STARTING
THE CAMPAIGN: At the start of the campaign, your warband are
ordinary men, slowly driven to Chaos by witnessing the horrors of the first
few scenarios. Once your Warband
ALIGNS with a chaos power, it may purchase Marks of chaos and chaos Rewards,
and once it survives a Renegades scenario, it may purchase marines.
To purchase your starting warband, you may spend
20 Favor and 10 Tribute.
PIPS: During a game, unless otherwise noted, each hit on an
opponent (not a stun) earns 1 pip. If you CONTROL a target,
only the controller will earn pips for any result of the control.
PIP
CHART: At the end of each game, roll a white die for every
Pip earned, and subtract your casualties from the roll to determine the
amount of favor earned for the game. Casualties are automatically
replaced at the end of each game.
Roll | 0-1 | 2-3 | 4-6 | 7-10 | 11+ |
Favor Earned | 1 | 2 | 3 | 4 | 5 |
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M | A | H | Rewards Allowed. Notes. | T.Req. | Base Melee | $F |
Gunner | 6 | 1 | 1 | 0. May take special / heavy. | 2 | oo | 3 |
Butcher | 6 | 1 | 1 | 1. Melee weapons only. | 1 | OO | 3 |
Champion | 6 | 1 | 2 | 1. | 1 | OO | 4 |
Cult Leader | 6 | 1 | 3 | 2. | 2 | OOO | 5 |
Daemon Prince | 8 | 2 | 6 | 6. BIG. | 5 | OOO+3 | 30 |
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M | A | H | Ranged | Melee | $F |
Shooter | 6 | 1 | 1 | ooo, shotgun S J 1"A, or autogun W J | ooo w | 3 |
Brawler | 6 | 1 | 1 | oo K X 8" Snap | OOoo k | 3 |
You may not purchase Marine Champions or Marine Troops until your warband has survived a RENEGADES scenario.
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M | A | H | Rewards | T.Req. | Base Melee | $F |
Havoc | 6 | 2 | 1 | 0. May take special / heavy. | 1 | OO | 6 |
Veteran | 6 | 2 | 2 | 1. | 1 | OO+1 | 7 |
Lieutenant | 6 | 2 | 3 | 3. | 2 | OO+2 | 10 |
Lord | 6 | 2 | 4 | 4. | 3 | OO+3 | 20 |
Warmaster | 6 | 2 | 5 | 5. | 4 | OO+3 | 30 |
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M | A | H | Ranged | Melee | $F |
Hunter | 6 | 2 | 1 | ooo K X KB Rap. / oo K X 8" Snap | OOO+1 | 5 |
Reaver | 6 | 2 | 1 | oo K X 8" Snap | OOOOOO | 6 |
EQUIPMENT
AND WEAPONS
Only champions may purchase weapons or equipment (troops have default
weapons).
EQUIPMENT | * = Troops only (does not affect their stats). | $T |
Backup | If main gun does no damage, may fire a second weapon. | 1 |
Bionic Arm | Melee +1. Free forced entry! | 3 |
Bionic Leg | Move +1". Free forced entry! | 3 |
Bionic Eye | Reroll with ANY ranged weapon, including grenades. Ignore Darkness. | 3 |
Chaos Armor | orks vs. all incoming damage, even IA, Psy, and Melee! | 5 |
Chirurgeon | As an action, remove OO-1 hits (so does 1 damage on a zero!) | 3 |
Frenzon | May take an additionl move and melee, then take OO hits. | 5 |
Halluce Ammo | Pistol / Basic weapon: Kill = control. | 3 |
Inferno Ammo | Pistol / Basic weapon: Add o / psy value. | 3 |
Jump Pack | Move in any direction including vertical, must land at
end of move.
Ignore damage from falls. May not combine with Terminator Armor. |
6 |
Mount | Start each game with a Steed type daemon. Cost = summon cost. | sp. |
Musician* | Troops within 3" add +1 to their move(max). Bearer rolls OO for summoning. | 3 |
Servo Claw | Base melee + 1. Repair OO-1 vehicle damage. Ignore 1 fail / fight. | 5 |
Standard* | Troops within 8" and LOS earn 2x pips (before any other modifiers). | 3 |
Terminator | Marines only. Armor 3, HEAVY. May snap fire
basic weapons.
