The Healing Church

The Empire of Man is cruel. Some find a power that answers their prayers. A moment of salvation for an eternity of damnation.

The Healing Church

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. Yharna Bathory, Princess of Vicissitude
Cult Demagogue
A 2
M 6"
S 5+
W 8/8
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 Urgency

Incite Slaughter (1AP): SUPPORT One other friendly CHAOS CULT operative visible to and within 9" of this operative can immediately perform a free Fight action.

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

Incite Urgency (1AP): SUPPORT One other friendly CHAOS CULT operative visible to and within 9" of this operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3").

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

CHAOS CULT, CHAOS, LEADER, DARK COMMUNE, CULT DEMAGOGUE
2. The White Bishop
Blessed Blade
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Commune Blade (Lethal 5+)
4
4+
4/6
Abilities
Accursed GiftsAttuned In PurposeCut Them DownMutate
CHAOS CULT, CHAOS, DARK COMMUNE, BLESSED BLADE
3. The Black Bishop
Blessed Blade
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Commune Blade (Lethal 5+)
4
4+
4/6
Abilities
Accursed GiftsAttuned In PurposeCut Them DownMutate
CHAOS CULT, CHAOS, DARK COMMUNE, BLESSED BLADE
4. Cardnial Holt
Iconarch
A 2
M 6"
S 5+
W 8/8
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 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 CHAOS CULT operative is within 4" of this operative, Normal and Critical Dmg of 4 or more inflicts 1 less damage on that operative.
  • Deterioration: Whenever an enemy operative is within 4" of this operative, Normal and Critical Dmg inflicts 1 more damage on that operative.

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

CHAOS CULT, CHAOS, DARK COMMUNE, ICONARCH
5. Faithful Englebert
Mindwitch
A 2
M 6"
S 5+
W 8/8
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 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" of that marker. In addition, in the Ready step of each Strategy phase, inflict 1 damage on each enemy operative within 2" of that marker.

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

CHAOS CULT, CHAOS, DARK COMMUNE, PSYKER, MINDWITCH
6. Dalton the Owl
Chaos Devotee
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Pistol (Rng 8")
4
4+
2/3
Crude Melee Weapon
4
4+
2/3
Abilities
Accursed GiftsGroup ActivationMutate
CHAOS CULT, CHAOS, DEVOTEE
7. Priyanka the Hook
Chaos Devotee
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Pistol (Rng 8")
4
4+
2/3
Crude Melee Weapon
4
4+
2/3
Abilities
Accursed GiftsGroup ActivationMutate
CHAOS CULT, CHAOS, DEVOTEE
8. Merle Werner
Chaos Devotee
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Pistol (Rng 8")
4
4+
2/3
Crude Melee Weapon
4
4+
2/3
Abilities
Accursed GiftsGroup ActivationMutate
CHAOS CULT, CHAOS, DEVOTEE
9. Earlich Bachman
Chaos Devotee
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Pistol (Rng 8")
4
4+
2/3
Crude Melee Weapon
4
4+
2/3
Abilities
Accursed GiftsGroup ActivationMutate
CHAOS CULT, CHAOS, DEVOTEE
10. Anna the Crone
Chaos Devotee
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Pistol (Rng 8")
4
4+
2/3
Crude Melee Weapon
4
4+
2/3
Abilities
Accursed GiftsGroup ActivationMutate
CHAOS CULT, CHAOS, DEVOTEE
11. Champion Venturas
Chaos Devotee
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Pistol (Rng 8")
4
4+
2/3
Crude Melee Weapon
4
4+
2/3
Abilities
Accursed GiftsGroup ActivationMutate
CHAOS CULT, CHAOS, DEVOTEE
12. Deacon Niles
Chaos Devotee
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Pistol (Rng 8")
4
4+
2/3
Crude Melee Weapon
4
4+
2/3
Abilities
Accursed GiftsGroup ActivationMutate
CHAOS CULT, CHAOS, DEVOTEE
13. Iron Jan
Chaos Devotee
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Pistol (Rng 8")
4
4+
2/3
Crude Melee Weapon
4
4+
2/3
Abilities
Accursed GiftsGroup ActivationMutate
CHAOS CULT, CHAOS, DEVOTEE
14. Madonna Veronica
Chaos Devotee
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Pistol (Rng 8")
4
4+
2/3
Crude Melee Weapon
4
4+
2/3
Abilities
Accursed GiftsGroup ActivationMutate
CHAOS CULT, CHAOS, DEVOTEE
15. Suffering Enlightened
Chaos Mutant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Blasphemous Appendages (Ceaseless, Rnd)
4
4+
3/4
Abilities
Accursed GiftsAccursed MutantMutateUnnatural Regeneration
CHAOS CULT, CHAOS, MUTANT
16. Limitless Forms
Chaos Mutant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Blasphemous Appendages (Ceaseless, Rnd)
4
4+
3/4
Abilities
Accursed GiftsAccursed MutantMutateUnnatural Regeneration
CHAOS CULT, CHAOS, MUTANT
17. Pain Becomes Pleasure
Chaos Mutant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Blasphemous Appendages (Ceaseless, Rnd)
4
4+
3/4
Abilities
Accursed GiftsAccursed MutantMutateUnnatural Regeneration
CHAOS CULT, CHAOS, MUTANT
18. An Intelligence Intrudes
Chaos Mutant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Blasphemous Appendages (Ceaseless, Rnd)
4
4+
3/4
Abilities
Accursed GiftsAccursed MutantMutateUnnatural Regeneration
CHAOS CULT, CHAOS, MUTANT
19. Just a Shell for Grander Things
Chaos Mutant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Blasphemous Appendages (Ceaseless, Rnd)
4
4+
3/4
Abilities
Accursed GiftsAccursed MutantMutateUnnatural Regeneration
CHAOS CULT, CHAOS, MUTANT
20. Hideous Revelation
Chaos Torment
A 2
M 6"
S 5+
W 13/13
Weapons
ATK
HIT
DMG
Hideous Mutations (Ceaseless, Rnd)
5
4+
4/5
Abilities
Accursed GiftsAccursed TormentBruteUnnatural Regeneration
CHAOS CULT, CHAOS, TORMENT
21. Gruesome Experience
Chaos Torment
A 2
M 6"
S 5+
W 13/13
Weapons
ATK
HIT
DMG
Hideous Mutations (Ceaseless, Rnd)
5
4+
4/5
Abilities
Accursed GiftsAccursed TormentBruteUnnatural Regeneration
CHAOS CULT, CHAOS, TORMENT
22. Too Late, The Truth
Chaos Torment
A 2
M 6"
S 5+
W 13/13
Weapons
ATK
HIT
DMG
Hideous Mutations (Ceaseless, Rnd)
5
4+
4/5
Abilities
Accursed GiftsAccursed TormentBruteUnnatural Regeneration
CHAOS CULT, CHAOS, TORMENT

Equipment

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 Ploy

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" 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 Ploy

You 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 Ploy

Friendly 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 Ploy

Whenever 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 Ploy

Use 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 Ploy

Use 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 Ploy

Use 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 Ploy

Use 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 Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.