Dredge Cult 2024
Common Abilities and Options
Accursed Gifts:
ACCURSED GIFTS are rules that friendly CHAOS CULT operatives gain when they turn into another operative type (see Mutation faction rule).
The first time a friendly DEVOTEE operative turns into a MUTANT operative during the battle, select your primary ACCURSED GIFT.
The first time a friendly MUTANT operative turns into a TORMENT operative during the battle, select your secondary ACCURSED GIFT.
All friendly MUTANT operatives have your primary ACCURSED GIFT, and all friendly TORMENT operatives have your primary and secondary ACCURSED GIFTS. You cannot select the same ACCURSED GIFT more than once per battle.
Mutate:
During the battle, friendly CHAOS CULT operatives can MUTATE as follows:
- As a STRATEGIC GAMBIT, you can MUTATE a number of friendly CHAOS CULT operatives based on the turning point as follows: TP1 = 2, TP2 = 2, TP3 = 3, TP4+ = 4.
- Whenever a friendly DEVOTEE 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).
- It can regain up to D3+1 lost wounds.
You cannot have more than five MUTANT operatives and three TORMENT 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.
Attuned In Purpose:
Whenever this operative is activated, you can activate another ready friendly BLESSED BLADE operative within 6" 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 D3+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.
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).
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.
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).
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).
Operatives
1. King Triton
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistol (Rng 8") | 4 | 4+ | 2/3 |
| Diabolical Stave (Rng 2", Stun) | 4 | 4+ | 3/6 |
| Diabolical Stave (Shock, Stun) | 4 | 4+ | 3/6 |
Abilities
Accursed GiftsMutate1AP: Incite Slaughter1AP: Incite Urgency2. Fishsticks
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Infernal Gaze (Psychic, Rng 6", Dev2, Lethal 3+) | 5 | 3+ | 0/0 |
| Fists | 3 | 5+ | 1/2 |
Abilities
Accursed GiftsMutate1AP: Heinous Deluge1AP: Malefic Vortex3. Aqua
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burning Censer (Rng 5", Sat, Tor 2") | 4 | 2+ | 4/4 |
| Pistol (Rng 8") | 4 | 4+ | 2/3 |
| Crude Melee Weapon | 3 | 4+ | 2/3 |
Abilities
Accursed GiftsIcon BearerMutate1AP: Ruinous Icon4. Ulloth
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Commune Blade (Lethal 5+) | 4 | 4+ | 4/6 |
Abilities
Accursed GiftsAttuned In PurposeCut Them DownMutate5. Ooroth
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Commune Blade (Lethal 5+) | 4 | 4+ | 4/6 |
Abilities
Accursed GiftsAttuned In PurposeCut Them DownMutate6. Goblin Shark
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistol (Rng 8") | 4 | 4+ | 2/3 |
| Crude Melee Weapon | 4 | 4+ | 2/3 |
Abilities
Accursed GiftsGroup ActivationMutate7. Cod
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistol (Rng 8") | 4 | 4+ | 2/3 |
| Crude Melee Weapon | 4 | 4+ | 2/3 |
Abilities
Accursed GiftsGroup ActivationMutate8. Tube Worm
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistol (Rng 8") | 4 | 4+ | 2/3 |
| Crude Melee Weapon | 4 | 4+ | 2/3 |
Abilities
Accursed GiftsGroup ActivationMutate9. Barreleye
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistol (Rng 8") | 4 | 4+ | 2/3 |
| Crude Melee Weapon | 4 | 4+ | 2/3 |
Abilities
Accursed GiftsGroup ActivationMutate10. Sturgeon
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistol (Rng 8") | 4 | 4+ | 2/3 |
| Crude Melee Weapon | 4 | 4+ | 2/3 |
Abilities
Accursed GiftsGroup ActivationMutate11. Blood Belly
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistol (Rng 8") | 4 | 4+ | 2/3 |
| Crude Melee Weapon | 4 | 4+ | 2/3 |
Abilities
Accursed GiftsGroup ActivationMutate12. Trilobyte
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistol (Rng 8") | 4 | 4+ | 2/3 |
| Crude Melee Weapon | 4 | 4+ | 2/3 |
Abilities
Accursed GiftsGroup ActivationMutate13. Flounder
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistol (Rng 8") | 4 | 4+ | 2/3 |
| Crude Melee Weapon | 4 | 4+ | 2/3 |
Abilities
Accursed GiftsGroup ActivationMutate14. Squid
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pistol (Rng 8") | 4 | 4+ | 2/3 |
| Crude Melee Weapon | 4 | 4+ | 2/3 |
Abilities
Accursed GiftsGroup ActivationMutate15. Chaos Mutant
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blasphemous Appendages (Ceaseless, Rnd) | 4 | 4+ | 3/4 |
Abilities
Accursed GiftsAccursed MutantMutateUnnatural Regeneration16. Chaos Mutant
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blasphemous Appendages (Ceaseless, Rnd) | 4 | 4+ | 3/4 |
Abilities
