Chaos Worship
A Chaos Cultist Specialist's Skill Access is determined by which Chaos Lord they serve, and their starting Characteristics and / or Equipment Access may also be modified. Additionally, a Chaos Cultist Specialist starts with a Primary Skill of their choice.
Khorne
Chaos Cultist Specialists 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. Additionally, when a Chaos Cultist Specialist dedicated to the service of the Blood God would choose a Primary Skill, they may instead choose from the following Skills.
Bull Charge: When this fighter makes close combat attacks as part of a Charge action, any attacks they use that
have the Melee trait also gain the
Knockback
trait and are resolved at +1 Strength.
Lightning Reflexes: If this fighter is engaged by an enemy fighter while Standing and Readied, this fighter may choose to lose their Ready marker to interrupt that enemy fighter's action. If they do, this fighter immediately makes close combat attacks against the interrupted enemy as if this fighter had successfully made a Charge action against that enemy. Afterwards, if the enemy fighter remains Engaged with this fighter they may make Reaction attacks versus this fighter (instead of any attacks they otherwise would have made).
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
Chaos Cultist Specialists dedicated to the service of the Rotfather gain +1 Toughness 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. Additionally, when a Chaos Cultist Specialist dedicated to the service of the Rotfather would choose a Primary Skill, they may instead choose from the following Skills.
Corrupted Corpulence: This fighter does not suffer Flesh Wounds.
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.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Slaanesh
Chaos Cultist Specialists 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. Additionally, when a Chaos Cultist Specialist dedicated to the service of the Dark Prince would choose a Primary Skill, they may instead choose from the following Skills.
Impetuous: Once per round during their activation, when this fighter could Consolidate at the end of a close combat they may instead make a free Charge action.
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.
Step Aside: If this fighter is hit in close combat or in response to taking the Disengage action, they may attempt an Initiative check to cancel the hit on success.
This skill may be used up to once during this fighter's own activation, and up to once per opposing fighter's activation.
Tzeentch
Chaos Cultist Specialists 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. Additionally, when a Chaos Cultist Specialist dedicated to the service of the Lord of Change would choose a Primary Skill, they may instead choose from the following Skills.
Fast Learner: Each time this fighter gains XP during the Battle Sequence and / or gains an XP reward for participating in a battle, they gain an additional 1 XP.
Force of Will: If this fighter would suffer a Wound they may make a Willpower check. If the check is passed this fighter suffers a Flesh Wound instead of a Wound.
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
Chaos Cultist Specialists dedicated to the service of Chaos Undivided gain Primary Skill Access to Combat and Shooting Skills. Additionally, when a Chaos Cultist Specialist dedicated to the service of Chaos Undivided would choose a Primary Skill, they may instead choose from the following Skills.
Adaptable: Once per battle, the controlling player of this fighter may select any one other skill from the standard skill categories (Agility,
Brawn, Combat, Cunning, Ferocity, Leadership, Shooting, Savant).
This fighter gains that skill until the end of the round, or the Battle Sequence ends (whichever comes first).
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
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.
Chaos Cultist Specialist Skills
When a Chaos Cultist Specialist would choose a Primary Skill, they may instead choose one of the following
Chaos Cultist Specialist Skills.
Group Activation (1): this fighter may group activate with up to 1 Chaos Cultists within 4''.
Intimidating Appearance: Enemy fighters suffer a -1 penalty on all Leadership, Cool, Willpower, and Intelligence checks they make if this fighter is within their line of sight and is not Hidden.
Mutant: This fighter may be equipped with up to three (3) additional Mutations (at normal credit cost).
Chaos Cultist Specialist Equipment List
When creating a new gang or buying Common equipment during a Post Battle Sequence,
Chaos Cultist Specialists 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
Weapons (CCWs)
Weapons (Pistols)
Weapons (Basic)
Weapons (Specials)
Grenades
Ammunition
Attachments
Bionics
Wargear
Mutations