Chaos Cultists

Leandro Braga
1999

Some of the Empire's most dangerous enemies come not from outside but from within. In dark alleys and cellars they gather, destroying good from within. Disguised as normal citizens by day, but deadly fanatics by night, these powerful warriors are known only as Chaos Cultists.

It is a strange fact that sometimes Chaos Cultists will join with a group of warriors and, claiming to be knights or holy men, enter the dark dungeons for some ungodly purpose. If you cannot think of a reason why your Cultist may have joined an adventuring group, then roll 1D6 and consult this table for reasons I have already thought of:

1 The Chaos Cultist has been sent by his master to assassinate a member of the adventuring group that has been causing so much trouble in the cult. Take a warrior counter to determine which member of the group you have been sent to kill. If there is a Witch Hunter or Warrior Priest in the group, perhaps there is a greater chance it will be one of them. As the player, it is your choice on how to approach this quest. Consult your game master if you have one.
2 Your master has seen the warriors you will be traveling with, and has decided that their talents would greatly aid the cause. You are to accompany the group and try to convert some if not all of its members to the greater power of Chaos.
3 Randomly pick another warrior. One of this warrior's randomly selected weapons once belonged to the cult, and you have been sent to retrieve it. Once your quest is done, it is up to you to decide if you will continue to travel with this scum.
4 Roll once on the Objective Room Treasure Table. This artifact is what the Cult has sent you to find. If at any time in your career you find this item, you must take it to your masters. If the item belongs to another warrior, you must fight him to the death to recover your objective.
5 The Cultist's mission is to assassinate a member of high society in the town the group calls home. Roll 1D6:
1 Mayor
2-3 Diplomat
4-5 A rich citizen
6 Member of the watch/guard
6 The branch of the cult that you once belonged to was destroyed by Witch Hunters. You were the lone survivor, and you join the warrior team hoping to get some protection from the hunters you know are on your trail...

PLAYING AS A CULTIST

Chaos cults work out of the empire's cities in secret. Each city has four branches, one for each foul Chaos God. As the Cultist advances, he will be forced to choose which power he will serve.

Title
WS
BS
S
T
I
A
W
WP
Damage
Luck
Skills
Pin
Cultist
3
5+
2
3
3
1
1D6+7
1
1D6
1
0
4+

Equipment

The Cultist begins the game with a Chaos Amulet and a Sacrificial knife.

The Amulet will cure 2D6 of the cultist's wounds once per adventure.

The Sacrificial Knife has a strength of 2 and ignores Armor. On a 6 to hit, will do an extra damage dice. See "Cult Center" on how to replace a lost knife.

Armor

The Cultist may wear any armor the elf may wear, unless it is made specifically for elves.

Weapons

The Cultist may use any weapons except long swords, Great Swords, Broadswords, Spears, Warhammers, Crossbows, Pistol Crossbows, and muskets. He may use pistols.

ADVANCED RULES

CULTISTS AND EVENTS

If you roll an "11" for a traveling event (massacre) then the massacre was automatically done by Witch Hunters and you now hate Witch Hunters, including any that may be in the party. Also, if you roll an "11" in a settlement (thrown out), then roll another D6. On a 1, you have been caught and burned at the stake along with 1D6 of your fellow cultists.

UNEVENTFUL DAYS

If there is a Witch Hunter in the group and he rolls that he hunted down a Chaos Cultist on the uneventful day table, then you must roll. On a 1, the cultist he was hunting down was you! Roll again:

1 The Witch Hunter sneaks up on you while you cut the heart from a dead citizen, and lobs your head off in a clean arc! 
2-5 "So, you are not what you seem, you despicable wretch!" yells the Witch Hunter as he lunges at you. 
Put down a board section to represent the alley the battle takes place in. Put down the two minatures and have them fight, using initiative to see who goes first. If the Cultist wins, he will gain much esteem among his peers for killing an enemy of the cause, and will be paid 2D6x100 gold. If the Witch Hunter wins, he can treat any further required rolls on the table as a 6, and he will tell the warriors that they had been dealing with a pawn of Chaos the whole time!
6 The Witch Hunter is no match for you and you dispatch him with little effort. See the benefits listed above.

CULTISTS AND TREASURE

The Cultist may use any treasure or equipment the barbarian can use, but remember his restrictions for armor and weapons.

CULTISTS IN SETTLEMENTS

The Chaos Cultist may visit the Alehouse, Armoury, General Store, Weaponsmith, Gambling Den, Alchemist, Temple, and Animal Trader. At the animal trader, he may only purchase a horse and/or cart. The Cultist gets a -1 modifier on his Alehouse roll.

