Helot Chaos Cults
Helot Chaos Cult Gang List
RAW ✔️ The Book of Ruin, p25
A Helot Chaos Cult gang follows all the usual restrictions and guidelines for creating a gang except for the below item(s):
Gang Composition
A Helot Chaos Cults gang must follow these rules when it is founded and when new fighters are added to the gang:
- There must be one Leader (Cult Demagogue) chosen when the gang is first founded.
- The total number of Helot Cultists in the gang must always be equal to, or higher than, the total number of other fighters (Cult Demagogue, Cult Disciples and Cult Witch) in the gang, not counting Hangers-on.
- The gang may only ever include 0-1 Cult Witch.
- A fighter can be equipped with a maximum of three weapons. Weapons marked with an asterisk (*) take up the space of two weapons.
- Any fighter may take Wargear.
- Weapon accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added.
During a campaign, all gangs continue to follow the previously mentioned rules as new fighters are added to the gang. Additionally, the following rules apply:
- A gang founded for a campaign can contain no more than two Cult Disciples. Additional Cult Disciples may be added to the gang during the course of the campaign.
- During the course of a campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang's Stash, rather than purchasing new equipment.
- During the course of the campaign, gangs may
gain new equipment, either by purchasing it from
the Trading Post or as a result of Territory Boons.
These items are added to the gang's Stash and may
be distributed among fighters during any post-battle
sequence:
- A fighter cannot be given a new weapon of a type not allowed by their entry within their House list.
- Helots Cultists cannot be given a new weapon if it would take them above the limit of three weapons carried.
- A Cult Demagogue, Cult Disciple or the Cult Witch can be given more than three weapons as they can have multiple Fighter cards, each representing a different 'set' of equipment, as described on page 95 of the Necromunda Rulebook.
- A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang's Stash.
Hierarchy of the Damned
The rules presented here represent a small Chaos cult, of the sort that can be found almost everywhere in the Imperium. It has no ties to larger cults, and is insignificant enough to not have attracted the attention of the authorities… at least, not yet.
Unless specified otherwise, a Cult Demagogue follows all of the rules for a Leader, and Cult Disciples and Cult Witches follow all of the rules for Champions. For example, either one can lead a Group Activation – a Cult Demagogue would be able to lead a group of two other fighters, while a Cult Disciple or Witch would be able to lead one other fighter.
Should the Cult Demagogue be killed, follow the rules for a Leader's death (see page 93 of the Necromunda Rulebook). Their replacement automatically gains the Cult Leader skill, as described later. Cult Witches can never become the Leader of a gang.
Additional Rules
Fighters
Cult Demagogue (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 5+ | 6+ | 7+ |
Skills: 1 Primary skill (chosen)
Special Rules: Devotion, Inured to Insanity Devotion: While this fighter is standing, all other fighters from their gang who are within 9" and line of sight of them use this fighter's Cool and Willpower characteristics instead of their own when making any checks. Inured to Insanity: The touch of Chaos has a lasting effect on a cultist's mind, rendering them immune to horrors that would drive others utterly mad. The Cult Demagogue can never become subject to the Insanity Condition. A Cult Demagogue starts with no equipment. They may not be equipped with any Heavy weapons but otherwise they have no weapon restrictions.Special Rules
Skill Access
Equipment
Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Reclaimed autogun 10 Lasgun 15 Shotgun (with solid and scatter ammo) 30 CLOSE COMBAT WEAPONS Axe 10 Chain glaive* 60 Chainsword 25 Fighting knife 15 Flail 20 Maul (club) 10 Sword 20 Two-handed axe* 25 Two-handed hammer* 35 PISTOLS Autopistol 10 Reclaimed autopistol 5 Hand flamer 70 Laspistol 10 Stub gun 5 - dumdum rounds +5 SPECIAL WEAPONS Flamer 130 Grenade launcher (with frag and krak grenades) 55 Long rifle 30 Wargear
Item Credits GRENADES Blasting charges 35 Demolition charges 65 Frag grenades 30 Incendiary charges 40 Krak grenades 45 ARMOUR Hazard Suit 10 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Cult Icon (maximum one per gang) 40 Filter Plugs 10 Infra-sight† 40 Mono-sight† 35 Photo-goggles 35 Respirator 15 STATUS ITEMS: EXOTIC BEASTS Chaos Familiar 25
RAW ✔️ The Book of Ruin, p30
Cult Disciple (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 6+ | 8+ | 8+ |
Skills: 1 Primary skill (chosen)
Special Rules: Inured to Insanity Inured to Insanity: The touch of Chaos has a lasting effect on a cultist's mind, rendering them immune to horrors that would drive others utterly mad. Cult Disciples can never become subject to the Insanity Condition. A Cult Disciple starts with no equipment. They have no weapon restrictions.Special Rules
Skill Access
Equipment
Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Reclaimed autogun 10 Lasgun 15 Shotgun (with solid and scatter ammo) 30 CLOSE COMBAT WEAPONS Axe 10 Chain glaive* 60 Chainsword 25 Fighting knife 15 Flail 20 Maul (club) 10 Sword 20 Two-handed axe* 25 Two-handed hammer* 35 PISTOLS Autopistol 10 Reclaimed autopistol 5 Hand flamer 70 Laspistol 10 Stub gun 5 - dumdum rounds +5 SPECIAL WEAPONS Flamer 130 Grenade launcher (with frag and krak grenades) 55 Long rifle 30 HEAVY WEAPONS Heavy flamer* 195 Heavy stubber* 130 Wargear
Item Credits GRENADES Blasting charges 35 Demolition charges 65 Frag grenades 30 Incendiary charges 40 Krak grenades 45 ARMOUR Hazard Suit 10 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Cult Icon (maximum one per gang) 40 Filter Plugs 10 Infra-sight† 40 Mono-sight† 35 Photo-goggles 35 Respirator 15 STATUS ITEMS: EXOTIC BEASTS Chaos Familiar 25
RAW ✔️ The Book of Ruin, p30
0-1 Cult Witch (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 8+ | 7+ | 6+ | 6+ |
Skills: 1 Primary or Non-sanctioned Psyker (chosen)
Special Rules: Witch, Inured to Insanity Witch: The Cult Witch is a Psyker as described on page 75 of the Necromunda Rulebook. Chaos Cult Wyrd Powers are treated as Primary skill sets for the purposes of skill selection. Inured to Insanity: The touch of Chaos has a lasting effect on a cultist's mind, rendering them immune to horrors that would drive others utterly mad. The Cult Witch can never become subject to the Insanity Condition. A Cult Witch starts with no equipment. They can be armed with Pistols and Close Combat Weapons.Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Cult Wyrd Powers - - Secondary Secondary Secondary - Primary - Primary Equipment
Equipment List
Weapons
Item Credits CLOSE COMBAT WEAPONS Axe 10 Chain glaive* 60 Chainsword 25 Fighting knife 15 Flail 20 Maul (club) 10 Sword 20 Two-handed axe* 25 Two-handed hammer* 35 PISTOLS Autopistol 10 Reclaimed autopistol 5 Hand flamer 70 Laspistol 10 Stub gun 5 - dumdum rounds +5 Wargear
Item Credits GRENADES Blasting charges 35 Demolition charges 65 Frag grenades 30 Incendiary charges 40 Krak grenades 45 ARMOUR Hazard Suit 10 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Cult Icon (maximum one per gang) 40 Filter Plugs 10 Infra-sight† 40 Mono-sight† 35 Photo-goggles 35 Respirator 15 STATUS ITEMS: EXOTIC BEASTS Chaos Familiar 25
RAW ✔️ The Book of Ruin, p31
Helot Cultist (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 7+ | 8+ |
Skill Access
Equipment
A Helot Cultist starts with no equipment. They can be armed with Basic Weapons, Close Combat Weapons and Pistols. When the gang is created, one Helot Cultist can be armed with a Special Weapon. During a campaign, additional Helot Cultists can also take Special Weapons as they are added.
