during the Strategy phase of each turning point for 0 CP.

CULTIST, CHAOS, DARK COMMUNE, CULT DEMAGOGUE, LEADER; 28
DARK 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 Down

Attuned In Purpose: Whenever this operative is activated, you can activate another ready friendly DARK DISCIPLE operative within 6 inches of it at the same time. Complete their activations action by action in any order.

Cut Them Down: Whenever an enemy operative performs the Fall Back action while within control range of this operative, you can use this rule. If you do, inflict 1D3+1 damage on that enemy operative before it moves. If that enemy operative is within control range of two of these operatives, inflict 2D3+2 damage instead.

CULTIST, CHAOS, DARK COMMUNE, DARK DISCIPLE; 28
MINDWITCH
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 Vortex

Heinous Deluge (1AP): PSYCHIC. Select one enemy operative that is a valid target for this operative. Until the end of that operative’s next activation, subtract 1 from its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

Malefic Vortex (1AP): PSYCHIC. Remove your Malefic Vortex marker from the killzone (if any). Then place your Malefic Vortex marker visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. Inflict 1 damage on each enemy operative within 2 inches of that marker. In addition, in the Ready step of each Strategy phase, inflict 1 damage on each enemy operative within 2 inches of that marker.

This operative cannot perform this action while within control range of an enemy operative.

CULTIST, CHAOS, DARK COMMUNE, PSYKER, MINDWITCH; 28
ICONARCH
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 Icon

Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Ruinous Icon (1AP): PSYCHIC. Select one of the following effects to last until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first):

  • INVIGORATION: Whenever a friendly CULTIST operative is within 4 inches of this operative, normal and critical damage of 4 or more inflicts 1 less damage on that operative.

  • DETERIORATION: Whenever an enemy operative is within 4 inches of this operative, normal and critical damage inflicts 1 more damage on that operative.

This operative cannot perform this action while within control range of an enemy operative.

CULTIST, CHAOS, DARK COMMUNE, ICONARCH; 28
CHAMPION
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 Zeal

Lead The Assault: STRATEGIC GAMBIT if this operative is in the killzone. If this operative is wholly within your territory, this operative and each other friendly CULTIST operatives within 3 inches of this operative can immediately perform a free Dash or Charge action (for the latter, it cannot move more than 3 inches).

Revel In Zeal: Once per turning point, during this operative's activation, whenever this operative incapacitates an enemy operative, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 2 inhes during that action. Doing so doesn’t prevent it from performing the Charge, Dash or Reposition action afterwards during that activation.

CULTIST, CHAOS, DAMNED, CHAMPION; 28
FIREBRAND
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 Faith

Fiery Faith: Ignore any changes to this operative's APL or Hit stats.

CULTIST, CHAOS, DAMNED, FIREBRAND; 28
DEVOTEE
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 ActivationMutate
CULTIST, CHAOS, DAMNED, DEVOTEE; 25
MUTANT
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 GodsMutate

Accursed Mutant: This operative cannot perform unique actions. You must spend 1 additional AP for this operative to perform the Pick Up Marker and mission actions (excluding Operate Hatch).

CULTIST, CHAOS, DAMNED, MUTANT; 25
TORMENT
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 GodsMutate

Accursed Torment: This operative cannot use any weapons that are not on its datacard, or perform the Pick Up Marker, unique or mission actions (excluding Operate Hatch).

Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).

CULTIST, CHAOS, DAMNED, TORMENT; 40
BLOODLETTER
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 Rage

Spawn Of Rage: Once per turning point, the first time you strike, Inflict 1D3 additional damage with that strike.

When this operative is incapacitated, roll a 1D3. Inflict damage equal to the result on one enemy operative visible to and within 2 inches of this operative.

CULTIST, CHAOS, DAEMON, KHORNE, BLOODLETTER; 32
PINK 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 Change

Spawn Of Change: Once per turning point, you can re-roll an attack or defence die for this operative.

When this operative is incapacitated and before it's removed from the killzone, set up two friendly CULTIST BLUE HORROR operatives within control range of this operative, touching its base and not within control range of enemy operatives. Set up those operatives with the same order as this operative (including if it was ready or activated). This rule can be used once for the battle and cannot be used for any other friendly CULTIST PINK HORROR operative.