May not use with Jump Pack, Bike, Mount, Wings, or Daemon Prince. |
10 |
Trophy Rack | Earn +1 pip for each model you kill. | 3 |
MELEE | DICE | GRAZE | $T | NOTES |
Spikes | +o | W | 1 | Spiky. NH. |
Chains | -- | S | 1 | NOR. NH. |
Knife or Club | o | W or S | 1/2 | |
Shield | o | -- | 1/2 | Parry at +2. Armor +o. |
Fetish | -- | -- | 1 | RO |
Axe | oo | W | 1 | |
Sword | o R | W | 1 | Reroll |
Rod | O | S | 1 | Kill=KO |
Mace | oo | KO | 2 | |
Flail / Whip | oo | S | 2 | NOR. Kill = KO. |
Chainsword | Oo+P | W | 2 | |
Power Axe | OO | W | 3 | |
Power Sword | Oo R | W | 3 | Reroll |
Power Mace | OO | KO | 4 | |
Power Glove | OO+P | K | 4 | |
Power Claw | OO R | W | 4 | Reroll |
Chain Axe / Fist | OOo+P | W | 4 | Free Forced Entry |
Power Flail /Whip | OO | S | 4 | NOR |
PISTOL | DICE | GRAZE | FAIL | Hands | $T | NOTES: May use in melee |
Autopistol | oo | W | J | oH | 1 | 8" Range. |
Bolt pistol | oo | K | X | oH | 1 | 8" Range. |
Hand Flamer | Oo | W | X | 1H | 2 | SFT, Burn |
Plasma Pistol | OO | W | M | 1H | 4 | Line Effect. 8" Range. |
Needler | o | KO | J | 1H | 5 | Ignore Armor. 8" Range. |
BASIC | DICE | GRAZE | FAIL | $T | NOTES (all are oH) |
Autogun | ooo | W | J | 1 | |
Shotgun | ooo | S | J | 1 | KB, 1" AREA |
Bolter | ooo | K | X | 2 | KB. Marines: Rapid Fire |
Storm Bolter | oooo | K | X | 3 | KB. Marines: Rapid Fire. |
SPECIAL | DICE | GRAZE | FAIL | $T | NOTES (All: -1" move, 1H) |
Grenade Launch. | OO | W | J | 2 | 2"B, IFC. OR, As Grenade Ration.. |
Heavy Stubber | OO | S | J | 3 | Split fire (*), Rapid Fire |
Flamer | OO | W | X | 3 | FT, Burn |
Plasma Gun | OO | W | J | 4 | Line Effect |
Meltagun | OO+1 | W | J | 5 | FT |
Sonic Blaster | OO | S | X | 5 | FT, Burn. As Musician. Slaanesh Only. |
HEAVY | DICE | GRAZE | FAIL | $T | NOTES (All: -2" move, 1H) |
Heavy Bolter | OO | K | X | 5 | KB, Split fire, Rapid Fire |
Heavy Flamer | OOO | W | M | 6 | HFT, Burn |
Multimelta | OOO | W | J/X | 6 | HFT (Hvy Flamer Template) |
Missile Launcher | OO | K | X | 6 | 2" Blast, Ignores Range penalties |
Conversion Beam | SP. +P | K | X | 6 | Roll O x Armor. Line Effect. Burn. |
Heavy Plasma | OOO | W | J/X | 7 | Line Effect |
Las Cannon | OOO +P | K | -- | 7 | Or, take two shots at OO |
Auto Cannon | OOO | W | J/X | 7 | Split Fire, Rapid Fire (TDA only) |
GRENADES:
For every point of Tribute you invest in Grenades, you will have that many
RATION points each game (you cannot save them between games). When
you throw a grenade, deduct its RATION cost from your ration points.
Any Champions or Troops in your warband may throw a grenade as an action.
