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Made in lt
Brainy Zoanthrope






Chaos Initiate cultists 60pts
Elite choice, becomes Troops choice if Dark Apostle HQ is present.
WS BS S T W I A LD SV Type / Special rules
Initiate cultist 3 3 3 3 1 3 2 8 6+ Infantry
Unsanctioned psiker 3 3 3 3 1 3 2 8 6+ Infantry (Character), Psi level 1
Renegade nobles 4 4 3 3 3 4 3 9 5+ Infantry (Character), Champion of chaos
Daemonhost 3 3 4 4 1 3 1 8 - Infantry, Daemon, Vessels of chaos
Big mutant 4 3 5 5 3 2 3 6 5+ Infantry, Furious charge
Death cult assassin 5 3 4 3 1 5 1 8 5+ 5+ Invulnerable save.
Unit composition: 5 Initiate cultist
Weapons: Close combat weapon and autopistol. Big mutants are armed with Ripper gun instead. Daemonhosts are armed with Close combat weapon instead. Death Cultists are armed with two Power weapons instead.
Options:
May add up to 15 more Initiate cultists at 6pt/model.
Exchange autopistol to autogun or shotgun for +1pt/model.
Any Initiate cultist can upgrade to Flack armour (5+ sv) for +1pt/model, or carapace armour (4+ sv) for +3pt/model.
Entire unit, including any attached specialists, can be given marks of the god:
Khorne, +2 pt/model
Tzeench +1 pt/model
Nurgle +2 pt/model
Slaanesh +1 pt/model
One Initiate cultist may purchase Chaos Icon:
Wrath +20pt.
Flame +15pt.
Despair +10pt.
Excess +30pt.
Vengeance +25pt.
One for every 5 Initiate cultists may purchase Flamer or Heavy stubber at 5pts:
May add 1 Unsanctioned psiker for 35pt (unless bought mark of Khorne)
Unsanctioned psiker can be upgraded to Psi level 2 for +25pt.
May add up to 3 Renegade nobles for 25 pt/model
Renegade nobles can take items from Melee and/or Ranged weapon sections of wargear list.
May add up to 3 Daemonhosts at 10pt/model
May add up to 3 Big Mutants at 40pt /model
May add up to 3 Death cult assassin at 15pt /model

This message was edited 2 times. Last update was at 2013/10/09 16:49:28


 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.

5000pts
2000pts
7000pts
 
   
Made in nz
Disguised Speculo





Needs better formatting first and foremost
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

why do these guys cost 6 points a model? Why do the original 5 cost 60 points(meaning the first 5 cost 12 points a model)


Automatically Appended Next Post:
what lore can unsanctioned psykers use?

can you have a psyker of khorne?


Automatically Appended Next Post:
do the cultists have any Skillz? What makes them better than regular cultists. Can they infiltrate? Do they carry demo charges? Are they just cultists but better dressed?

This message was edited 2 times. Last update was at 2013/10/08 18:38:33


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Lone Wolf Sentinel Pilot




 Exergy wrote:
What makes them better than regular cultists. Can they infiltrate? Do they carry demo charges? Are they just cultists but better dressed?

The cultists seem to be elites in the same sense as marine elites, same unit with +1 leadership and attack with some nice equipment options. Really that is all chosen, DA veterans, vanguard vets, and sternguard vets are. Basic infantry with two minor stats increased and lots of equipment options.
   
Made in lt
Brainy Zoanthrope






 Exergy wrote:
why do these guys cost 6 points a model? Why do the original 5 cost 60 points(meaning the first 5 cost 12 points a model)
Automatically Appended Next Post:
what lore can unsanctioned psykers use?
can you have a psyker of khorne?
Automatically Appended Next Post:
do the cultists have any Skillz? What makes them better than regular cultists. Can they infiltrate? Do they carry demo charges? Are they just cultists but better dressed?


Original cultists cost 4/model, with 50pts for 4*10+10pts for 1 cultist being Champion.
Unsanctioned psykers use the same lore as other psikers from codex:CSM.
Good point on khorne psiker, editted it.
Main 'improvement' over basic cultists is ability to take various specialists.

 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.

5000pts
2000pts
7000pts
 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Buttons wrote:
 Exergy wrote:
What makes them better than regular cultists. Can they infiltrate? Do they carry demo charges? Are they just cultists but better dressed?

The cultists seem to be elites in the same sense as marine elites, same unit with +1 leadership and attack with some nice equipment options. Really that is all chosen, DA veterans, vanguard vets, and sternguard vets are. Basic infantry with two minor stats increased and lots of equipment options.


Vangaurd vets have heroic intervention
Sternguard have special ammo
It would be nice to have something special about cultists. Even if it was a random d6 at the start of the game.




Automatically Appended Next Post:
 Ratliker wrote:

Renegade nobles 4 4 3 3 3 4 3 9 5+ Infantry (Character), Champion of chaos
May add up to 3 Renegade nobles for 25 pt/model
Renegade nobles can take items from Melee and/or Ranged weapon sections of wargear list.


Not sure but 3 of these guys with power axes might be very powerful. 12 attacks, 15 on the charge str4 AP2 can hide behind other characters or kill most sergeants easily(although hey, another reason to take a power mace on Meq).

This message was edited 1 time. Last update was at 2013/10/20 16:06:17


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
 
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