Dark Disciples

Homebrew by Omnissiah

A team of Chaos Space Marines and Cultists, lead by a Dark Apostle or Master of Possession. These disciples of a the Dark Gods serve the Word Bearers and will receive gifts from their masters for the fervour, turning them into the form they know as divine.

HOW TO BUILD: Obviously you can proxy all you want, but as intended you can use the following kits

  • Dark Apostle
  • Master of Possession
  • CSM Legionaries
  • CSM Possessed
  • Chaos Cultists
  • Chaos Mutants and Torments
  • Cultist Firebrand
100% positive
Composition

A DARK DISCIPLES KillTeam is composed of 6 DARK DISCIPLES operatives selected from the following list:

1 DARK DISCIPLES Leader operative from the following list:

  • DARK APOSTLE

  • MASTER OF POSSESSION

  • CHAOS LORD with one of the following options: Tainted Bolt Pistol; Daemon Weapon

    Tainted Bolt Pistol or Plasma Pistol

    Powerfist or Powerweapon

5 DARK DISCIPLES operatives from the following list:

  • CHAMPION OF FAITH with one of the following options:

    Plasma Pistol or Tainted Bolt Pistol

    Powerfist, Unholy Powermaul, Powerweapon, Tainted Chainsword

  • GUNNER with one of the following options:

    Meltagun; Fists

    Plasmagun; Fists

    Flamer; Fists

    Heavy Bolter; Fists

  • WARRIOR with one of the following options:

    Bolt Pistol; Chainsword

    Boltgun; Fists

  • (1)DEVOTEE with one of the following options:

    Autopistol; Crude Melee Weapon Autogun; Gunbutt

    Shotgun; Gunbutt

  • (1)CULTIST GUNNER with one of the following options:

    Heavy Stubber; Gunbutt

    Grenade Launcher; Gunbutt

  • (1)TOMEBEARER

  • (1)BOOKPYRE

  • (1)FIREBRAND

(1): These operatives count as half a selection each.

Other than WARRIOR and DEVOTEE your kill team can only include each operative on this list once.

Common Abilities and Options

*Fanatic:
Whenever this operative incapacitates an enemy operative using this weapon, its weapons have the Balanced 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.

Gifts from the Dark Gods:
During the battle, friendly DARK DISCIPLES operatives can MUTATE as follows:

As a STRATEGIC GAMBIT, you can MUTATE a number of friendly DARK DISCIPLES operatives based on the turning point as follows: TP1 = 2, TP2 = 2, TP3 = 3, TP4+ = 4.
Whenever a friendly DEVOTEE or WARRIOR operative incapacitates an enemy operative within its control range, it can MUTATE.
Each operative cannot MUTATE more than once per turning point.

Whenever a friendly 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 (max twice per turning point).
If it’s a WARRIOR operative, turn it into a POSSESSED operative (max twice per turning point).
It can regain up to D3+1 lost wounds.

You cannot have more than five MUTANT operatives, three TORMENT operatives and three POSSESSED operatives at once. Whenever a friendly 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.

Heretic Astartes:
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.

*Dark Flames:
If you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Dark Flames tokens (if it doesn’t already have one). Whenever an operative that has one of your Dark Flames tokens is activated, inflict 2 damage on it. Then that operative’s controlling player selects one of the following:

Roll one D6: on a 3+, remove that token.
Subtract 1 from the operative’s APL stat until the end of that activation to remove that token.

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).

Unnatural Regeneration:
Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

Dark Apostle
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Tainted Bolt Pistol (Rng 8", Rnd)
4
3+
3/5
Accursed Crozius (Brutal, *Fanatic)
4
3+
4/5
Abilities
*FanaticChosen of the GodsGifts from the Dark GodsHeretic AstartesSymbol of True Faith

Symbol of True Faith: Whenever determining control of a marker within 6" of this operative, treat the total APL stat of friendly DARK DISCIPLES operatives that control it as 1 higher if at least one friendly DARK DISCIPLES operative contests that marker. Note this is not a change to the APL stat, so any changes are cumulative with this.

Dark Disciples, Master of Possession, Astartes, Chaos, Chaos Space Marines, Leader
Master of Possession
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Staff of Possession
Witchfire (Psychic, Prc1, Rnd)
4
3+
4/5
Focused Witchfire (Psychic, Prc1, Rnd, Dev3, Hot)
4
3+
5/3
Staff of Possession (Psychic, Shock)
4
3+
4/6
Abilities
Chosen of the Gods1AP: Forced PossessionGifts from the Dark GodsHeretic Astartes1AP: Telepathic Overload

Forced Possession (1AP): PSYHIC

Select one friendly DARK DISCIPLES operative visible to and within 8" of this operative. They can immediately tranform into the next stage of their Gifts from the Dark Gods ability.

