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Chaos Cultists - Ben Allen

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Chaos Cultists
Chaos Cultists are the most numerous and one of the most dangerous forces of chaos. Chaos Cults can worm their way into the society and can infiltrate their members into some of the highest ranks of society and can take control of a plant with out anybody even knowing. It is the Inquisition's job to route out these cults and destroy them, some Inquisitors have also been know to infiltrate chaos cults and manipulate them to their own ends.

Special Rules: Most cultist are dedicated to one of the chaos Gods either Khorne, Tizeench, Nurgle or Slannesh and depending on which of the Gods they follow will affect their strengths and weaknesses. Some cultist have mutations which are listed below (all mutations must be shown on the model).

Equipment: Depending on how powerful the cultist is with in his cult will depend on the rarity of his equipment.

Mutations
Many mutants have mutations most of which are just a skin pigmentation or various other useless mutations suck as a really bad smell. While there are other mutations that are a lot more useful to a mutant here are just a few of these mutations.

Tentacle: The mutant has a tentacle, which he can use to help parry enemy attacks. All parrying attempts have a character makes has a extra +20% modifier.

Harden Carapace: The mutant is protected by layers of hardened carapace which helps protect him from harm. All locations get plus 1 to its Armour value.

Hideous: The mutant is particularly gruesome. The mutant counts as fearsome.

Extra Arm: The mutant has 3 Arms. The mutant can use up to 3 weapons at once but has a extra –30% modifier when using anything in this arm.

Scorpion Tail: The mutant has a Scorpion Tail, which it can use to attack people with. A mutant can opt to make any number of its attacks with its Scorpion Tail instead of its normal attacks. A Scorpion Tail has the following profile. Reach 3, Damage 3D6 + 4, Parry Penalty –20%, Scorpion Tail attacks count as having been covered in Bloodfire poison.

Two Heads: The mutant has two heads instead one. The mutant has a 180 degrees arch of vision.

Wings: The mutant has wings that it can use to fly. The mutant can opt to have 1 of its actions to fly. A mutant can fly up to 10 feet, while flying the mutant can go up and down terrain with out any penalty

Horns: The mutant has grown a set of horns, which it can use to impale his opponents. When a mutant charges it can opt to use its horns as its free attack. Horns have the following profile. Reach 2, Damage 3D6+4, Parry Penalty –30%

Chameleon Skin: The mutant has the ability has to blend into the background so he is hard to detect. Any character wishing to detect the mutant using there vision will suffer a additional –30% modifier.

(Note from Inquisitor Stephen Pearson) A list of mutations and rules can be found in UKWD259 and Exterminatus Magazine 1.

Nurgle Cultists
WS BS S T I Wp Sg Nv Ld Speed
70 50 60 75 55 60 55 70 55 4
60+2D10 45+2D10 55+2D6 65+2D6 45+2D10 50+3D10 50+2D10 65+2D6 50+2D6 4/5

Slannesh Cultists
WS BS S T I Wp Sg Nv Ld Speed
70 60 50 50 75 60 55 70 65 5
60+2D10 55+2D10 45+2D6 45+2D6 65+2D10 50+3D10 50+2D10 65+2D6 60+2D6 4/5

Tizeench Cultists
WS BS S T I Wp Sg Nv Ld Speed
70 50 50 50 55 70 70 70 55 4
60+2D10 45+2D10 45+2D6 45+2D6 45+2D10 60+3D10 60+2D10 65+2D6 50+2D6 3/4

Khorne Cultists
WS BS S T I Wp Sg Nv Ld Speed
80 50 60 50 55 60 55 70 55 4
60+3D10 45+2D10 55+2D6 45+2D6 45+2D10 50+3D10 50+2D10 65+2D6 50+2D6 3/4



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