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Signal ▮▮▮▯▯Session 0x1F3AClearance Vermillion00:00:00 M41.026
Lexicanum

Chaos Cultist

Basic armed heretic with enough training to use cover badly.

Threat File — Chaos Cultist

TR 1 · Chaos & Heretics
HumanHereticUndividedRangedMeleeStat Block Priority: Medium
Chaos CultistTR 1Human · Trooper
HumanHereticUndividedRangedMelee
Defense 11 · Vitality 8 · Move 30 ft. · Initiative +1
STR +0AGI +1TGH +0INT +0WIL -1PRS +0

Proficiencies: Stealth +3, Awareness +2

// Traits

Half-Learned Cover Drill. While in Light or Heavy Cover, the chaos cultist gains +1 Defense. If it ends its turn out of cover, it is Exposed until the start of its next turn.

Undivided Zeal. Once per scene, while a cult leader or icon is visible, the chaos cultist may reroll a failed Morale check or save against fear.

// Actions

Scavenged Autogun. Ranged Attack: +3 to hit, range 60/180 ft., one target. Hit: 1d8 + 1 ballistic damage.

Cult Blade. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.

Panic Fire. The chaos cultist fires wildly at a 10-foot zone within autogun range. Creatures in the zone make an Agility Save DC 11 or take 1d4 ballistic damage. The cultist is Exposed until the start of its next turn.

Morale: Breaks if bloodied while no leader or icon is visible; surrenders if isolated and outgunned.

Tactics: Scurry between scraps of cover, fire from Light Cover without checking angles, gang up on isolated targets, and rout the moment the icon falls.

Enemy Dossier

GM Reference

The Chaos Cultist is the standard armed heretic: half-trained, poorly equipped, and dangerous mainly because there is never just one. It knows enough doctrine to use cover and not enough to hold it under pressure.

// Battlefield Use

Use this enemy as the default line infantry of any heretic cell when the party needs targets that shoot back without threatening a wipe.

// Threat Profile

Low durability, modest ranged pressure, bad cover discipline, morale entirely dependent on visible leadership.

// Signature Traits

Half-Learned Cover Drill. +1 Defense in cover, but becomes Exposed if it ends its turn outside it.

Undivided Zeal. Once per scene, rerolls a failed Morale check or fear save while a leader or icon is visible.

// Signature Actions

Scavenged Autogun. Basic ranged attack; unremarkable alone, punishing in volume.

Panic Fire. Sprays a zone for light damage at the cost of leaving the cultist Exposed.

Morale: Breaks if bloodied with no leader or icon in sight; surrenders if isolated and outgunned.

Tactics: Fight in scattered fireteams that shoot from Light Cover and forget their flanks. Let the party punish their mistakes — Exposed cultists are the reward for good positioning. They become genuinely dangerous only when a demagogue or icon-bearer keeps them steady.

// Variants
Veteran CultistGod-Marked Cultist (any Chaos God template)Hidden Psyker posing as a cultistCultist Fire Team (mob unit)

Full Stat Block Priority: Medium

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