GRENADE | DICE | Grz. | AREA | RATION | NOTES: 8" Range. IFC. |
Blight | OO | W | 2" | 2 | Burn. Damages living only. Plague. Nurgle Only. |
Bombot | OO+1 | W | 2"B | 2 | As model. M=8, A=1,X if grazed. |
DemoCharge | OO+2+P | W | 3" | 2 | Place. Blows at start of next turn. |
Frag | OO | W | 2"B | 1 | 2" Blast. |
Globe of Change | OO | W | -- | 2 | Kill= Turn into Chaos Spawn. Tzeentch Only. |
Haywire | OO+1 | W | 2" | 2 | Burn. Vs. Machines / Vehicles only. |
Hallucinogen | OO | S | 2" | 3 | Burn. Kill= Control for 1 action, then stunned. |
Krak | OO+1+P | K | -- | 3 | |
Meltabomb | +2P | K | -- | 1 | Add to 1 melee attack |
Musk Bomb | OO | S | 2" | 2 | Burn. Kill=KO. Slaanesh Only. |
Plasma | OO+P | W | 2" | 3 | Burn. |
Photon | (OO+1) | S | 3" | 3 | Burn. Any hit stuns living (will not kill). |
Rad | OO | W | 2" | 4 | Ignores Armor. Persistant. Fail=X! |
Screaming Skull | OOOOO | W | 1" | 2 | Burn. As Melee attack (scythes). |
Smoke | -- | -- | 3" | 1 | Grants cover (as darkness) for 1 turn. |
Vortex | OOOOOO | K | 3" | 7 | Burn. Moves OO"/turn (6=dissipates) |
($T) | VEHICLE | M | A | H | Melee | T | Weapons |
5 | Bike | 12 | R | R+1 | O Rider. Low. | 1 (O) | |
10 | Rhino | 12 | 2 | 8 | OOO | 8 (C) | |
18 | Predator | 12 | 2 | 12 | OOO | 4 (C) | 3 x Heavy Weapon |
18 | Vindicator | 10 | 2 | 14 | OOO | 2 (C) | OO+2 2"B W J KB |
20 | Doomwing | 18f | 2 | 12 | OOO | 4 (C) | 3x Heavy Weapon |
25 | Land Raider | 12 | 2 | 16 | OOOOO | 10 (C) | 4x Heavy Weapon |
30 | Defiler | 14 | 2 | 16 | OOOOOO+1 | -- | 4x Heavy Weapon |
REWARD | NOTES (each reward may be taken a maximum of once / vehicle). | $F |
Bolters | ooo K X KB Rap. Snap Fire. | 2 |
Blood Drinker | Vehicle may earn Chaos Pips. | 5 |
Daemon Engine | Vehicle may take up to 3 Daemon Advances (must be okayed by other players) | 5 |
Destroyer | Ram: / Overrun: +OO | 5 |
Dirge Caster | Any chaos models killed within 8" of the vehicle are treated as KOed instead. | 3 |
Flesh Screen | Vehicle may apply hits directly to any passengers aboard instead of taking damage | 3 |
Warp Amp | RO within 8" | 6 |
Warp Flames | Free OO W attack on adjacent models during your OR their move. | 5 |
ALIGNING
WITH CHAOS
Once warbands begin to play Rise of
Cult scenarios, they can align with any chaos power named in
a previously completed scenario by meeting the following requirements:
POTENTIAL. They must have 5 Favor Points available to
spend.
FORSAKEN. They must have lost more than half their forces
during the scenario.
TRANSFORMATION. To ALIGN, they must spend 5 Favor Points to immediately
purchase 1 mark of chaos of appropriate alignment.
SACRIFICE. For the rest of the game, they will earn double
pips for any hits on the other warbands!
BETRAYING
ALIGNMENT. A warband may change alignment to any other chaos power
that has been represented in a Rise of Cult game already played.
To qualify for the change, they must meet the FORSAKEN requirement above,
and then exchange all existing Marks of Chaos for ones appropriate to the
new power. They may then use the SACRIFICE rule above!
MARKS
OF CHAOS
You may not purchase marks of chaos until your warband has aligned
themselves with a chaos power.
Marks of chaos can be purchased for 5 favor. The effects
apply to all champions and troops (but not daemons).
