No place is safe from the touch of Chaos. Not even on Terra. Chaos Cultist rules are updated for Necromunda and now a free download as well!
Warhammer Community dropped the word that Cultist rules are finally available for download. The Cultists were originally previewed in the White Dwarf a few months back, but today they’re here for your viewing pleasure.
Cultists & Dark Rituals
Chaos Cultists don’t hold themselves above Daemonic rituals. However, the Chaos Gods require a living offering. You can either choose one of your models or a model that you managed to hold captive. Once you do this, you roll 2D6 and apply any modifiers. If everything goes according to plan, the Cultist you selected to be the center of the ritual gains experience and becomes favored by one of the Chaos gods.
If you roll a double 1’s or the result is less than a 2 after modifications, the Chaos gods are unhappy and turn the offering into a Chaos Spawn.
As soon as you get the Chaos Spawn, you roll on the table to generate its stats. Make sure you roll hot here so you can make the best of the situation!
Chaos Spawns have their benefits and drawbacks. You COULD have a tough melee beast, or you could have a one wound weakling that you may end up losing after the battle. Your Cultists have to try and restrain it at the end of each game. If they can’t, it’ll run away and leave your roster.
Cultist Fighters
The Cultist Demagogue is as cool as a cucumber and his buddies know it. As long as they can see him, they use his Cool and Willpower saves instead of their own. On top of that, the Demagogue has seen some stuff back in his day so he can’t go insane. He thinks the Materium is child’s play compared to what’s in the Warp.
Remember that you need Helot Cultists specifically to restrain the Chaos Spawn. Make sure you take a handful of these guys if you plan on doing some rituals. You’ll definitely lose some in combat and you’ll want to be ready for a Spawn if it pops up.
Arsenal of the Dark Ones
All in all, their equipment is pretty standard issue among most gangs. Stubbers, swords, and flamers galore.
Take a familiar with a Witch for maximum benefits. They’ll be able to dodge hits that could normally wound them and re-roll failed Wyrd powers. They are 10 points more than a Helot Cultist though so you’ll have to think about whether or not you want to dump that many points into a familiar.
Cultists look like they’re full of flavor and fluff. They are a bit “Chaotic” no pun intended. They CAN be beefed up by the gods of Chaos as time goes on, or you could have your Leader turned into a Chaos Spawn and watch everything spiral out of control from that point on. Either way, Cultists can be devastating and downright gruesome assuming you roll right.
What do you think about Chaos Cultists in Necromunda? Will you be using your Cultists models as a gang now? Let us know in the comments of our Facebook Hobby Group.
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