CULT CENTER

Once per Settlement, the Cultist must visit the Cult Center for that region to discuss the cause with his superiors and to train. Only a Cultist may visit the Cult Center. Not even a Chaos Warrior may visit it. It is strictly for Cultists! If you ever lose your sacrificial knife, you may obtain another from the center for 500 gold. You can find one on a roll of 9+, because just searching out a Center is a dangerous act in itself. If you cannot find one, then you may not go up a battle level this visit. If you find a Cult Center, you must roll 2D6 and consult the following table:

2 As you step into the hidden building, armored men jump on top of your warrior! This was a fake Cult House, the watchmen were waiting to catch anybody who came in! 
Roll 1D6: On a 1 you are caught and killed. On a 2-6 you fight off the men and get away. You must try to find another Cult House in the city.
3 A massive warrior steps up to you at the doorway, and, disbelieving that you are really a Cultist, attacks you! 
Roll under your strength on a D6 and you have beat him. If you lose, roll 1D6: On a 1, he kills you mercilessly. On a 2-6, you are thrown out on the street to nurse your wounds. If you win, you gain 2D6 x 200 gold from his dead body.
4 You meet an old man who says he is buying souls... 
If you buy + sell slaves in the harbor, you may now take them here, and they will be bought by either the old man or one of his contacts for +25% the original price. There is still the chance of getting caught.
5 Some of the other cultists invite your warrior to summon a daemon.
If he agrees, roll a D6: On a 1, the summoning goes wrong and your warrior is torn to pieces by the magical backrush. On a 2-6, the summoning works and his part in it gives your warrior +1 non-permanent luck for the next adventure.
6 During your visit with the region master, he gives you a new quest. 
Roll another test on the quest table.
7 You spend the day praying to the Chaos gods and emerge with a darker soul than before.
8 You walk into the room just as the cultists are about to begin a rite of passage. The subject has three drops of daemon blood dripped on their heads. If they go insane, they will be cast out. If they continue regularly, they will be praised. The man they are doing it to now cannot handle it and dies. They ask you to try. 
If you agree, roll 2D6 and then roll 1D6 and add your Toughness. If you roll higher with the 2D6, you die. If you roll higher with your toughness, you stay totally sane throughout the procedure, and you are crowded around by amazed cultists. They are so impressed with your performance, that they decide to give you an old relic of Chaos. Roll 1D6: 
1 A skull Talisman
+1 Luck
2 A mace
+2 attacks once per adventure 
3 An old pistol
S=10, takes 3 turns to reload 
4 A knife
Hits automatically 
5 A Sword
+2 Wounds 
6 A Scimitar
+1 Damage Dice
9 As you look around the Cult House, a man gives you a strange potion. 
When drunk, roll 1D6.:
1 The potion makes you vomit and retch until blood comes up, and it's not long before you pitch over, dead. 
2-3 It tastes awful, and all that happens is you lose 2D6 wounds! 
4-5 You gain 2D6 wounds as the potion makes your blood pump harder
6 You feel 10 years younger! You are back at starting wounds!
10 You are picked out of the crowd to be made to fight against another cultist for the entertainment of the Chaos Gods. 
Fight against a Chaos Warrior is you are level 1-2, a Chaos Champion if 3-4, a Chaos Hero if 5-7, and a Chaos Lord if 8-10. If you win, you gain the gold value of your opponent and also, a piece of dungeon room treasure. If you lose, you're dead!
11 The other cultists are going out tonight to capture a citizen to sacrifice. Perhaps on the street, perhaps in their homes... 
If you agree to go, then play out a solo adventure where you try to capture someone. If you succeed, you will gain much acclaim with the other cultists. If you get caught, you will by killed by the night watchmen.
12 Everyone gathers around you and asks you questions. You are a bit of a legend in this area. 
You are showered with 1D6 x 100 gold, and you may roll a skill just like you would when you go up battle-levels. You are taught this by a humble Cultist who is eager to pass some knowledge on to a legend like you.

CULTISTS AND TRAINING

Cultists may train at the Cult Center. Training takes up a week and works just like any other warrior.

Level Gold Title WS BS S T I A W WP Damage Luck Skills Pin
1 0 Cultist 3 5+ 2 3 3 1 1D6+7 1 1D6 1 0 4+
2 2.000 Acolyte 3 5+ 2 3 3 2 2D6+7 4 1D6 1 1 4+
3 4.000 Acolyte 3 4+ 3 3 4 2 2D6+7 4 1D6 1 2 4+
4 8.000 Acolyte 3 4+ 3 3 4 3 3D6+7 4 1D6 1 2 4+
5 12.000 Chaos Priest 3 4+ 3 4 5 3 3D6+7 4 1D6 2 3 3+
6 18.000 Chaos Priest 3 3+ 3 4 5 3 4D6+7 5 2D6 2 3 3+
7 24.000 Chaos Priest 4 3+ 4 4 6 3 4D6+7 5 2D6 3 4 3+
8 32.000 Chaos Priest 4 3+ 4 4 6 4 5D6+7 5 2D6 3 5 3+
9 45.000 Master 4 3+ 4 4 6 4 5D6+7 5 2D6 3 5 2+
10 50.000 Master 4 2+ 5 4 6 5 6D6+7 5 2D6 4 6 2+

