Chaos Cult Uprising

Homebrew (Unpublished) by Froethals

FACTION RULE: CHAOS, CONSUME US!

As one, the cultists offer their own flesh and blood as a conduit, inviting dark entities to possess their bodies and drive them into a reckless frenzy.

Strategic Gambit:

At the start of the Strategic Phase, you can choose to activate this Strategic Gambit. If you do, every friendly operative on the killzone immediately suffers 1 Wound. Then, select one of the following effects to apply to all friendly operatives until the end of the Turning Point:

Dark Velocity: Add 2'' to their Movement characteristic for Reposition actions.

Frenzied Blades: Add 1 to the Attacks characteristic of an operative's melee weapon.

Martyr’s Spark: Whenever a friendly operative is incapacitated, before removing the model from the killzone, select one eligible enemy operative. Make an attack against that target rolling 1 attack die using one of the incapacitated operative's weapons.

Composition

OPERATIVES

  • One CHAOS CHIEFTAIN
  • Ten CHAOS CULT DEVOTEES
  • Six CHAOS CULT UPRISING operatives selected from the following list:
    • GUNNER with autogun.
    • GUNNER with grenade launcher.
    • GUNNER with heavy stubber.

You may only select each GUNNER operative once, except for GUNNER with autogun.

CHAOS CHIEFTAIN
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Autopistol (RNG 8")
4
3+
2/3
Chainsword
4
3+
4/5
Abilities
Drum Magazine

Drum Magazine: This operative can use EXTENDED MAGS (see faction equipment). Doing so doesn't count toward any limited uses you have. You do not need to select EXTENDED MAGS as faction equipment for your roster in order for this to take effect.

25CHAOS CULT UPRISING, LEADER
CHAOS CULT DEVOTEE
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autopistol (RNG 8")
4
4+
2/3
Crude Melee Weapon
4
4+
2/3
Abilities
Group Activation

Group Activation: Whenever this operative is expended, you must then activate one other ready friendly CHAOS CULT 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).

25CHAOS CULT UPRISING
CHAOS CULT GUNNER
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autogun
4
4+
2/3
Grenade Launcher (frag) (Blast 2")
4
4+
2/4
Grenade Launcher (krak) (Piercing 1)
4
4+
4/5
Heavy Stubber (focused) (Heavy (Dash Only))
5
4+
4/5
Heavy Stubber (sweeping) (Heavy (Dash Only), Torrent 1')
4
4+
4/5
Crude Melee Weapon
4
4+
2/3
25CHAOS CULT UPRISING
Equipment

IMPROVISED EXPLOSIVES (X2):
Crudely fashioned from junk and shards of metal, the followers of Chaos wantonly fling homemade explosives to maim and disrupt the enemy.

NAMEATKHITDMG
Improvised Explosive62+1/1

Weapon Rules

Range 6", Blast 2", Saturate


EXTENDED MAGS:
Cultists modify their crude weaponry to deliver maximum ordinance to the enemy.

Up to twice per turning point, when resolving a ranged attack, you may either:

  • Increase the ATK of an autopistol by 2.
  • increase the ATK of an autogun by 1.

This does not apply to attacks made when using MARTYR'S SPARK.


MAKESHIFT SHOTGUN:
Sawing off the barrels of stolen equipment, the cultists bring sidearms in anticipation of close range violence.

Twice per turning point, you may use the following weapon in place of a CHAOS CULT UPRISING operative'sranged weapon.

NAMEATKHITDMG
Makeshift Shotgun44+3/4

Weapon Rules

Range 4"


COBBLED PLATE:
Scrounging material for battle, chaos cultists are poorly armoured. Either by guile, chance, or the will of dark gods, their crude plating is sometimes exactly where a strike lands.

Once per turning point, when a friendly operative is selected as the target of a shooting attack, you may improve the armour save of that operative by 1.


Ploys

Strategic - FOR THE GLORY OF CHAOS! - 1CP:
A crazed cultist pulls the pins on a belt of makeshift explosives, announcing their intent to sell their life for the ultimate glory of the dark gods.

When: At the start of the Turning Point, before any operative is activated.

Target: Designate one friendly operative, excluding CHAOS CHIEFTAIN operatives.

Effect: Until the end of the Turning Point:

  • That operative cannot resolve ranged or melee attacks by any means.
  • That operative cannot trigger or be selected for the Martyr’s Spark blessing. (They can still perform Reposition, Dash, Charge, Fall Back, and objective actions).

Detonation: When that operative is incapacitated, or at the end of the Turning Point (whichever comes first), roll 2D6. If any result is a 4+, inflict D3+2 wounds on each operative visible to and within 2" of that operative (roll separately for each target). If this triggers at the end of the Turning Point and the designated operative is still on the killzone, remove them as incapacitated immediately after resolving all wounds.


Strategic - FANATICAL ZEAL - 1CP:
Driven by dark fervor, wounded cultists press forward without feeling the agony of their ruined flesh.

When: At the start of the Turning Point, before any operative is activated.

Effect: Until the end of the Turning Point, friendly operatives ignore all penalties for being Injured (they retain their full Movement and HIT characteristics regardless of remaining Wounds).


Strategic - TBD - 1CP:


Strategic - RECKLESS SUPPLICATION - 1CP:
The cultists offer their lives to the Dark Gods, trusting that enough slaughter will earn their favour.

When: At the start of the Turning Point, before any operative is activated.

Effect: Choose a number from 1–6 and reveal it to your opponent. At the end of the Turning Point, if exactly that many operatives were incapacitated during the Turning Point, you immediately gain 2 CP.


Firefight - SPITEFUL CLUTCHES - 1CP:
Even in death, a fanatic's fingers lock around armor plating and weapons, leaving their killer tangled and vulnerable to the next wave.

When: When an enemy operative is selected to Fight against a friendly operative, provided that the enemy operative has incapacitated a friendly operative during this Turning Point.

Effect: Until the end of that combat sequence, subtract 1 from the hit rolls of attack dice made for that enemy operative's melee weapon.

Note: You can use this Firefight Ploy more than once per Turning Point across different combat sequences, but an enemy operative cannot be affected by this ploy more than once per Fight action (this modifier does not stack with itself).


Firefight - UNCOORDINATED MOB - 1CP:
A fanatic holds back, waiting for the precise moment to strike rather than rushing blindly with the pack.

When: When you select a friendly CHAOS CULT DEVOTEE operative to activate.

Effect: Treat this activation as GA1 instead of GA2 (You do not activate a second friendly CHAOS CULT DEVOTEE operative immediately after completing this activation).


Firefight - TOPPLE THE PROUD - 1CP:
Smelling weakness in a once-mighty foe, the fanatics swarm the fallen tyrant with desperate fury, driving their rusted blades into every cracked plate and open wound.

When: When an enemy operative that has fewer than half of its starting Wounds remaining is selected as the target of a Melee Attack by a friendly operative.

Effect: Until the end of the Turning Point, whenever any friendly operative makes a Melee Attack against that enemy operative, that friendly operative's melee weapon gains the Lethal 5+ rule (or Lethal 4+ if that enemy operative has a starting Wounds characteristic of 10 or higher).


Firefight - HASTY SACRIFICE - 1CP:
A fanatic mutilates themselves in a brutal ritual of devotion, channeling painful adrenaline into a frenzy of violent activity.

When: Once per turning point, when you select a friendly operative to activate.

Effect: That operative suffers 2 Wounds. If that operative is not incapacitated as a result of this damage, add 1 to its APL characteristic for the remainder of the Turning Point.


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.