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In an article on Chaos Cultist Covens for Necromunda (fan-written by Joe Barnsley) are some god-specific powers:
Chaos God | Gifts |
---|---|
Khorne | 1. Subject to Frenzy 2. Chaos armour (unmodified save of 5+ on a D6) |
Slaanesh | 1. The Priest has a Leadership value of 10. This can never be increased above 10, nor can it ever be reduced below 10. 2. One Wyrd primary power chosen at random from the Telepathy Primary Table in the Outlanders book. |
Nurgle | 1. +1 Toughness 2. The Cultist Coven may have D6 Plague Zombies in every game they fight in. They get these Zombies for free, but the Zombies must remain within 16" of the Priest at all times. If the Priest is killed, then the Coven may no longer have these Zombies. |
Tzeentch | 1. One Wyrd primary power chosen at random from either the Pyromaniac Primary Table or the Telekinetic Primary Power Table in the Outlanders book. 2. If a Wyrd power is cast at the Priest or anyone within 12" of him, he may nullify it on the D6 roll of 4 or more. |
D6 | Gift | Description |
---|---|---|
1 | Obese | As mutation |
2 | Foul Stench | As mutation |
3 | Stream of Corruption | Weapon: STRENGTH: 5, DAMAGE: 1, SAVE MOD: -2, SPECIAL: One shot per game. Uses flamer template. |
4 | Cloud of Flies | Anyone shooting at a cultist with this gift suffers a -1 to hit. |
5 | Mark of Chaos* | The cultist may re-roll any one dice roll per game. |
6 | Chaos Armour | ARMOUR: Unmodified save of 5+ on a D6. |
* If you roll the same gift for the same cultist, then his Chaos patron has had a bit of a joke and you must roll for a mutation for the cultist instead. The only exceptions to this rule are the gifts marked by an asterisk, as these gifts have cumulative effects and can be taken more than once.
Gang Type | Cults Available |
---|---|
Orlock | Cultist Covens of any Chaos god, or Redemptionists |
Goliath | Cultist Covens of Khorne or Nurgle |
Escher | Cultist Covens of Khorne, Slaanesh or Tzeentch, or Redemptionists |
Cawdor | Redemptionists |
Delaque | Cultist Covens of Nurgle or Tzeentch, or Redemptionists |
Ratskins | Cultist Covens of Khorne |
Chaos Patron | Robe Colours | Mask Colours | Detail Colours |
---|---|---|---|
Khorne | Red or Black | Bronze | White or Black |
Slaanesh | Pastel Colours or Dark Blue | Black or Silver | Blue or White |
Nurgle | Sickly Green or Purple | Black | Black, Yellow or White |
Tzeentch | Bright Red, Blue or Yellow | Gold, Silver, Bronze or Black | Yellow, Red, Blue or White |
Additionally a tactics article by Tim Barton included the following:
These are rarer than the Berzerkers, and are often found alongside Nurgle daemons, where they provide a strong link for summoning and preventing banishment.
Besides this, their +1 toughness means that they can absorb a lot of basic weapons fire without keeling over at all, and can only be wounded by a heavy bolter on a 4+. They aren't as deadly in close combat as the Berzerkers. However, they are still fearsome opponents, being alarmingly hard to kill and with the Plague Knife automtically killing living targets on a 6 if it wounds, they can be used to bring down hard, multi-wound characters as second or even third attackers. However, the knife can't be used to parry and only has S4, so it is a little weak.
In a similar vein to the Berzerkers, the best method of stopping Plague Marines is to engage them in close assault with well-equipped squads, and preferably not multi-wound characters, who can be taken down by the Plague Knife. In common with the Berzerkers, they are extremely hard to stop with fire power.