Mutation During the battle, friendly CHAOS CULT operatives can MUTATE as follows:
• As a STRATEGIC GAMBIT, you can MUTATE a number of friendly CHAOS CULT operatives based on the turning point as follows: TP1 = 2, TP2 = 2, TP3 = 3, TP4+ = 4.
• Whenever a friendly DEVOTEE operative incapacitates an enemy operative within its control range, it can MUTATE.
• Each operative cannot MUTATE more than once per turning point.
Whenever a friendly operative MUTATES, select 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 (max twice per turning point).
• It can regain up to D3+1 lost wounds.
You cannot have more than five MUTANT operatives and three TORMENT operatives at once. Whenever a friendly operative turns into a new operative:
• Swap the miniatures, ensuring the centre of the new miniature’s base is as close as possible to where the centre of the old miniature’s base was. This can put it within control range of enemy operatives, and if the old miniature was, the new miniature must be if possible.
• The new operative type loses a number of wounds equal to the lost wounds of its preceding operative type.
• It’s still the same operative for any rules it’s already been selected for. The operative is simply a new operative type and will use that new type’s miniature and datacard rules.