Chaos Cult Kill Team

(Force)
Categories: Configuration, Reference, Leader, Operative
EntryId: 8749-1e3-5f1b-5f7
Hidden: false
Categories
Reference(Empty)
Rules (2)
Accursed Gifts
Accursed Gifts are abilities that friendly CHAOS CULT operatives gain when they mutate into other operative types. The first time a friendly DEVOTEE operative mutates into a MUTANT operative during the battle, select your first Accursed Gift. The first time a friendly MUTANT operative mutates into a TORMENT operative during the battle, select your second Accursed Gift. All friendly MUTANT operatives have your first Accursed Gift and all friendly TORMENT operatives have your first and second Accursed Gifts.

You can select Accursed Gifts from those presented below. You cannot select the same Accursed Gift more than once per battle. All Accursed Gifts are removed at the end of the battle.

1. Winged
Each time this operative performs an action in which it moves:
- Ignore the first distance of ⬤ it travels for a climb, drop or traverse.

2. Fleet
Add ▲ to this operative’s Movement characteristic.

3. Chitinous
Improve this operative’s Save characteristic by 1.

4. Horned
Each time this operative finishes a Charge action, you can select one enemy operative within its Engagement Range to suffer 1 mortal wound, or D3 mortal wounds if this operative is a TORMENT.

5. Sinewed
- You can ignore any or all modifiers to the Weapon Skill characteristic of this operative’s melee weapons.
- This operative’s melee weapons gain the Brutal special rule.

6. Barbed
This operative’s melee weapons gain the Reap 1 critical hit rule, or Reap 2 if this operative is a TORMENT.
Mutation
During the battle, friendly CHAOS CULT operatives can ‘mutate’. Each time they do, choose one of the following:
- If it’s a DEVOTEE operative, turn it into a MUTANT operative.
- If it’s a MUTANT operative, turn it into a TORMENT operative.
- It can regain D3+1 lost wounds.


If the operative was mutated into a new operative, the new operative has the same wounds remaining as the preceding operative but then regains D3+1 wounds if it’s now a MUTANT operative or D3+3 if it’s now a TORMENT operative; in either case, it cannot go above its maximum wounds.

An operative cannot mutate more than once per Turning Point. In addition, you can never have more than five MUTANT operatives and three TORMENT operatives at once.
When an operative mutates into another operative, it’s still the same DEVOTEE operative on your roster/dataslate, so has the same Battle Honours and is the same operative for any Tac Ops it has already been selected for, etc. The operative is simply a new operative type and will use that new type’s miniature and datacard rules. It will revert back to its original DEVOTEE miniature and datacard after the battle.

You can mutate friendly operatives as follows:
- Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can instead mutate a number of friendly CHAOS CULT operatives equal to the Turning Point number.
- At the end of a combat in which a friendly DEVOTEE operative incapacitated an enemy operative and was not incapacitated.
- When a friendly CULT DEMAGOGUE operative performs the Accursed Benediction action (see Cult Demagogue datacard).

When a friendly operative mutates into a new operative:
- Swap the miniatures, ensuring the centre of the new miniature’s base is as close as possible to that of the old miniature. This can put it within Engagement Range of enemy operatives, and if the old miniature was, the new miniature must return there if possible.
- Any wounds it lost are ignored - the new operative type has its full wounds remaining.