MARK | Abilities | ALIGNMENT |
Frenzy | Ignore the effects of wounds. | ANY |
Insanity | Earn pips for any hits your champions or troops take. | ANY |
Fury | May melee after taking extra move. | Khorne |
Slaughter | Earn +1 pip for melee overkills. Reavers cost -2. | Khorne |
Bloodlust | Base melee +o. | Khorne |
Suffering | Earn +2 pips for killing a stunned model. | Slaanesh |
Agony | Attack rolls of 1+ will stun on a tie. | Slaanesh |
Plague | Attack rolls of 1+ will wound on a tie. | Nurgle |
Decay | When your unwounded are killed, treat as wounded instead. | Nurgle |
Infusion | Draw LOS for Psy attacks from any of your models. | Tzeentch |
Sorcery | Earn +1 pip for Psy attacks. Psykers cost -2. | Tzeentch |
Murder | Reroll ranged / melee. | Unaligned |
Distortion | May hide for free if no enemies within 12" | Unaligned |
CHAOS
REWARDS
You may not purchase chaos rewards until your warband has ALIGNED
with a chaos power.
Only champions can purchase Chaos Rewards. May not take any reward
more than once / model.
REWARD | $F | DESCRIPTION |
Bloodscent | 1 | May charge hidden models. |
Chaos Armor | 4 | Armor applies even against IA, Psy, and Melee attacks. |
Daemonblade | 2 | +1 to your melee attacks. If you tie, you take a wound! |
Dark Apostle | 1 | May reroll 1 die when rolling for Charnel and Pips. |
Destroyer | 2 | +1 to attacks against vehicles, BIG models. 2x damage vs. structures. |
Distort | 1 | You may increase or decrease any range check by 4", once per turn. |
Extra Limb | 4 | May use an additional melee or pistol weapon. |
Twoheaded | 3 | May fire 2 basic weapons each turn. |
Fanatical | 2 | Your troops within 3" may take an attack directed at you. |
Force Blade | 2 | You may add your Psy value to your melee attack rolls. |
Fortune | 2 | Subtract 1 from the roll of any area effect weapon that hits you. |
Grim | 1 | You may recover 1 hit when a troop in your band is killed. |
Ghoul | 1 | As an action, may recover 1 hit from a model you recently killed. |
Jinx | 3 | Any weapon that does damage to you will automatically jam. |
Mascot | 2 | You may start the game with a daemon of summon cost 2 or less. |
Massive | 2 | +1 hit. (may be taken up to 3 times / warband). |
Mind B / L | 1 | Choose one: Mind Blast or Mind Lance. Must have Psy. (see RC for details) |
Mutate | 1 | May purchase 1 Daemon advance for the cost listed (in Favor). |
Psyker | 4 | Psy level +1. Pool your Psy cards! (max 6 / warband. Max / model = hits-1). |
Seduction | 2 | Instead of killing a target in melee, you may control them for 1 turn. |
Strain | 1 | May add +OO to an unsuccessful melee attack. Must take a stun after the melee (can't ignore) |
Transfusion | 1 | You may transfer any wound or stun result between yourself and any adjacent allied model. |
Veil | 2 | You are always in darkness (as cover). |
FORBIDDEN
KNOWLEDGE
Until Daemons are KNOWN to you, you may not summon them.
During any ambush in a Chaos Wastes scenario,
you may choose to have Daemons of your choice attack you, instead of the
normal ambush, with a total summoning cost equal to 5 (so field multiple
ones if needed). Once you have defeated THIRTEEN summoning
points worth of daemons of a particular type, they become KNOWN
to you. You may not field them as ambushes anymore, but you may now
summon that type!
SUMMONING
SUMMONERS: Any number of troops or champions may summon.
All involved in a summoning must be within 12" of each other, and must
spend their action that turn summoning. Roll O (1 red die) per
model involved. PSYKERS. Roll an additional O(1
red die) for each Psy level of a psyker is involved in the summoning,
but the psyker will take 1 hit (stun) for any summoning die that
maxes out! PIPS: To summon, at least one pip
is required. These pips are still used at the end of the game
to determine favor earned, but each pip earned can only be used once for
summoning (flip face down when used).
Summoning Roll + Pips = Total # of summoning points available.
SUMMONS: After rolling and adding pips, you may then summon a daemon or daemons whose total summoning cost is less than or equal to your summoning points. MULTIPLICITY: If a daemon is already present, the summoning cost of subsequent daemons of that type is -1 (non-cumulative, min. cost 1). ARRIVAL: The summoned daemon(s) must be placed at the center point of the summoning models involved (or adjacent if only 1 summoner is involved).
