Demagogue

Leader
150
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
4
2
3+
2
Ld
Cl
Wil
Int
6+
5+
5+
7+
Save
-

Skill Access

Starting: Demagogues start with 1 skill chosen from their Primary skill sets

Equipment

Access: A Demagogue can be equipped with Armor, Basic Weapons, Close Combat Weapons, Special Weapons, Grenades, Pistols, Wargear, and up to four Mutations.

Special

Chaos Cultists Demagogue: This fighter is a Chaos Cultists Demagogue; any game effect referring to Chaos Cultists or Leaders is applicable to them. This fighter may be equipped from the Chaos Cultists Demagogue Equipment List, and uses the Normal Human Characteristic Maxima.
Whom Do You Serve?: This fighter worships and serves the Chaos Lord (or the generalized ideal of Chaos Undivided) their gang is dedicated to, which may affect their starting Characteristics, Skill and / or Equipment Access, and Advancement options.
Become Chaos Spawn: If this fighter would be killed you may roll a d6. If a 6 is rolled this fighter is not killed and instead turns into a Chaos Spawn with the same Mutations this fighter had (if any) plus up to 150 credits worth of additional Mutations of your choice; you must replace the fighter's original model with an appropriate Chaos Spawn model (if you cannot, this ability cannot be used). The Chaos Spawn enters play Standing; if the fighter had a Ready marker before this effect was resolved they retain their Ready marker. Any gear this fighter was equipped with is lost and is removed from the gang's Roster. This fighter is no longer the Leader and a new Leader must be selected from among the gang's eligible fighters at this time.

Chaos Worship and Starting Skills

A Demagogue's Skill Access is also determined by which Chaos Lord they serve, and their starting Characteristics and / or Equipment Access may also be modified. Additionally, a Demagogue starts with a special Skill based upon which Chaos Lord they serve (which is included in their cost) and one other Primary Skill of their choice.

Khorne

Demagogues dedicated to the service of the Blood God gain +1 Weapon Skill and +2 Cool, but suffer -2 Ballistic Skill and lose access to Basic and Special Weapons. They gain Primary Skill Access to Combat and Ferocity Skills, and start with the Shredder Skill.

Shredder: Once per close combat exchange, when this fighter hits with at least one close combat attack against an opposing fighter who does not have an Armor Save or a Field Save, before rolling to wound you may inflict a Flesh Wound on that fighter. If such a Flesh Wound reduces an opposing fighter to 0 Toughness they suffer a Memorable Death, and this fighter gains 1 XP in addition to any other XP they might get for taking the fighter Out of Action.
Nurgle

Demagogues dedicated to the service of the Rotfather gain +1 Strength and +1 Wound, but suffer -1'' Move and -1 Ballistic Skill and also lose access to Basic and Special Weapons. They gain Primary Skill Access to Brawn and Ferocity Skills, and start with the Corrupted Corpulence Skill.

Corrupted Corpulence: This fighter does not suffer Flesh Wounds.
Slaanesh

Demagogues dedicated to the service of the Dark Prince gain +1'' Move and +1 Initiative, but suffer -1 Leadership, -1 Cool, -1 Willpower, and -1 Intelligence, and lose access to Armor. They gain Primary Skill Access to Agility and Cunning Skills, and start with the Inspired Delirium Skill.

Inspired Delirium: Once per activation, this fighter may take 1 additional action if they have at least 1 Wound remaining. If this fighter is still on the battlefield when that action ends they suffer 1 Wound; make an Injury roll for them if they are now at 0 Wounds.
Tzeentch

Demagogues dedicated to the service of the Lord of Change gain +1'' Move, +1 Willpower, and +1 Intelligence, but suffer -2 Weapon Skill, and lose access to Armor. They gain Primary Skill Access to Shooting and Cunning Skills, and start with the Witch Powers Access Skill.

Witch Powers: This fighter may select a Witch Power when they gain this skill and may select another Witch Power whenever they could select a Primary Skill. Additionally, if this fighter is Active, Engaged, or Pinned they may take the following action:
Use Witch Power (Basic): This fighter may make a Willpower check. If the Willpower check is a double 6, the Witch is taken Out of Action; even if the fighter's Willpower check would automatically pass they must still roll to see if they get double 6's. If the Willpower check is passed and the fighter is not taken Out of Action, select one of the fighter's Witch powers. That power is now active until the Witch suffers a Wound or activates a different Witch Power.
Undivided

Demagogues dedicated to the service of Chaos Undivided gain Primary Skill Access to Combat and Shooting Skills, and also start with the Daemonic Sigil Mutation (which does not cost credits and does not count against their Mutation limit).

Daemonic Sigil

If this fighter is Active, they can use the following action:

Reveal Sigil (Simple): Select an enemy target within 9''and line of sight of this fighter that has a Ready Marker. That fighter must make a Willpower check with a -1 penalty; if the check is failed that fighter loses their Ready marker.

Demagogue Skills

When a Demagogue would choose a Primary Skill, they may instead choose one of the following Demagogue Skills.

Cult Leader: While this fighter is Standing, all other fighters in their gang within 9'' may use this fighter's Cool and Willpower characteristics instead of their own when making any checks.
Group Activation (2): this fighter may group activate with up to 2 Chaos Cultists within 12''.
Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle tests. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
Mutant: This fighter may be equipped with up to three (3) additional Mutations (at normal credit cost).
Overseer: When this fighter is activated, they may grant a friendly fighter up to 9'' away and within their line of sight a Ready marker. If they do, their activation ends immediately.
Resilient: When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result.

Demagogue Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, a Demagogue may select from the following Equipment list.

Mutations

Mutations are purchased for fighters who are allowed to have one or more in a similar way to Equipment, but are permanent additions to a fighter and cannot be removed from the fighter by any means.

Armor

20
Common
10
Common
10
Common
10
Common
5
Common
20
Common

Weapons (CCWs)

10
Common
20
Common
15
Common
35
Common
35
Common
5
Common
25
Common
15
Common
20
Common
15
Common
15
Common
5
Common
10
Common
25
Common
45
Common
10
Common
30
Common
20
Common
20
Common

Weapons (Pistols)

5
Common
10
Common
25
Common
55
Common
5
Common

Weapons (Basic)

15
Common
15
Common
45
Common
10
Common
30 + ammo
Common

Ammunition is purchased for this weapon separately.

15
Common

Weapons (Specials)

40
Common
100
Common
55 + ammo
Common

Ammunition is purchased for this weapon separately.

95
Common
70
Common
10
Common

Grenades

30
Common
50
Common
25
Common
30
Common

Bionics

30
Common
45
Common
60
Common
60
Common
45
Common
95
Common
90
Common
90
Common
90
Common
95
Common
35
Common

Wargear

35
Common
5
Common
20
Common
10
Common
20
Common
15
Common
10
Common
5
Common
5
Common
15
Common

Mutations

15
Common
15
Common
30
Common
40
Common
50
Common
15
Common
25
Common
20
Common
10
Common
10
Common
50
Common
50
Common
100
Common
25
Common
15
Common
10
Common
20
Common
25
Common
50
Common
10
Common
25
Common
15
Common
20
Common
10
Common
15
Common
25
Common
50
Common
10
Common
20
Common