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Chaos Cults In Campaigns

RAW ✔️ The Book of Ruin, p26

In a Dominion Campaign, Chaos Cult gangs are treated just like any other. They begin the campaign with a Settlement territory which they cannot lose, representing their base of operations, they can take control of unoccupied territories during the Occupation phase and they can seize control of territories from other gangs during the Takeover phase. Settlement territories do not generate Juves; instead, if one of the D6 rolls is a 6, they generate a single free Helot Cultist. If both of the D6s roll a 6, this becomes two Helot Cultists.

Despite their secret agenda, a Chaos Cult gang is seen as just another gang by most of the locals. They claim Territory Boons just like any other gang. A Chaos Cult gang is treated as a Cawdor gang for the purposes of Enhanced Boons.

Gaining Experience

Helot Chaos Cults fighters gain Experience in the same way as a normal House gang. The Cult Demagogue, Cult Disciples and the Cult Witch can have their Experience points spent on Advancements, in the same way as a Leader or Champion. Helot Cultists advance in the same way as Gangers, and can become Specialists if a 2 or 12 is rolled for their Advancement.

Chaos Spawn cannot gain Experience or Advancements in any way.

Post-Battle Actions

The Cult Demagogue, Cult Witch and any Cult Disciples can make one post-battle action, in the same way as a Leader or Champion respectively. Helot Chaos Cults gangs cannot make the Sell to the Guilders action, instead sacrificing the Captive to perform a Dark Ritual (see page 27).

Outlaw

A Chaos Cult gang is automatically an Outlaw gang.

note

Loss of a Leader

If a gang's Leader is killed or is retired, a new Leader must be nominated from among the gang's Cult Disciples. If the gang has no Cult Disciples, the new Leader must be a Helot Cultist, Specialist or otherwise.

In either case, an eligible fighter with the best Leadership must be selected as the new Leader. If more than one eligible fighter is drawn for best Leadership, use Advancements as a tie-breaker; if there is still a tie, the controlling player can decide.

When a fighter is promoted in this way, their Type is changed to Leader, and from now on they count as a Leader for determining which equipment and skill sets they can access. Their characteristics do not change.

Hangers-on, Hired Guns and Dramatis Personae

Helot Chaos Cults gangs may hire Dramatis Personae and Hive Scum in the same way as other gangs. Dramatis Personae Bounty Hunters joining a Chaos Cult gang are subject to the Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

Additionally, Helot Chaos Cults gangs may hire Hangers-on, but they use the following table:

ReputationMaximum Hangers-on
Less than 51
5 to 92
10 to 143
15 to 194
20 to 244
Each additional 5+1