Chaos Cult Rabble
Disposable cultists with bad weapons, worse faith, and dangerous numbers.
Threat File — Chaos Cult Rabble
TR 1 · Chaos & HereticsProficiencies: Stealth +2
Strength in Crowds. The rabble gains +1 to melee attacks while two or more other cult rabble are adjacent to the same target.
Faith Borrowed, Not Owned. While a cult leader, icon, or daemon is visible, the rabble ignores fear. If no such figure is visible at the start of its turn, it must make a Willpower Save DC 10 or spend the turn cowering or fleeing.
Wild Fire. Ranged Attack: +2 to hit, range 30/90 ft., one target. Hit: 1d6 ballistic damage. On a miss, the target must dive for cover or become Exposed until the start of its next turn.
Swarm Under. If at least one other rabble is adjacent to the same target, the rabble attempts a grapple at +2. A grappled target is Exposed to all other attackers until it breaks free.
Morale: Breaks when bloodied as a group or when its leader or icon falls; survivors flee, surrender, or grovel.
Tactics: Run them as terrain that shoots: push forward in loose clumps to absorb Reactive Fire and spend the party's ammunition before the true threat commits.
Loot / Evidence / Hooks: Scavenged weapons barely worth carrying, plus cult marks and scraps of doctrine that point back to whoever armed them.
Enemy Dossier
GM ReferenceChaos Cult Rabble are the disposable outer skin of a heretic cell: debtors, addicts, and true believers armed with whatever the cult could steal. Individually they are a nuisance; in numbers they are ammunition drain and a screen for the things behind them.
Use this enemy to soak the party's opening volleys, clog corridors, and buy time for demagogues, psykers, or rituals.
Very low durability, weak attacks, dangerous only in numbers, morale collapses the moment leadership falls.
Strength in Crowds. Gains +1 to melee attacks while two or more rabble are adjacent to the same target.
Faith Borrowed, Not Owned. Ignores fear while a cult leader, icon, or daemon is visible; panics when it is not.
Wild Fire. Inaccurate ranged attack; misses may still force nearby targets into cover at GM discretion.
Swarm Under. Two or more rabble grapple one target, holding it Exposed for their betters.
Morale: Breaks when bloodied as a group or when its leader or icon falls; survivors flee, surrender, or grovel.
Tactics: Run them as terrain that shoots. Push them forward in loose clumps to absorb Reactive Fire, and never let them fight smart. Their real job is spending the party's ammunition and actions before the true threat commits.
Full Stat Block Priority: Low