Equipment List
Weapons
| Item | Credits |
|---|---|
| BASIC WEAPONS | |
| Autogun | 15 |
| Reclaimed autogun | 10 |
| Lasgun | 15 |
| Shotgun (with solid and scatter ammo) | 30 |
| CLOSE COMBAT WEAPONS | |
| Axe | 10 |
| Chain glaive* | 60 |
| Chainsword | 25 |
| Fighting knife | 15 |
| Flail | 20 |
| Maul (club) | 10 |
| Sword | 20 |
| Two-handed axe* | 25 |
| Two-handed hammer* | 35 |
| PISTOLS | |
| Autopistol | 10 |
| Reclaimed autopistol | 5 |
| Hand flamer | 70 |
| Laspistol | 10 |
| Stub gun | 5 |
| - dumdum rounds | +5 |
| SPECIAL WEAPONS | |
| Flamer | 130 |
| Grenade launcher (with frag and krak grenades) | 55 |
| Long rifle | 30 |
Wargear
| Item | Credits |
|---|---|
| GRENADES | |
| Blasting charges | 35 |
| Demolition charges | 65 |
| Frag grenades | 30 |
| Incendiary charges | 40 |
| Krak grenades | 45 |
| ARMOUR | |
| Hazard Suit | 10 |
| Flak armour | 10 |
| Mesh armour | 15 |
| PERSONAL EQUIPMENT | |
| Cult Icon (maximum one per gang) | 40 |
| Filter Plugs | 10 |
| Infra-sight† | 40 |
| Mono-sight† | 35 |
| Photo-goggles | 35 |
| Respirator | 15 |
| STATUS ITEMS: EXOTIC BEASTS | |
| Chaos Familiar | 25 |
RAW ✔️ The Book of Ruin, p31
Exotic Beasts
0-2 Chaos Familiar (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 6+ | 7+ |
Skills: Clamber
Wargear: None (always makes unarmed attacks)
Special Rules: Omen of Fortune, Precognition, Psychic Manifestation, Clamber Omen of Fortune: A Familiar is able to sense bad fortune and forewarn its companion, giving them a flash of precognition. Whilst the Familiar is within 3" of its owner, that fighter may avoid one successful hit per turn by making a successful Willpower check. Make the check immediately after a successful roll to hit has been made against the fighter. If the check is failed, the attack hits as normal. If the check is passed, the attack counts as having missed and the dice roll is discarded. Templates and Blast markers are placed as normal for the purposes of determining hits against other fighters, but the Familiar's owner is assumed to have somehow dodged clear. Precognition: The gift of foresight possessed by the Familiar enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants the Familiar a 3+ save roll, which cannot be modified by Armour Piercing. Additionally, a Familiar may avoid being caught by a Blast marker or Flame template. If a Familiar is caught under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, the Familiar is hit by the attack. On a 1-3, the Familiar is able to dodge clear of the area of the attack. Leave the model where it is and assume that it has scuttled around to avoid the attack and returned to where it was. Psychic Manifestation: A Familiar is an extension of the owner's will and a clear indication of the favour the Dark Gods of Chaos have bestowed upon them. If the owning fighter is a Psyker, once per round they may re-roll a failed Willpower check to perform a Wyrd Power (X) action. Clamber: When this fighter climbs, the distance they move is not halved. In other words, they always count as climbing up or down a ladder. A Chaos Familiar carries no weapons and will always make unarmed attacks.Special Rules
Equipment
RAW ✔️ The Book of Ruin, p33
Wasteland Additional Rules
A Helot Chaos Cult gang follows the standard rules for Wasteland Gang Composition.
All fighters (except crew) have access to the Wasteland Gang Equipment List.