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		<title><![CDATA[Latest posts for the thread "Chaos Cultists"]]></title>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ Just a couple of hopefully fluffy rules for Cultists I thought of:<br /> <br /> Chaos Cultists gain the Unholy Rage and Beneath the Gods’ Notice rules below.<br /> <br /> Unholy rage – When the Cultist unit fails a Leadership test, the Chaos player may choose to remove one model per point the test is failed by (e.g. 3 models are removed if a 10 is rolled) as they suffer the brunt of the Champions unholy wrath. The unit is then treated as if it had passed the test. This ability is only active as long as the Champion is still alive.<br /> <br /> Beneath the Gods’ Notice – Cultist Champions are not subject to the Champions of Chaos rule forcing them to issue and accept challenges and may never receive Chaos Boons. In addition, you may only have one Chaos Cultist unit for each Chaos Space Marine unit (including Cult Troops using the Master of Traitors rule) in your Troop selections.<br /> <br /> If the Warlord of the army is a Dark Apostle, the restriction of Cultist units vs Chaos Space Marine units does not apply.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 6 Nov 2013 13:06:11]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ I'd like to see the option to add something like an Overseer, just a standard <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> in Power Armour. He could act as "motivation" for the Cultists, such as allowing you to remove D3 Cultists if you fail a Leadership test to allow you to automatically pass it. ]]></description>
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				<pubDate><![CDATA[Wed, 6 Nov 2013 13:39:10]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>lol</span> - making this far more complicated than it needs to be, you should have the unholy rage for psychic tests from a sorc as well <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> "Unholy rage – When the Cultist unit fails a Leadership test, the Chaos player may choose to remove one model per point the test is failed by (e.g. 3 models are removed if a 10 is rolled) as they suffer the brunt of the Champions unholy wrath. The unit is then treated as if it had passed the test. This ability is only active as long as the Champion is still alive. "<br /> <br /> Fail a psychic test or lose some cultists?<br /> Hmmm...<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 6 Nov 2013 13:42:50]]> GMT</pubDate>
				<author><![CDATA[ PredaKhaine]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/040ceff9cd454f76c963e9b7b347d227.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/561721/6222456.page"><b>rohansoldier wrote:</b></a><br/>Just a couple of hopefully fluffy rules for Cultists I thought of:<br /> <br /> Chaos Cultists gain the Unholy Rage and Beneath the Gods’ Notice rules below.<br /> <br /> Unholy rage – When the Cultist unit fails a Leadership test, the Chaos player may choose to remove one model per point the test is failed by (e.g. 3 models are removed if a 10 is rolled) as they suffer the brunt of the Champions unholy wrath. The unit is then treated as if it had passed the test. This ability is only active as long as the Champion is still alive.<br /> <br /> Beneath the Gods’ Notice – Cultist Champions are not subject to the Champions of Chaos rule forcing them to issue and accept challenges and may never receive Chaos Boons. In addition, you may only have one Chaos Cultist unit for each Chaos Space Marine unit (including Cult Troops using the Master of Traitors rule) in your Troop selections.<br /> <br /> If the Warlord of the army is a Dark Apostle, the restriction of Cultist units vs Chaos Space Marine units does not apply.<br /> </div></blockquote><br /> <br /> Unholy Rage, I can sorta, kinda see it.  But you are assuming that every unit of cultists has some sort of unholy connection and then later say they are beneth the gods notice.<br /> <br /> I dont understand Beneath the God's Notice.  A champion of any walk of life devoted to chaos is of notice to the Gods.  They can become more powerful.  If anything they would be more likely to recieve the gods notice, as they are lower cost, potentially higher reward at this stage in their development.  <br /> I would instead give them more boons rather than none.  <br /> <br /> For irregular infantry like cultists, I want more options.  I want more weapons, I want a bortherhood of sorcerers option, I want more randomness.  ]]></description>
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				<pubDate><![CDATA[Wed, 6 Nov 2013 16:47:54]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ Now that I think about it, your argument makes a lot of sense.<br /> <br /> How about these ideas then:<br /> <br /> Overseer - Instead of a Cultist Champion, the unit may be led by a Chaos Space Marine Overseer for + 13pts. This model is armed with a Boltgun, Bolt pistol and frag/krak grenades and may either swap his Boltgun for a combat weapon at no cost or take a combat weapon in addition for + 1pt.<br /> <br /> He also gains the Champion of Chaos rule.<br /> <br /> Every time the unit fails a break test, the Overseer (if he is alive) may choose to execute D3 Cultists (these are removed from play with no saves). The test is then considered to be passed.<br /> <br /> One model in the Cultist unit can be upgraded to one each of the following specialists:<br /> <br /> Apostate Cardinal - The unit gains the Rage special rule + 15pts<br /> <br /> Unsanctioned Psyker - + 25pts <br /> <br /> The model gains the Psyker rule (Level 1) and may use the Pyromancy, Telepathy or Biomancy disciplines. If the Cultist unit has a Mark of Chaos, they may instead roll on that god's discipline. In the event the psyker is subject to the Perils of the Warp, he may choose to nominate a model in his unit to suffer the effects instead if he is able to pass a Leadership test.<br /> <br /> The unit may not take an Unsanctioned Psyker if they have the mark of Khorne.<br /> <br /> Bad Doc (needs a better name) - The unit gains the Feel No Pain rule.<br /> <br /> Traitor PDF <br /> <br /> The Traitor PDF may take a plasma gun +15pts, melta gun for + 10pts or grenade launcher for + 10pts. <br /> <br /> The unit may also take one of the following 'Background Traits' at the points costs below.