Chaos Cultists
Provided below are the house rules we use for Chaos Cultists gangs.
A Chaos Cult is a group of people worshiping the Ruinous Powers, either selectively or as a unified power. Cults are often comprised of a large mess of people who for various reasons are under the sway of a demagogue, who is the spiritual and sometime martial leader of the Cult.
The goal of each Cult varies wildly, from overthrowing governments, to providing aid to other heretical organizations, to sowing chaos and destruction, to undermining the hegemony of the Imperium, to just simple nihilistic urges to see a world burn. Mere survival is also an important secondary motivation on many Imperial worlds, where Chaos worship is the greatest of heresies and Inquisitors are always vigilant and ready to wipe out any taint of Chaos. On planets of that sort Cults are generally clandestine in nature, as discovery could bring with it attention from dangerous foes ranging from local Enforcers, to Arbites, or all the way up to members of the Inquisition. Many Cults are adept at hiding in plain sight; some do so behind the front of some form of legitimate organization in their attempt to accumulate local or planetary power, such as trade unions, charitable organizations, accepted religious groups and even local variants of the Imperial Cult. Other Cults take up residence at the fringes of society, anywhere the authorities don't normally go serving as an ideal breeding ground for their subversive heresy to take root.
At first glance many Chaos Cultists are indistinguishable from normal men, but under the clothes of most of them the flesh is tattooed or branded with sigils or riddled by mutations that reveal their true allegience. However, in areas where Imperial oversight is weaker Cultists can be wildly distinctive in appearance, sporting bizarre clothing, hairstyle, and outright daemonic mutations announcing their true nature for all to see.
Gang Composition
A Chaos Cultists squad must follow these rules when it is founded, and when new fighters are added to the gang.
Allegiance
When making a Chaos Cultists gang, a player must select one of the following Chaos Gods to be devoted to, or alternately the notion of Chaos Undivided representing anything from a syncretic worship of Chaos in the abstract to some more mundane idealogy that has been corrupted by the influence of the Warp and / or the entities that reside within it. All the fighters in the gang must serve the same Chaos God, and thus this choice affects the makeup of the entire gang. The selected Chaos God cannot be changed after the gang's creation.
In addition to providing guidance for the modeling and flavor of a gang, most of the types of fighters in the gang gain one or more specific benefits as well as have their Skill and Equipment Access modified, depending upon which Chaos God the gang serves. Finally, access to different types of Hangers-ons is also based upon this choice.
Fighters
A starting Chaos Cultists gang is made up of the following fighters.
150 credits
Demagogues lead a flock of fellow travelers on the path to darkness in their ill-advised service to the unclean entities of the Void. Though one may question their sanity or morality, underestimating their resolve and depravity would be a grave mistake.
Disciple (0-2); + 1 per 10 Reputation (rounded down)
100 credits
Disciples have risen to the top of their brethren by displaying superior adherence to whichever Chaos God the cult worships or by impressing the cult's leader with their accomplishments. Many are guilty of innumerable transgressions and sins. All are irredeemably lost to the dark powers.
45 credits
Specialists have made a name for themselves and may one day ascend to the upper echelons of their cult.
35 credits
Helots are the backbone of most cults, who do the often unglamorous but necessary work to advance their leader's schemes.
15 credits
Initiates are young cult members struggling to find acceptance and make a name for themselves.
230 credits
Chaos Spawn are daemonsouled servants of the Warp, mutated beyond recognition, nearly mindless, terrible to behold. These twisted and insane abominations are kept corralled, until it is time use them as living weapons against enemies of the cult.
Chaos Cultists Hangers-on
A Chaos Cultists gang may only hire Hangers-ons from the below list, dependent upon which Chaos God they worship.
Chaos Cults dedicated to a specific Chaos God can hire one of the Hangers-on of their chosen Chaos God when the gang is at 0 or more Reputation (including at gang creation), and one more per 10 full Reputation the gang has up to four total Hangers-ons, and they may not hire Hangers-on associated with any of the other Chaos Gods. For instance, a Chaos Cult dedicated to Khorne can hire a Khornate Berserker at 0 Reputation, and may hire another Khornate Berserker at 10 Reputation and another at 20 Reputation, and one more at 30 Reputation, but cannot hire a Slaaneshi Poisoner, or a Tzeetchian Sorcerer, or a Nurgling Lardass.
Those who worship Chaos Undivided on the other hand don't have access to Chaos God specific Hangers-On, but instead have access to a variety of less specialized fighters. A Chaos Undivided gang has two Hangers-On slot at 0 Reputation, and gains another slot for each full 5 Reputation the gang has. Thus a Chaos Undivided gang with 10 Reputation has 4 total Hangers-On slots.
Khorne
150 credits
If a gang has one or more Khornate Berserkers who are not in Recovery or Captured, the gang's player gains one Thundering Charge Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
Nurgle
150 credits
If a gang has one or more Nurgling Lardasses who are not in Recovery or Captured, the gang's player gains one Perseverance Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
Slaanesh
150 credits
If a gang has one or more Slaaneshi Poisoners who are not in Recovery or Captured, the gang's player gains one Battle Madness Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
Tzeentch
150 credits
If a gang has one or more Tzeentchian Sorcerers who are not in Recovery or Captured, the gang's player gains one Seize the Initiative Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
Undivided
50 credits
If a gang has one or more Warp Witches who are not in Recovery or Captured, the gang's player gains one Blessed Visions Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
50 credits
If a gang has one or more Zealous Converts who are not in Recovery or Captured, the gang's player gains one Last Gasp Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
Standard Hangers-on
50 credits
During the Pre-battle Sequence immediately after Crews have been selected, if a gang has an Acquirer who is not in Recovery or Captured, the gang's player may purchase an item of up to 2D6 Rarity from the Trading Post (with a D3 x 5 credit discount) and add it to the fighter card of an eligible fighter in the gang's Crew.
50 credits
If a gang has a Bullet Farmer who is not in Recovery or Captured, the gang's player may gain an Extra Ammo Wargear item and add it to the card of a fighter in the gang's Crew.
50 credits
Informants are snitches who dig up and sell information to interested parties, blending in with the general populace or employing stealth to get in and out of places to acquire valuable secrets and objects. If a gang has an Informant on their roster who is not in Recovery or Captured, the gang's player gains a Seize the Initiative Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Informant is not part of the gang's Crew for the battle.
Tactics Cards
A Chaos Cultist gang may select Tactics Cards from the list specific to their Allegiance by default, though campaign and / or scenario specific guidelines may modify this.
Campaign
Chaos Cultist gangs are available on a case by case basis depending upon the type of campaign, and campaign specific rules might apply. Consult the Arbitrator or campaign write up to determine if a player may run a Chaos Cultist gang and what restrictions, exceptions, or guidelines might apply.