Telepathic Overload (1AP): PSYCHIC

Select one enemy operative visible to 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.

Dark Disciples, Master of Possession, Astartes, Chaos, Chaos Space Marines, Leader
Chaos Lord
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Tainted Bolt Pistol (Rng 8", Lethal 5+)
4
3+
3/5
Plasma Pistol
Standard (Prc1)
4
3+
3/5
Supercharge (Prc1, Lethal 5+, Hot)
4
3+
4/5
Daemon Weapon (Lethal 5+)
5
3+
4/7
Tainted Chainweapon (Rnd, Severe)
5
3+
4/6
Powerfist (Brutal)
4
3+
5/7
Abilities
Chosen of the Gods1AP: Daemonic AuraGifts from the Dark GodsHeretic AstartesIn the Eyes of the Gods

Daemonic Aura (1AP): Whenever an enemy operative performs the Fall Back action while within control range of this operative, you can use this rule. If you do, roll one D6: on a 3+, that enemy operative cannot perform that action during that activation/counteraction (the AP spent on it is refunded).

In the Eyes of the Gods: Once during each of this operative's activations, if it incapacitates an enemy operative, add 1 to its APL stat until the end of that activation.

Dark Disciples, Chaos Lord, Astartes, Chaos, Chaos Space Marines, Leader
Champion of Faith
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Tainted Bolt Pistol (Rng 8", Lethal 5+)
4
3+
3/5
Plasma Pistol
Standard (Prc1)
4
3+
3/5
Supercharge (Prc1, Lethal 5+, Hot)
4
3+
4/5
Powerweapon (Lethal 5+)
5
3+
4/6
Tainted Chainweapon (Rnd, Severe)
5
3+
4/6
Powerfist (Brutal)
4
3+
5/7
Unholy Powermaul (Shock, *Fanatic)
5
3+
4/6
Abilities
*FanaticCorrupted FervourGifts from the Dark GodsHeretic Astartes

Corrupted Fervour: - Whenever this operative is fighting or retaliating, enemy operatives cannot assist.

  • At the end of each enemy operative’s activation or counteraction, you can select an enemy operative within 2" of this operative. This operative can perform a free Charge action (you can change its order to Engage to do so), but it cannot move more than 2" and must end that move within control range of that selected operative.
Dark Disciples, Champion, Astartes, Chaos, Chaos Space Marines
Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Chainsword
5
3+
4/5
Fists
4
4+
3/4
Abilities
Daemonic SurgeGifts from the Dark GodsHeretic Astartes

Daemonic Surge: Once per battle, when a friendly DARK DISCIPLES WARRIOR operative is activated, you can use this rule. If you do, all their weapons gain the Severe keyword.

Dark Disciples, Warrior, Astartes, Chaos, Chaos Space Marines
Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Plasmagun
Supercharge (Prc1, Lethal 5+, Hot)
4
3+
5/6
Standard (Prc1)
4
3+
4/6
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Meltagun (Rng 6", Prc2, Dev4)
4
3+
6/3
Heavy Bolter
Focused (Hvy(Repos), PrcCrit1)
5
3+
4/5
Sweeping (Hvy(Repos), PrcCrit1, Tor 1")
4
3+
4/5
Fists
4
3+
3/4
Abilities
Gifts from the Dark GodsHeretic Astartes
Dark Disciples, Gunner, Astartes, Chaos, Chaos Space Marines
Devotee
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Autogun
4
4+
2/3
Shotgun (Rng 6")
4
3+
3/3
Crude Melee Weapon
4
4+
2/3
Gunbutt
3
4+
2/3
Abilities
Gifts from the Dark GodsGroup Activation

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

Dark Disciples, Devotee, Chaos, Chaos Cultist
Cultist Gunner
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Heavy Stubber
Focused (Hvy(Dash))
5
4+
4/5
Sweeping (Hvy(Dash), Tor 1")
4
4+
4/5
Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Gunbutt
3
4+
2/3
Abilities
Gifts from the Dark Gods
Dark Disciples, Cultist Gunner, Chaos, Chaos Cultist
Tomebearer
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Bound Fists
3
5+
1/2
Abilities
Bound in ChainsGifts from the Dark GodsSpreading the CorruptionVisions from Beyond

Bound in Chains: This operative cannot use any weapons that aren’t on its datacard, or perform unique actions.

Spreading the Corruption: Whenever this operative contests an objective marker or one of your mission markers, it always controls that marker. This takes precedence over all other rules.

Visions from Beyond: Each subsequent time your opponent uses each ploy during the battle (excluding Command Re-roll), you gain 1CP (to a maximum of 2CP per turning point).

