40K Traitor Guard Troop entry: Chaos Cultists

I first posted about a decent Traitor Guard army list in November of '10, so this is a little overdue...  While it goes without saying this entry is in no way tournament legal, endorsed or approved officially, it's strictly for fun -- which is what the hobby should be -- both for modeling and gaming!

To get this unit right, I pulled & married material from as many sources as I could to keep it as game balanced and fluff rooted as possible.  Without presenting an actual bibliography I read and compared entries for: Chaos Cultists from the 2nd Ed Chaos Codex, the Eye of Terror Mutants, the Forgeworld Seige of Vraks Workers Rabble, Chaos Cultists from the 2001 Chapter Approved volume and the Conscripts from The Imperial Guard Codex.  The result makes a unit that should be interesting and dynamic to model and field in service of the Chaos gods.

Any opinions, feedback or playtesting results are welcome!

Cultists as seen in the Dawn of War PC videogames


Chaos Cultists:  80points

Chaos Cultist 2 2 3 3 1 3 1 7** 6+
Agitator 3 3 3 3 1 3 2 8 5+

20 Cultists

Unit Type:

*Close Combat Weapon (Knives, pointed sticks, clubs, maces, swords, machetes, claws, etc)
(Though the pistols may be used in shooting phase, the wargear still only counts as one weapon for CC)

*One Cultist may be upgraded to an Agitator for +10
*The Agitator may exchange his pistol or close combat weapon for a mutation or power weapon +10  (Both count as a power weapon. No. of Attacks remains as listed)
*Unit may include up to 30 addtional Chaos Cultists for +4 per model.
*One Cultist per 10 may take one of the following instead of close combat weapon and pistol:
     -Flamer, shotgun or grenade launcher +5
     -Heavy Stubbber +10

Attention of the Warp:  Cultist units numbering 40 or more models may attract more attention from their chaotic patrons then was originally intended. Starting in turn two, before the player's movement phase, make a leadership check for the unit.  If passed, nothing happens. If the check fails, 5 of the models are removed and replaced by a Chaos Spawn. This model immediately acts independantly of the Cultist unit and may not capture territory or objectives.  These checks go on until the unit numbers less than 40 models.

** Without an Agitator, Chaos Cultists morale becomes 1d6+4.  This is rolled at the beginning of the game before deployment and is used as their morale for the rest of the game.

 Chaos cultists are the useful idiots, willingly or unwittingly opening a door they can't close, behind which lies damnation.  Following the lies and deceits of a disgruntled or power mad agitator, or gathering as a group apart, they delve, dig and probe the limits of societal decency and norms, until, maddened by their vile craft, they burst from their hiding places in a wave of violence at the forefront of a rebellion or full on Chaos incursion. Hunted by the Inquisition, shunned by the Imperial masses and despised by their own Chaos masters and patrons, they are utterly damned for embracing the path of Chaos.



  1. Awesome!!! The irony is that I've been thinking about this very same thing myself. After all, I do have alot of Necromunda models and open troop slots in my Word Bearers...

  2. Thanks!! Word Bearers would be all about hordes of cultists worshipping and slaving away at monuments and altars and edifices etc. That would make a great looking tabletop army!

  3. Good entry, I like the spawn bit, you should definitely keep working on this. I'll be folowing your work from now on, you could do the same over at my blog: