Chaos Cultist Specialist

Specialist
45
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
4+
1
Ld
Cl
Wil
Int
8+
7+
7+
8+
Save
-

Skill Access

Starting: Chaos Cultist Specialists start with 1 skill chosen from their Primary skill sets

Equipment

Access: Chaos Cultist Specialists can be equipped with Armor, Basic Weapons, Close Combat Weapons, Special Weapons, Grenades, Pistols, Wargear, and up to two Mutations.

Special

Chaos Cultists Specialist: This fighter is a Chaos Cultists Specialist; any game effect referring to Chaos Cultists or Specialists is applicable to them. This fighter may be equipped from the Chaos Cultists Specialist Equipment List, and uses the Normal Human Characteristic Maxima. During campaign play this fighter Advances as a Hero.
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.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Chaos Cultist Disciple. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains the Equipment and Skill Access of a Chaos Cultist Disciple; any Skills this fighter already has are retained and their characteristics remain unchanged.

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

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