POSSESSION. A model may summon a single daemon by sacrificing their own body! Instead of the normal roll, roll a red die for each point of Favor the model costs, minus 1 for each hit the model has taken. This effectively KILLS the model. Pips may be used also, but are not required. The possessed model is replaced with the summoned Daemon model.
IMAGINING
You may invent your own demons! Purchase a Base
type, then upgrade them with Daemon Advances.
![]() ![]() Daemons must be summoned. May may not pick up blips. Daemons are Non-Living. |
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DAEMON | M | A | H | Melee, Notes: All Daemons may Parry. | DA | Summon | |
Imp | 6 | 0 | 0 | O W. Small. | 3 | 1 | |
Minion | 6 | 0 | 1 | OO w | 2 | 1 | |
Warrior | 6 | 1 | 1 | OOO w | 3 | 2 | |
Swarm | 6 | 1 | 3 | OOO+1 w. Swarm. Contort. | 1 | 2 | |
Steed | 8 | 1 | 1 | OO w. Mount. Trot. | 2 | 3 | |
Beast | 8 | 1 | 2 | OOOO w. Trot. | 3 | 4 | |
Champion | 6 | 1 | 2 | OOO+2 w. May take 1 Chaos Reward in lieu of 1 DA. | 4 | 4 | |
Greater | 12 | 2 | 15 | OOOOOO+1 w | 8 | 10 |
![]() ![]() You may not take any advance more than once per model, unless noted. * = May take the advance that many times (just count each TYPE for DA total). |
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Daemon Advance | Notes | Summon+ |
Armored | Armor +1 | 3 |
Attraction | Force any 1 hit model to full move towards you once per turn. | 2 |
Bloodlust | Frenzy (ignore effects of wounds). Berserk (melee after Double move). | 1 |
Bulk | +1 hit. (Beast, Steed models with 3 or more hits count as Heavy) *** | 1 |
Cacophony | Enemy Psy abilities within 12" of you are at a -1. | 1 |
Chains | Free ranged attack once / turn: OO 6" Max damage = stun. | 1 |
Claws | Melee + O, Parry at +2. 2H. | 1 |
Cloud of Flies | RO all enemy attacks within 6" | 1 |
Collar | -1 to force weapons / Psy attacks against you. | 1 |
Contort | Climb. No forced entry required. Ignore stun from boarding a vehicle. | 1 |
Control | Instead of killing target in melee, may control them for 1 action. Once done, treat model as stunned. | 1 |
Corrode | May move through walls (-3", leaves no hole, no altitude changes). | 1 |
Deadly | Base Melee + O *** | 1 |
Devolve | Treat your death as a summoning- roll 1 white / your summon cost. | 1 |
Distort | Roll O: Any attack against you may be shifted to another model within that range. | 1 |
Flame Gout | FT, OO, W, X, Burn. X kills user and sets off 2" B OO explosion! | 2 |
Flame Spurt | SFT, Oo, W, M, Burn. X kills user. | 1 |
Flesh storm | Melee attack with base melee only, 3" range, Scythes. | 1 |
Fly | Move any direction, must land at end of move. Ignore fall damage. | 1 |
Force Field | Deduct the roll of a red die from incoming damage. | 1 |
Gore Spray | If you are grazed or hit, immediately make a free attack as a flamer. | 1 |
Grapple | You and your opponent may only use base melee dice! | 2 |
Hellblade | Melee +O, +P, Scythe. | 1 |
Hypnotize | May reroll 1 die of any opponent's ranged or melee attacks against you. | 2 |
Intelligent | May pick up blips. | 1 |
Latch On | See RC for details. | 1 |
Mob 3. | May combine mele with up to 3 similar models. | 2 |
Mob 1. | May combine melee with any 1 other model. | 1 |