CULTIST, CHAOS, DAEMON, TZEENTCH, PINK HORROR; 32
BLUE 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 Change

Lesser Spawn Of Change: Once per turning point, you can re-roll an attack or defence die for this operative.

When this operative is incapacitated and before it's removed from the killzone, set up a friendly CULTIST BRIMSTONE HORROR operative within control range of this operative, touching its base and not within control range of enemy operatives. Set up that operative with the same order as this operative (including if it was ready or activated). This rule can be used once for the battle and cannot be used for any other friendly CULTIST BLUE HORROR operative.

CULTIST, CHAOS, DAEMON, TZEENTCH, BLUE HORROR; 25
BRIMSTONE 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 Daemon

Small 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.

Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. e.g. Seek, Vantage terrain) except being within 2".

CULTIST, CHAOS, DAEMON, TZEENTCH, BRIMSTONE HORROR; 25
PLAGUEBEARER
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 Decay

Spawn Of Decay: Whenever an enemy operative is visible to and within 3 inches of this operative, that operative is injured.

Whenever an attack die inflicts damage of 3 or more on this operative, roll a 1D6: on a 4+, subtract 1 from that inflicted damage.

CULTIST, CHAOS, DAEMON, NURGLE, PLAGUEBEARER; 32
DAEMONETTE
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 Agony

Spawn Of Agony: Whenever this operative is fighting or retaliating, worsen the Hit stat of the enemy operative's melee weapons by 1.

Once per battle, whenever this operative performs an action in which it moves. Until the end of the action, this operative can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move). It Cannot move more than its Move stat if it’s the Charge action.

CULTIST, CHAOS, DAEMON, SLAANESH, DAEMONETTE; 25
CORRUPTED-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 Foci

*Techxorcism: In the Roll Atttack Dice step; if you retained a critical success and if the target has the "TA'U EMPIRE" (excluding "KROOT"), "ADEPTUS MECHANICUS", "AUTOSAVANT" or "CYBER-MASTIFF" or the MACHINE rule, roll a 1D3. If the result is higher than the target's APL stat, that target is incapacitated.

Maltek: Whenever an enemy operative is shooting this operative using a weapon that has the Piercing 1 or 2 weapon rules, that weapon has the Piercing Crits 1 or 2 instead respectively. If that weapon is a Plasma, Melta or Las weapons, for each succcess that would inflict damage on this operative, it inflicts 1D3 less damage (roll for each success seperately).

This operative cannot use any weapons that are not on its datacard, or perform Unique actions.

Techinfernal Foci: Once per turning point; when this operative controls a Mission marker, you gain 1 CP.

Once per battle; when your opponent would use a firefight ploy for an enemy operative within 5 inches of this operative, your opponent must spend 1 additional CP for it.

CULTIST, CHAOS, MALTEK, VASHTORR, CORRUPTED-CORE SERVITOR; 28
HOOK 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 Carnage

*Hook: This operative can perfrom the Fight action against an enemy operative within 2 inches of if this is the weapon selected for that action.

Whenever an enemy operative performs the Fall Back action while it is within control range of this operative; before that enemy operative moves, inflict 2 damage on that enemy operative.

Spawn Of Carnage: Whenever this operative is fighting or retaliating; if light or heavy terrain is within its control range, this weapon has the Lethal 5+ rule.

Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2 inches.

CULTIST, CHAOS, DAEMON, MALICE, HOOK HORROR; 25
BLOODMASTER
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 Khorne

*Bleed: In the Roll Attack Dice; if you retained any criitical success, the target gains one of your Bleed Tokens. Whenever an operative that has one of your Bleed Token is activated, inflict 1 damage on it and subtract 1 from its Move stat.

A Gory Path (1AP): Perform a free Charge action. After you end that action, inflict 1D3 damage on each enemy operative within its control range (roll seperately for each).

This operative cannot perform this action while it has a Conceal order.

Herald Of Khorne: Whenever this operative is fighting or retaliating against a wounded enemy operative, add 1 to both of the Dmg stats of this operative's melee weapons until the end of that sequence.

When this operative is incapacitated, roll a 1D6. Inflict damage equal to the result on one enemy operative visible to and within 2 inches of this operative.

CULTIST, CHAOS, DAEMON, KHORNE, BLOODMASTER; 32
CHANGECASTER
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 Confusion

Herald Of Tzeentch: Once per turning point, you can re-roll any or all the attack or defence dice for this operative.