Accursed GiftsAccursed MutantMutateUnnatural Regeneration17. Chaos Mutant
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blasphemous Appendages (Ceaseless, Rnd) | 4 | 4+ | 3/4 |
Abilities
Accursed GiftsAccursed MutantMutateUnnatural Regeneration18. Chaos Mutant
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blasphemous Appendages (Ceaseless, Rnd) | 4 | 4+ | 3/4 |
Abilities
Accursed GiftsAccursed MutantMutateUnnatural Regeneration19. Chaos Mutant
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blasphemous Appendages (Ceaseless, Rnd) | 4 | 4+ | 3/4 |
Abilities
Accursed GiftsAccursed MutantMutateUnnatural Regeneration20. Chaos Torment
A 2
M 6"
S 5+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hideous Mutations (Ceaseless, Rnd) | 5 | 4+ | 4/5 |
Abilities
Accursed GiftsAccursed TormentBruteUnnatural Regeneration21. Chaos Torment
A 2
M 6"
S 5+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hideous Mutations (Ceaseless, Rnd) | 5 | 4+ | 4/5 |
Abilities
Accursed GiftsAccursed TormentBruteUnnatural Regeneration22. Chaos Torment
A 2
M 6"
S 5+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hideous Mutations (Ceaseless, Rnd) | 5 | 4+ | 4/5 |
Abilities
Accursed GiftsAccursed TormentBruteUnnatural RegenerationEquipment
Baleful Script
Once per battle STRATEGIC GAMBIT. Change one of your ACCURSED GIFTS. Note that if it is an ACCURSED GIFT an operative has from the Abhorrent Mutation firefight ploy, only that operative benefits from this.
Covert Guises
After revealing this equipment option, roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly CHAOS CULT DEVOTEE operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.
Unholy Talisman
Once per turning point, when an operative is shooting a friendly CHAOS CULT operative, in the Roll Defence Dice step, you can retain one of your normal successes as a critical success instead.
Vile Blessing
Once per battle, when an attack dice inflicts Normal Dmg on a friendly CHAOS CULT operative (excluding DEVOTEE), you can ignore that inflicted damage. If that friendly operative is a MUTANT or TORMENT 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.
Ploys
Creatures of Nightmare
Strategy PloyWhenever 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" of friendly CHAOS CULT MUTANT or CHAOS CULT TORMENT operatives.
Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Exaltation In Pain
Strategy PloyYou can ignore any changes to the Hit stat of friendly CHAOS CULT operatives’ weapons from being injured. Whenever an operative is shooting a friendly CHAOS CULT operative that’s wounded, you can re-roll one of your defence dice.
Fervent Onslaught
Strategy PloyFriendly CHAOS CULT operatives’ melee weapons have the Accurate 1 weapon rule, or the Accurate 2 weapon rule if that friendly operative is a MUTANT or TORMENT operative.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Sickening Aura
Strategy PloyWhenever an enemy operative is within 2" of friendly CHAOS CULT MUTANT or CHAOS CULT TORMENT operatives, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being injured.
Abhorrent Mutation
Firefight PloyUse this firefight ploy when a friendly CHAOS CULT operative (excluding DARK COMMUNE) is activated. Select an ACCURSED GIFT for that operative to gain. This is in addition to any ACCURSED GIFTS it already has. Each friendly operative cannot be selected for this ploy more than once per battle, and if that operative turns into a different one (see Mutation faction rule), it still has that ACCURSED GIFT.
Frenzied Demise
Firefight PloyUse this firefight ploy when a friendly CHAOS CULT MUTANT or CHAOS CULT TORMENT operative is incapacitated, before it is removed from the killzone. Inflict D3 damage (or D6 damage instead if that friendly operative is a TORMENT) on one enemy operative visible to and within 2" of that friendly operative.
Faithful Follower
Firefight PloyUse this firefight ploy when a friendly CHAOS CULT 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 CHAOS CULT operative (excluding DARK COMMUNE) visible to and within 3" of that 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.
Unleash The Daemon
Firefight PloyUse this firefight ploy during a friendly CHAOS CULT MUTANT or CHAOS CULT TORMENT operative’s activation. During that activation, that operative can perform two Fight actions, and one of them can be free.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Track Enemy
InfiltrationReveal: 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.
Plant Devices
InfiltrationReveal: 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.
Steal Intelligence
InfiltrationReveal: 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.