WARHAMMER ARMIES -
CHAOS CULTS

RETINER

Initiates .................... 4 points
Acolythes ....................... 25 points

The initated make up the bulk of the coven and usually do not participate in battles. They are citizen and not warriors and do not fare well in battle. They are not as fanatical as their zealot brothers.

Profile M WS BS S T W I A LD
Initiate 4 2 2 3 3 1 2 1 6
Acolyte 4 3 3 4 3 1 3 2 6

Equipment: Initiates are armed with a hand weapon, often a sword.

Options: May be armed with a shield (+1/2 point) or flails (+1 point).

Special Rules:

Skirmish: Initates are not used to fighting in ranks and are more confident fighting as skirmishers. The initates may skirmish if you want them to.

Leader: Initiates may be led by an Acolythes.

Immune to Psycology: If led by an Acolythes the unit becomes immune to psycology.

0-1 Unit of Zealots ................ 10 points
Acolythes ....................... 25 points

The zealots are the most fanatical members of a coven and are fearless, they long to battle for their dark masters.

Profile M WS BS S T W I A LD
Zealot 4 3 3 3 3 1 3 1 10
Acolyte 4 3 3 4 3 1 3 2 6

Equipment: Zealots are armed with flails.

Options: None

Special Rules:

Hatred: Zealots is subject to hatred toward Humans, Elves and Dwarfs whom they see as the symbols of ordered society.

Skimish: Zealots are to crazed to bother keeping in ranks, nor are they used to fighting in ranks. The zealots may skirmish if you want them to.

Leader: Zealots may be led by an Acolythes.

Immune to Psycology: If led by an Acolythes the unit becomes immune to psycology.

0-1 Unit of Heralds .................. 7 points
Acolythes ....................... 25 points

These are the cultists that often precede a mighty horde. They carry gongs and can be heard from a mile away. They walk forward slowly and withdetermination, not stepping out of the way of anyone.

Profile M WS BS S T W I A LD
Herald 4 2 2 3 3 1 2 1 8
Acolyte 4 3 3 4 3 1 3 2 6

Equipment: Gong and club (count as hand weapon)

Options: None

Special Rules:

Gongs: The gongs cause fear in horses. Any cavalry that is or come within 8" of the heralds must make an ld test or be panicked and flee. You take the test at the start of the turn and the horses (along with riders and chariot) flee in the compulsory movement phase. In every turn the horses are within 8" of the heralds test against ld, this may cause the horses to flee from hand to hand combat in which case their opponents may pursue as well. As the horses test when they come within 8" they can be forced to flee as they are trying to charge a unit. Halt the horses 8" from the heralds and make the ld test if they pass they may continue their move, march or charge. If they fail they flee from their halted point. Units that are immune to panic must still test as it is their horses that flee, though they test on an ld of 10.

Determination: The heralds are immune to panic. They must stand their ground against a charge, they may not flee voluntarily. They can be broken as normal.

Skirmish: The heralds move in a loose group to cover as much ground as possible. Heralds must skirmish.

Leader: Heralds may be led by an Acolythes.

Immune to Psycology: If led by an Acolythes the unit becomes immune to psycology.

0-1 Unit of Possessed .................. 70 points

The Possessed have committed the greatest of heresies: they have given their bodies to the Daemons. As a result they are nightmarish creatures, a melding of flesh, metal and black magic. Inside each of them lives a supernatural thing of evil, a daemon from the dark reaches of the Realm of Chaos.

Profile M WS BS S T W I A LD
Possessed 5 4 04 4 2 4 2 10

Equipment: The posssed fight with tenitacles and claws they need no weapons.

Options: None

Special Rules:

cause Fear: The Possessed cause Fear as described in the rulebook.