Chaos Special Rules
Dark Rituals: Lead Ritual
The following gangs can seek the favour of certain Chaos Gods.
- Corpse Grinder Cult: Khorne.
- Chaos Cult: Any Chaos God (can change between battles).
- Corrupted gang: Any Chaos God (can't change after the first).
House Rule (Necrodamus)
Corpse Grinder Cult is given access to Dark Rituals here for fluff reasons.
- The Leader can make a Lead Ritual as a post-battle action (once per post-battle sequence).
- Decide which of the Chaos Gods the ritual is invoking: Khorne, Nurgle, Slaanesh or Tzeentch.
- A random fighter (not Leader or Witch) can be the focus of the ritual, offering them up to be a vessel of the gods’ power.
Alternatively, a Captive (that could normally be sold if held by a non-Chaos gang) can be sacrificed to fuel the ritual. - Then roll 2D6 and apply the following modifiers:
- +2 if praising a Chaos gods the cult already has the favour of.
- +2 if sacrificing a Captive.
- +1 if winning this battle.
- +1 if gaining Reputation this battle.
- -1 if losing Reputation this battle.
- -1 if losing this battle.
- -2 if praising a different Chaos god than the cult has the favour of.
Success (+9 after modifiers): The gang is heeded by the cult’s patron. Any existing favour is replaced. If a fighter was the focus of the ritual, that fighter gains D6 XP.
Failure (2 or less before or after modifiers): The cult is deemed unworthy. Lose any existing favour. If a fighter was picked to be the focus of the ritual, that fighter is turned into a Chaos Spawn (effectively slain and any equipment is lost). The Spawn is added for free, but the cost affects Gang Rating.
The Gods’ Favour
If the gang has performed a Dark Ritual, gain the following bonuses:
Khorne | Nurgle | Slaanesh | Tzeentch | |
---|---|---|---|---|
Once per round | Re-roll a failed Wound roll. | Re-roll a friendly Recovery roll (End phase). | Activate 2 fighters instead of 1(one after the other). | Ignore all negative hit modifiers for a Shoot (Basic/Double) action |
Chaos Spawns | +1S. | +1T. | Roll 2D6 and choose the highest when moving | 4+ save. |
Leader | +1A. | +1W. | +2”M. | Gain 1 random Wyrd Power (Possessed Hiver / Ghast table). |