CHAOS CULT WARGEAR

Banner of Chaos: Add +1 to the Cultists' combat resolution score of any assault that takes place within 6" of a Banner of Chaos. However, if the model bearing the standard is slain in close combat, then the enemy model that slew him captures the standard, and the enemy gets the bonus from then on. It is possible for a standard to change hands several times in a single battle, as long as the model holding the standard is slain in close combat each time.

Bionics: Bionics allow a Cultist that has suffered a crippling injury to return to service, but don't really improve their abilities. However, there is a chance that an attack will slightly damage a bionic part rather than doing any real harm. To represent this, if a model with bionics is killed, instead of removing it, place it on its' side. Roll a D6 at the start of the next turn: on a roll of 6 the model is stood back up with one wound, but on any other roll it is removed as a casualty.

Carapace Armor: Carapace armor is simply made up of large rigid plates of armaplas or ceramite molded to fit parts of the body that provide additional protection to flak armor. A model with Carapace armor has a saving throw of 4+.

Chaos Armour: Magically enhanced by one of the Chaos powers, Chaos Armour may be taken by a High Priest, increasing his save to 2+.

Cult Icon:  This is an item used by the Cult as an icon.  Most of the time this will be a symbol of their patron God(s).  A unit led by a character who carries a Cult Icon will be reassured by its prescence and may re-roll any failed Morale or Pinning checks that it suffers.   However, if the character is slain the unit must pass a Morale test to avoid falling back.

Heavy Stubber: Heavy stub guns, or stubbers as they are more generally known, are simple but effective weapons that fire a hail of bullets sufficient to bring down most targets.

Range Strength AP Type
36" 4 5 Heavy 3

Holy Relic: A model bearing a holy relic may reveal it once per battle. This may be done at any time, as long as the model with the relic does not move during the same turn it is revealed. On the turn the relic is revealed all Cultists within 2D6" get a +1 Attack bonus for the rest of that turn. Note that the relic may be revealed in an opposing player's turn if you wish.

Master Crafted Weapons: A master crafted weapon follows the normal rules, except that you may re-roll one failed 'to hit' roll per turn for an attack made by the master crafted weapon. Master crafted weapons are taken as an 'upgrade' for a weapon already being carried by a model and should be represented by a suitably ornate weapon on the model itself. Please note that you may not master-craft grenades! The cost of a master-crafted weapon is in addition to the normal cost of the weapon. However, only the upgrade costs against the maximum point limit on Wargear taken by a model.

Scanner: A Scanner (or Auspex to use the proper Imperial High Gothic term) used to detect hidden enemy troops. If enemy infiltrators set-up within 4D6" of a model with an Scanner, then the model is allowed to take a 'free' shot at them (or sound the alarm in a raid scenario). If the model is part of a unit then the whole unit may shoot. These shots are taken before the battle begins, and may cause the infiltrators to fall back.

Sorcerer's Scroll:  A Sorcerer's scroll allows the Sorcerer to re-roll a Psychic power test.  The scroll may only be used once per battle.

Spiky Bits:  Chaos Cultists often wear ornate and fearsome racks of spikes attached to their armour.  Models with spiky bits may re-roll one close combat To Hits dice per assault phase.

Targeter: Targeters are small devices which gather & process information on enemy targets via optical or electromagnetic means. Models equipped with a Targeter are allowed to pre-measure the range to a target before they decide who to shoot at in the shooting phase. If any Guess weapons are in play, they must make their range guesses before any Targeters are used.

CULT VEHICLE UPGRADES

Extra Armor: It is not uncommon for vehicle crews to add additional armor plating to their vehicle to provide a little extra protection. Vehicles equipped with Extra Armor count 'crew stunned' results on the damage tables as a 'crew shaken' results instead.

Mine-Sweeper:  The vehicle is fitted with a heavy dozer blade or some other device designed to clear minefields (see page 134 of the Warhammer 40,000 rules).  It can enter a minefield without being attacked.  Any minefield that the vehicle moves across is cleared and removed from play.

Pintle-Mounted Storm Bolter: Pintle-mounted storm bolters are located on the outside of a vehicle. They can be used by a crew member from an open hatch or remotely from within the vehicle. They are treated as an extra storm bolter which may be used in addition to any other weapons the vehicle may fire. Note that this means that a vehicle that moves can fire one weapon and the pintle mounted stormbolter. If the vehicle would not normally be allowed to fire any weapons (because of the distance it travelled or damage suffered, for example) then the pintle-mounted storm bolter cannot be fired either.

Searchlight: Searchlights are only of any use in missions where the rules for night fighting are being used, such as the Night Fight mission. They allow one enemy unit spotted by the vehicle to be fired at by any other Cult forces that are in range and have a line of fire (the enemy unit has been illuminated by the vehicles searchlight). However, a vehicle that uses a Searchlight can be fired on by any enemy units in their next turn, as they can see the Searchlight shining out in the dark.

Smoke Launchers: See page 88 of the Warhammer 40,000 rulebook.


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