Blood Cult

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.

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.

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.

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.

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).

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).

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.

Operatives

1. DARK APOSTLE
DARK APOSTLE
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Tainted Bolt Pistol (Rng 8", Rending)
4
3+
3/4
Daemon Blade (Lethal 5+)
4
3+
4/7
Abilities
Cults Of The Dark Gods*FanaticChosen Of The 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
2. DARK DISCIPLE
DARK DISCIPLE
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Commune Blade (Lethal 5+)
4
4+
4/6
Abilities
Cut Them DownAttuned In PurposeCults Of The Dark Gods
CULTIST, CHAOS, DARK COMMUNE, DARK DISCIPLE; 28
3. DARK DISCIPLE
DARK DISCIPLE
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Commune Blade (Lethal 5+)
4
4+
4/6
Abilities
Cut Them DownAttuned In PurposeCults Of The Dark Gods
CULTIST, CHAOS, DARK COMMUNE, DARK DISCIPLE; 28
4. CHAMPION
CHAMPION
A 2
M 6"
S 5+
W 9/9
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
5. FIREBRAND
FIREBRAND
A 2
M 5"
S 5+
W 8/8
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
Cults Of The Dark Gods*Cursed FlameFiery Faith

*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.

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

CULTIST, CHAOS, DAMNED, FIREBRAND; 28
6. DEVOTEE
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
5+
2/3
Abilities
MutateCults Of The Dark GodsAccursed GiftsGroup Activation
CULTIST, CHAOS, DAMNED, DEVOTEE; 25
7. DEVOTEE
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
5+
2/3
Abilities
MutateCults Of The Dark GodsAccursed GiftsGroup Activation
CULTIST, CHAOS, DAMNED, DEVOTEE; 25
8. BLOODMASTER
BLOODMASTER
A 2
M 6"
S 5+
W 14/14
Weapons
ATK
HIT
DMG
Blade Of Blood (Lethal 5+, *Bleed)
5
2+
4/6
Abilities
1AP: A Gory PathDaemonCults Of The Dark Gods*BleedHerald Of Khorne

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.

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).

*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.

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
9. BLOODLETTER
BLOODLETTER
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Hellblade (Lethal 5+)
4
3+
4/5
Abilities
Lesser DaemonSpawn Of RageCults Of The Dark Gods
CULTIST, CHAOS, DAEMON, KHORNE, BLOODLETTER; 32
10. BLOODLETTER
BLOODLETTER
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Hellblade (Lethal 5+)
4
3+
4/5
Abilities
Lesser DaemonSpawn Of RageCults Of The Dark Gods
CULTIST, CHAOS, DAEMON, KHORNE, BLOODLETTER; 32
11. BLOODLETTER
BLOODLETTER
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Hellblade (Lethal 5+)
4
3+
4/5
Abilities
Lesser DaemonSpawn Of RageCults Of The Dark Gods
CULTIST, CHAOS, DAEMON, KHORNE, BLOODLETTER; 32
12. BLOODLETTER
BLOODLETTER
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Hellblade (Lethal 5+)
4
3+
4/5
Abilities
Lesser DaemonSpawn Of RageCults Of The Dark Gods
CULTIST, CHAOS, DAEMON, KHORNE, BLOODLETTER; 32

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

ETERNAL ONSLAUGHT
Firefight Ploy

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.

FAVOURS FROM BEYOND
Firefight Ploy

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.

DAEMONIC MOCKERY
Firefight Ploy

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).

FAITHFUL FOLLOWER
Firefight Ploy

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.

DARK INTERVENTION
Strategy Ploy

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.

UNHOLY ALLIANCE
Strategy Ploy

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.

CREATURES OF NIGHTMARES
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 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.

THE ONLY TRUTH
Strategy Ploy

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.

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.