When this operative is incapacitated and before it's removed from the killzone, set up two friendly CULTIST BLUE HORROR operatives within control range of this operative, touching its base and not within control range of enemy operatives. Set up those operatives with the same order as this operative (including if it was ready or activated).

Reign Of Confusion (1AP): PSYCHIC. Select one enemy operative visible to and within 9 inches of this operative. Until the start of this operative’s next activation, until it is incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever that enemy operative is shooting, fighting or retaliating, your opponent must re-roll their attack dice results of 6, and whenever determining control of a marker, treat that enemy operative’s APL stat as 1 lower. Note this is not a change to its APL stat, so any changes are cumulative with this.

This operative cannot perform this action while within control range of an enemy operative.

CULTIST, CHAOS, DAEMON, TZEENTCH, CHANGECASTER; 32
POXBRINGER
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 Cloud

*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.

Herald Of Nurgle: Whenever an enemy operative is visible to and within 5 inches of this operative, that operative is injured.

Whenever an attack die inflicts damage of 3 or more on this operative, roll a 1D6: on a 3+, subtract 1 from that inflicted damage.

Noxious Cloud (1AP): Until the end of the turn, whenever an operative is shooting a friendly CULTIST operative that is more than 3 inches from it, if that friendly operative is wholly within 3 inches of this operative, that friendly operative is obscured.

This operative cannot perform this action while within control range of an enemy operative.

CULTIST, CHAOS, DAEMON, NURGLE, POXBRINGER; 32
TRANCEWEAVER
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 Pain

Herald Of Slaanesh: Whenever an enemy operative is shooting, fighting or retaliating against this operative, worsen the Hit stat of that operative's weapons by 1.

Once per turning point, This operative can move through parts of terrain features as if they were not there but must end those moves in a location it can be placed, move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move).

Symphony Of Pain (1AP): This operative have this rule; whenever it is fighting or retaliating against a wounded enemy operative, its melee weapons have the Ceaseless weapon rule, or the Relentless weapon rule if that operative is injured.

CULTIST, CHAOS, DAEMON, SLAANESH, TRANCEWEAVER; 32
BRONZE 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 Vashtorr

*Sweep: Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its attack dice (not all of it) for this action. After that action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining attack dice. This operative cannot perform the free Fight action if it rolled all the attack dice of this weapon.

Breach (1AP): Place one of your Breach markers within this operative’s control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1 inch of that marker, it treats parts of that terrain feature that are no more than 1 inch thick as Accessible terrain.

This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range.

Daemonically Infused: 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).

Herald Of Vashtorr: Enemy operative's within 5 inches of this operative cannot be obscured.

Whenever an enemy operative is within 5 inches of this operative, that enemy operative's APL stat cannot be added to. Note that this does not affect APL stats that have already been changed.

CULTIST, CHAOS, MALTEK, VASHTORR, BRONZE MALIFECT; 32
DAUGHTER 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 Null

*Discord: In the Roll Attack Dice step; if you retained any critical successes, worsen the Save stat of the target this weapon is being used against by 1 for that sequence.

*Psyk-Trap: Operatives with the "PSYKER" keyword within control range of a friendly operative that has this weapon cannot perform the Fallback action.

Whenever this operative incapacitates an operative with the "PSYKER" keyword using this weapon, add 1 to both of the Dmg stats of this weapon for the battle.

Herald Of Malice: Whenever your opponent would activate an enemy operative within 6 inches of this operative, you can roll a 1D6. If the result is higher than the enemy operative's APL stat, they cannot activate it during this activation. If there are no other enemy operatives eligible to be activated, this rule has no effect.

Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2 inches.

Psychic Null: PSYCHIC ranged weapons cannot inflict damage on this operative. For the effects of PSYCHIC actions, this operative cannot be selected and is never treated as being within those actions’ required distances. Whenever an operative is within 6" of this operative:

  • That operative cannot perform PSYCHIC actions or use PSYCHIC additional rules.

  • That operative cannot use PSYCHIC ranged weapons.

  • PSYCHIC melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.

CULTIST, CHAOS, MALICE, DAUGHTER OF MALICE; 28
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:

NameATKHITDMG
Belt-In Explosives43+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.