Plague | All attacks will wound on a tie (vs. living targets only). | 1 |
Quick | Move +1.** | 1 |
Regenerate | Recover O hits per turn, at the end of your turn | 2 |
Shadowy | Always in cover. | 1 |
Slice | free attack: ooo W vs. armor to any model you move past. | 1 |
Slimy | Ignore ZOC, Latch On, Control. | 1 |
Stinger | Melee + O Poison (W on a tie) | 1 |
Teleport | Move OO+4 in any direction (as move). Max out = in warp (as Trap) | 2 |
Tentacles | Melee + O NOR | 1 |
Torment | Tie in melee = Stun. | 1 |
Trample | May overrun: OOO+2 RO (as Vehicle) | 1 |
Transmute | If you kill an non-daemon enemy, roll 1 white / Favor value: may summon daemon of that value. | 1 |
Undead | Ignore W, KO grazes. Cannot be KOed. | 1 |
![]() ![]() Each flaw taken will deduct 2 from the Summoning cost of any DAs taken. |
|
FLAW | Notes |
Glaring | May never take cover or hide. Hits against you earn +1 pip. |
Host | Can only be summoned by Posession. |
Hunger | Must melee closest target. Must spend 1 action eating any model you kill. |
Insane | Whenever stunned, enemy player may run the model for 1 turn as they see fit. |
Shamble | Move is OO+4. May not take extra move or charge. |
Soft | Armor -1 (must be at least 1 before the deduction) |
Weak | Melee - OO |
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---|---|---|---|---|---|---|---|---|---|
DAEMONS | M | A | H | MELEE | ADVANCES | BASE | Summon | ||
Bloodletter | 6b | 1 | 1 | OOOOOOO
+P Scythe |
Hunger. Deadly x2, Bloodlust, Hellblade | Warrior | |||
Flesh Hound | 8t | 0 | 2 | OOOO Mob | Soft. Collar, Mob | Beast | |||
Juggernaut | 6x2tb | 1 | 3 | OOOO (vehicle) | Glaring. Bloodlust, Bulk x2, Trample | Steed | |||
Flamer | 6 | 1* | 1 | OOO | Glaring. Fly, Flame Gout, Force Field. | Warrior | |||
Horror | 6 | 1 | 1 | OOOO
NOR |
Transmute, Devolve, Tentacles | Warrior | |||
Disc of T. | 6x2f | 1 | 1 | OO | Fly. | Steed | |||
Screamer | 8 | 1 | 2 | OOOO | Fly. Slice. | Beast | |||
Plaguebearer | 6 | 1 | 1 | OOO | Plague. Undead. | Warrior | |||
Beast of N. | 4+OO | 1 | 4 | OOOO Heavy | Shamble. Corrode, Plague, Slimy, Bulk x2. | Beast | |||
Nurglings | 6 | 1 | 3 | OOO+1 | Plague. | Swarm | |||
Zombie | 4+OO | 0 | 1 | OO | Shamble, Hunger. Mob, Undead, Transmute. | Minion | |||
Daemonette | 6 | 0 | 1 | OOOO parry +2 | Soft. Claws, Torment, Hypnotize | Warrior | |||
Fiend of S. | 8t | 1 | 2 | OOOOO | Stinger, Hypnotize | Beast | |||
Steed of S. | 6x2t | 1 | 1 | OO | Latch On. | Steed | |||
Succubus | 6 | 0 | 1 | OOO | Soft. Fly, Control. | Warrior | |||
Chaos Hound | 8 | 1 | 2 | OOOO* | Latch On. | Beast | |||
Scourge | 6 | 1 | 1 | OOO | Fly. | Warrior | |||
Posessed
Marine |
6 | 2 | 2 | OOOOO+2 | Host. Insane. Armored. Deadly x2. | Champion. | |||
Metal Beast | 6 | 2 | 3 | OOOOO+2*
Heavy |
Elusive. Flesh Storm. Armored. Bulk x2. Deadly x2. | Champion | |||
Bloodthirster | 12 | 2 | 15 | OOOOOO+5 +P | Scythe. Fly. Latch On. | Greater | |||
Lord of Change | 12 | 2 | 10 | OOOOOO+1 RO | Psy-5. Force field. Fly. | Greater | |||
Great Unclean | OO+4 | 2 | 20 | OOOOOO+3 NOR | Heavy Flamer. Plague. Slimy. | Greater | |||
Keeper Secrets | 12 | 2 | 15 | OOOOOO+3 RO | Free Gaze Attack (OO Stun, Rapid fire) | Greater |