![]() ![]() Remember you heal to a full seven wounds, so fresh mutants will be quite the thorn in opponents plans.Ĭhaos Torments are fully possessed by demons hulking up enormously. Alongside your Accursed Gift the operative gains an extra Attack, 3/4 Damage, 5++ Feel No Pain, Relentless, AND Rending. I guess when you spontaneously grow limbs you go from murder hobo to murder enthusiast. Mutants lose the desire to do missions actions and shooting, costing an extra point to do mission actions and losing their guns entirely. Luckily mutations will let them climb far past their imperial brethren very quickly. Their defense is a mere 7 wounds and a 5+ save putting them on par with Guardsmen. Our 10 Devotees start as mere murder hobos broken into 5 pairs of GA2 operatives who hit on +4 for 2/3 damage in both melee and ranged combat. When you factor in the increased Wound totals of mutated operatives this puts the team on Gellerpox levels of durability and board control.Ĭredit: Dan “Swiftblade” Richardson Chaos is a Ladder for the Devoted However, Cultists make up for this lack of quality with a quantity far ahead of any other team with 15 operatives consisting of 1 Demagogue, 1 Iconarch, 1 Mindwitch, 2 Blessed Blades, and 10 Devotees. While the above abilities are extremely powerful, the standard cultist operatives are among the weakest in the game with: +4 to Hit/Wound, 5+ Save, 7-8 Wounds, and no ranged weapons beyond 6 inches. The number of Accursed Gift permutations allows this team to morph to threats dynamically, while the ability to simultaneously heal and upgrade an operative means this team will likely be incredibly powerful. The weakest Gifts are easily Barbed and Horned as both Mutants and Torments come with Relentless, the best weapon trait in the game, and thus abilities that increase their speed and durability will likely be of greater use. Probably the gift I expect to see the least, but if you can set up multiple Reaping situations it could still pay off. Barbed: Reap 1 or Reap 2 if you’re a Torment.Brutal lets you really dictate the flow of combat when you initiate. For a melee horde, this ability can make opposing melee incredibly rough. Sinewed: Weapon Skill can ignore modifiers and melee weapons gain Brutal.While the chip damage is nice, it’s probably better saved as your tier two gift. You get some bonus wounds if you’re a Torment. Horned: Allows you to smack models you charge for some mortal wounds.With how many wounds these models can get you can make Torments absolute units. Chitinous: Go from a 5+ save to a 4+ save.Knowing which movement gift is better will be an important adaptation point for Chaos Cult players! Probably worse than winged on some maps, but better in others. Fleet: Add 1 inch to the operatives movement characteristic.Seemingly very powerful especially if you need to get Mutants into strange places. Winged: allowing you to ignore movement characteristic penalties and the first 2 inches of climb, drop, or traverse.No mixing and matching individual torments! The gifts are as follows: This effect is unique per game, and global in effect. All later Mutants have the first gift, and all Torments have the first and second gift. These are chosen the first time we mutate an operative into a Mutant and Torment. Very powerful stuff for a melee horde.Ĭredit: Dan “Swiftblade” Richardson Accursed Gifts Treat the newly placed model as full wounds, basically having mutation work as a heal for a given operative.Or the Demagogue forces a mutation with its unique ability.If a Devotee survives melee, it can mutate(and boy will you want to).As a strategic ploy, you can mutate X operatives, equal to the turning point number.You can “Mutate” when one of the following triggers is met: You can’t have more than 5 Mutants and 3 Torments in play at once. ![]() Change from the Mutant to the Torment datasheet.Change from the Devotee datasheet to the Mutant datasheet. ![]() MutationĮvery operative on the team has the ability to “mutate” which does the following: Additionally, the Mutation rule may also be amongst the most complicated ones yet introduced. It is safe to say that this continues the trend of Chaos teams receiving some of the most powerful and interesting Team rules available in the game. Additionally, mutated operatives gain an Accursed Gift each time they mutate. The Cultist team revolves entirely around their Mutation ability, which allows players to switch their operatives for more powerful ones as the game progresses. Credit: Dan “Swiftblade” Richardson Abilities ![]()
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