CHAOS CULTIST SKILLS

Roll 2D6 and consult the following table, re-rolling any duplicate results:

ROLL

SKILL
2 FEARLESS
Through your experiences in the dungeons and with the horrible Deamons you have summoned with your brothers, you have gained an understanding, and even a liking to these horrible monsters. You are no longer afraid of anything. 
You never need to take a Fear or Terror roll for a monster.
3 DARKNESS
In all the years you have spent sneaking around in dungeons and in cities at night to avoid detection, your eyes have become keenly adept at seeing in the dark. 
You no longer need the Lantern to see in the dark.
4 DIRTY BLOW
You have developed a rather cunning way to strike at your opponent, and after much study, you are confident you know the soft spots of most of the known creatures in the world. 
At the start of each battle, roll 1D6 for each monster race. On a 4+, you know that race's weakness. Once per battle you may declare you are making a DIRTY BLOW, and you may add +(Your Battle-Level) damage dice on a successful hit.
5 HEALING HANDS
You have practiced the arts of healing, and are now confident you can cure grievous wounds. Although it is a slightly sketchy art, it can be done with proper concentration. 
This may be tried once per turn on yourself or another warrior. Add +1 if it is on you. Roll 1D6:
1 As you try some "massage" on the injured man, you accidentally snap their neck, killing them instantly!
2 Lose 1D6 wounds
3 Regain a single wound
4 Regain 1D3 wounds
5 Regain 1D6 wounds
6 Regain 2D6 wounds
7 Regain 3D6 wounds
6 RUN
All those nights of running away from the hunters and mobs have strengthened your legs so that they may sprint many times faster! 
Roll 1D6. On a 4+, your move doubles. This skill may be used once per turn.
7 HIDE
ONCE per combat you may decide to hide. Remove the model from the board. No rolls to escape pinning needed. You may reappear anywhere on the same board section in subsequent turns, ambushing a monster if you wish. You may do nothing while in hiding. You are assumed to be behind a table or something, so this skill may not be used in areas where there is nowhere to hide.
8 MASTER OF THE WARP
Once per adventure, you may open a gateway to the warp and suck in all monsters on a single board section. Nobody gets the gold for the monsters, who count as being dead.
9 UNLHOLY SERVANT
If you are killed, roll 1D6. On a 6, you raise back to life and charge into the nearest monster, moving other models out of the way if needed. You have the stats you had when you died, but your wounds are all up to full. As soon as all the monsters are dead, you drop back onto the floor, dead, and the other warriors may try to heal you.
10 LEAP
Once per turn you may leap forward 1 square in any direction. You may ignore all obstacles in the way.
11 DODGE
You may dodge any blow on a 6+
12 DARK SACRIFICE
When a Cultist kills a monster, he may declare that he is going to sacrifice the dead monster. This takes 1D6 turns, during which he will not move and will not break his concentration for anything. The ritual consists of dedicating the body to his dark god, cutting out the heart, and then eating it! What the other warriors think of this is up to them, but at the end of the ritual, the Cultist will have gained 4D6 wounds.

As you become more powerful and eventually become a master of the Cult in that area, you are bound to have a growing interest in one of the 4 Chaos powers. When you reach BL 7, you must choose a Chaos power. You will get a characteristic increase and a power. Both of these are permanent. You may only ever choose one god. If you take back your oath, you are destroyed immediately.

1 KHORNE- God of War
Gain +1 S and MAGIC DRAIN 6+
2 NURGLE- God of Plague
Gain +1 T and IGNORE PAIN 4 (In addition, mark down that you carry the Plague!)
3 TZEENTCH- God of Magic
Gain +2 WP and MAGIC RESISTANCE 5+
4 SLAANESH- God of Seduction
Gain +1 I and PARALYSIS

In addition, when the Cultist reaches BL 10, he gains DAEMONIC -1

ROLEPLAY GUIDELINES

The Cultist must hate anyone who is not his brother. He will risk and give his life for the cause, but may find himself to be afraid sometimes. He will gain benefits for deciphering ancient texts, ect. especially those related to Chaos. He will not gain any benefits for strength tests, and he will probably not be able to disarm any traps very well. He is not very psychical, and won't fight unless he has to. His main concern is the completion of his quest, and he will do anything he can to get it. He will not fight unless really needed. He will always make up excuses like "I was protecting the wizard!" as to why he did not jump into the fray. A clever (and mean!) GM might make a Bretonnian Knight have the same objective as a Cultist in one dungeon perhaps, so if they get the sword or whatever, they must fight over who gets it. Hehehe.

MINATURES

There are some very nice Chaos Cultist models for 40K. These were featured in WD 224. Although they all have some sort of lasgun or something in one hand, this can be fixed to a knife or sword with just some quick conversion work. Of course, if you don't want to do that, you can use WHFB Flagellant models, or maybe even a Warrior Priest with a weapon swap and a dark color-scheme.