<br /> <br /> Freedom Fighters - the unit gains the Crusader <span class="glossaryitem" onmouseover='gp(136);'>USR</span> +10pts<br /> <br /> Gutter Rats - The units gains the Move Through Cover and Stealth <span class="glossaryitem" onmouseover='gp(136);'>USR</span>'s + 10pts<br /> <br /> Muties - Make one roll on the Chaos Boon table for the unit after deployment but before 1st turn and apply the effect. Re-roll Dark Apotheosis and Chaos Spawn results. + 25pts<br /> <br /> Dark Acolytes - The unit gains the Adamantium Will <span class="glossaryitem" onmouseover='gp(136);'>USR</span>.<br /> + 15pts<br /> <br /> Sneaky Gits - The unit gains the Infiltrate <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. + 20pts<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 6 Nov 2013 17:31:06]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ I can see a problem emerging with the Bad Doc. If I fail an <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> save, then another guy has to take an Armour Save, which he's likely to fail and then take <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> again. If this second guy fails <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> then a third one will have to take an Armour Save. If the third one fails...<br /> <br /> You can see where I'm going with this. ]]></description>
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				<pubDate><![CDATA[Wed, 6 Nov 2013 18:27:24]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ That's the point! Never trust a dodgy doctor <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 6 Nov 2013 18:31:23]]> GMT</pubDate>
				<author><![CDATA[ lunarman]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ I'd pay points to *not* include him - a 1/3 chance of saving a 5pt model or a 2/3 of killing an additional 5pt model and then even more models with a domino effect... nah man<br /> <br /> Muties shouldn't re-roll multiple boons. Multiple boons is awesome and having them suddenly get multiple powers is what random 6th ed is all about.<br /> <br /> I'd say roll on a random table, sort of like Penal Legion, to see what abilities they have. Muties can be part of that or an additional upgrade (I reckon people should always be able to opt in to muties)]]></description>
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				<pubDate><![CDATA[Wed, 6 Nov 2013 19:54:47]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ I didn't think of that with the bad doc! Either limit the extra save to one guy per turn or just make it <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>.<br /> <br /> As for the muties I didn't think multiple boons would be balanced. Would be fun though.<br /> <br /> I was looking to use as many existing rules as poss but I guess a <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> table could work. Perhaps one result could be horned for +1 strength or bulky for +1 toughness.<br /> <br /> Open to more ideas!]]></description>
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				<pubDate><![CDATA[Wed, 6 Nov 2013 20:30:16]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ Its a 1 in 36 chance. The game is swarming with 2++ re-rolls and if they're too powerful, your opponent will just drop 1d3 S10 pie plates on them.<br /> <br /> Go fething wild.]]></description>
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				<pubDate><![CDATA[Wed, 6 Nov 2013 20:32:58]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ You DO understand the irony that on one hand they get punished when they fail, yet on the other you claim the gods don't even notice them.<br /> <br /> Who would bother punishing someone he doesn't even notice?]]></description>
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				<pubDate><![CDATA[Thu, 7 Nov 2013 01:29:37]]> GMT</pubDate>
				<author><![CDATA[ BoomWolf]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ Yeah that has been brought home to me now.<br /> <br /> The Unholy Rage rule has been replaced by the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> Overseer and the Beneath the God's Notice rule has been ditched.<br /> <br /> What do you think of their new options?]]></description>
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				<pubDate><![CDATA[Thu, 7 Nov 2013 07:53:23]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6625d99bb1ec3251df15a690c7df74f5.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/561721/6223560.page"><b>Valkyrie wrote:</b></a><br/>I can see a problem emerging with the Bad Doc. If I fail an <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> save, then another guy has to take an Armour Save, which he's likely to fail and then take <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> again. If this second guy fails <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> then a third one will have to take an Armour Save. If the third one fails...<br /> <br /> You can see where I'm going with this. </div></blockquote><br /> <br /> should be "gets hot" on <span class="glossaryitem" onmouseover='gp(265);'>FNP</span><br /> <br /> 5+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, but if you roll a 1 on <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, not only do you take lose that guy but you take a wound on another guy.  Who then takes armor 6+ and then <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> 5+ and then can result in another wound if he rolls a 1.  <br /> <br /> Works out to be slightly better than 6+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> statistically, but infinity more <font color='yellow'>cinematic</font>(complex).   ]]></description>
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				<pubDate><![CDATA[Thu, 7 Nov 2013 16:30:42]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ <blockquote class="uncited"><div>cinematic(complex).</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>, that deserves to be exhalted]]></description>
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				<pubDate><![CDATA[Fri, 8 Nov 2013 07:11:38]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Chaos Cultists</title>
				<description><![CDATA[ Something i never understood, is why there is no kamikaze style rule to Cultists.<br /> <br /> Like once per Turn 1D3 models can ignite their explosif charge, you center the blast template on the models and each model under the blast takes a S5 Ap6 ignore covers hit, the model who triggered the explosion is taken out has casualty.]]></description>
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				<pubDate><![CDATA[Mon, 11 Nov 2013 01:49:01]]> GMT</pubDate>
				<author><![CDATA[ Slayer le boucher]]></author>
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