Dark Disciples, Tomebearer, Chaos, Chaos Cultist
Bookpyre
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Daemonic Fireflail (Severe, Shock, Brutal, *Dark Flames)
5
4+
4/5
Abilities
*Dark FlamesGifts from the Dark GodsZealous Devotion

Zealous Devotion: Whenever this operative is within 6" of a DARK DISCIPLES Leader operative, add 1 to it's APL stat. This operative can also perform an additional fight action.

Dark Disciples, Bookburner, Chaos, Chaos Cultist
Firebrand
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Balefire Pike (Rng 6", Saturate, Tor 2", *Dark Flames)
4
2+
3/3
Balefire Pike (Punishing, *Cursed Flames)
4
3+
3/4
Abilities
*Dark FlamesFiery FaithGifts from the Dark Gods

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

Dark Disciples, Firebrand, Chaos, Chaos Cultist
Chaos Mutant
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Blasphemous Appendages (Ceaseless, Rnd)
4
3+
3/4
Abilities
Accursed MutantGifts from the Dark GodsUnnatural Regeneration
Dark Disciples, Chaos Mutant, Chaos, Chaos Cultist
Chaos Torment
A 2
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Hideous Mutations (Ceaseless, Rnd)
5
3+
4/5
Abilities
Accursed MutantBruteGifts from the Dark GodsUnnatural Regeneration

Brute: 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).

Dark Disciples, Chaos Torment, Chaos, Chaos Cultist
Possessed
A 3
M 7"
S 3+
W 14
Weapons
ATK
HIT
DMG
Hideous Aberrations (Rending, Balanced)
5
3+
4/5
Abilities
Accursed MutantGifts from the Dark GodsHeretic AstartesUnnatural Regeneration
Dark Disciples, Possessed, Astartes, Chaos, Chaos Space Marines
Equipment

New Equipment:
Once per turning point, when an operative is shooting a friendly DARK DISCIPLES operative, in the Roll Defence Dice step, you can retain one of your normal successes as a critical success instead.


New Equipment:
Once per battle, when an attack dice inflicts Normal Dmg on a friendly DARK DISCIPLES operative (excluding DEVOTEE), you can ignore that inflicted damage. If that friendly operative is a MUTANT, TORMENT or POSSESSED operative, you cannot roll for the Unnatural Regeneration rule for that attack dice then decide to use this rule on the same dice – you must use one or the other.


New Equipment:
Once per Battle, when a friendly DARK DISCIPLES operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Daemonic Sacrifice tokens (if it does not already have one). Whenever a friendly DARK DISCIPLES operative that has one of your Daemonic Sacrifice tokens is visible to and within 2" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's weapons.


New Equipment:
Friendly DARK DISCIPLES operatives’ bolt weapons (as in weapons with a name that includes the word BOLT) have the Devastating 1 weapon rule.


Ploys

Firefight - Frenzied Demise:
Use this firefight ploy when a friendly DARK DISCIPLES MUTANT, TORMENT or POSSESSED operative is incapacitated, before it is removed from the killzone. Inflict D3 damage (or D6 damage instead if that friendly operative is a TORMENT or POSSESSED) on one enemy operative visible to and within 2" of that friendly operative.


Firefight - Unleash the Daemon:
Use this firefight ploy during a friendly DARK DISCIPLES MUTANT, TORMENT or POSSESSED operative’s activation. During that activation, that operative can perform two Fight actions, and one of them can be free.


Firefight - Faithful Followers:
Use this firefight ploy when a friendly DARK DISCIPLES CHAOS SPACE MARINE operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly DARK DISCIPLES operative (excluding CHAOS SPACE MARINES) visible to and within 3" of that CHAOS SPACE MARINE 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.


Firefight - Death to the False Emperor:
Use this firefight ploy after rolling your attack dice for a friendly DARK DISCIPLES operative, if it’s shooting against, fighting against or retaliating against an enemy operative that has the IMPERIUM keyword. That friendly operative's weapons have the Ceaseless weapon rule until the end of the sequence; if that enemy operative also has the Adeptus Astartes keyword, that friendly operative's weapons have the Relentless weapon rule until the end of that sequence instead. Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2) Relentless: Can re-roll any or all Attack dice.


Strategic - Sickening Aura:
Whenever an enemy operative is within 2" of friendly DARK DISCIPLES MUTANT, TORMENT or POSSESSED operatives, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being injured.


Strategic - Fervent Onslaught:
Friendly DARK DISCIPLES operatives’ melee weapons have the Accurate 1 weapon rule, or the Accurate 2 weapon rule if that friendly operative is a MUTANT, TORMENT or Possessed operative. Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.


Strategic - Armor of Heresy:
Whenever a friendly GOREMONGER operative is fighting or retaliating, the first time your opponent strikes it during that sequence, halve the damage inflicted (rounding up and to a minimum of 2).


Strategic - Warped Physiology:
Use this firefight ploy when a friendly DARK DISCIPLES CHAOS SPACE MARINES operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.


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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.