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I was just wondering where I'd get the legal current 40k rules (what book or what website) for fielding an all cultist army. The reason being is that i've always wanted to do a Traitor Imperial Guard army, in which case the regular IG list would be fine. However, now I've decided after painting the first one that they'd fit the role of urban guerrilla chaos cultists extremely well.
They'd worship some Idol of Tzeentch, and they'd be indigenous to a planet that was wiped by the Imperium. they were taken up into the heavens, err .. the warp, excuse me, and saved, but now after seeing some things w/their own eyes, they've become loyal to this Idol god, whom they don't know is actually Tzeentch by name, but of a different name. So loyal in fact, they'll fight to the death and afterlife, their souls forever in Tzeentch's collection of souls.
This is realistic IMO because, most modern day cults are devoted towards the "unknown", outer-space entities, heavenly gods, the belief in greater beings who will protect them or communicate with them; some are also devoted to magic, ritual, and the like.. all Tzeentch type stuff. So it makes sense. Their leader would thus have some sort of Psyker ability, so his cultists will consider him the Idol of the God that they worship, or the messiah rather.
This means they wont be horribly mutated, they'll just look like human fighters that are clearly not Imperial Guardsmen. I plan on using Tanith Ghost models(Gaunt's Ghosts) because they have nice cloaks, Cadian Snipers because they're cloaked and I can just change the weapon by shortening the barrel, hehe. Cawdor Gangers from Necromunda would mix in nicely, as would certain IG Tallarn Desert Raider models with their headscarves, i'd have to file off any imperial symbols though. Now picture this group in a game of "Cities of Death" .. fun fun.
So, where is the most current, most usable in GW events legally army list for fielding an all cultist army?
do I have to just use the Imperial Guard standard army list and limit myself for the sake of fluff, or is there a much better alternative? Please tell me there is so.
The best place to start anything is always the relevant rule books eh?
Chaos codex - Alpha Legion entry
Eye of Terror codex - Lost and Damned entry
It's all there. Although the Lost and Damned army are not recognised for tournament purposes.
P.S interesting fluff for a Tzeentch based Lost and Damned army. Get the books and post up an army list in the relevant section. It'll be cool to see.
For the rules, try buying/borrowing the book from GW/ a mate.
There are various corrections for rules on GW's site, but expert opinion is always available at LO.
in the eye of terror or armeggedon i forget which is the rules for lost and the damned which is the closest your gonna get to a legal cultist list unless you go with cultist heavy alpha legion
"take my love, take my land, take me to where i cannot stand, i don't care i'm still free you can't take the sky from meee" ;- firefly
"i'm gonna grant you your greatest wish i'm gonna show you a world without sin" ;- serentiy
"I am a leaf on the wind, watch how i soar" ;- serenity
Lost and the damned is basically about mutants though.. that and you can't field them without space marines.
Use IG.. lots of conscripts, infiltration and maybe the VDR to make some jury rigged civilian vehicles. Maybe ask your opponent if you can use the rogue psyker from the witch hunters book as a second HQ.
The result will be decidedly illegal for tournaments, but it's the closest you're going to get.
Since such a cult, opperating on a planetwide scale, would probably raid armouries and strive to infiltrate the PDF, enforcers and other armed units, they'd probably wind up pretty well equipped, the basic IG rules with tanks and such would also work fine, and be tourney legal.
Last edited by The_Giant_Mantis; June 21st, 2006 at 18:58.
Originally Posted by The_Giant_Mantis
Traitors? Agitators? Leman Russes, Sentinels?
You don't have to touch mutants.
Admittedly without a few allies, the Heavy Support and Elite slots are indeed mutants.
But I think daemons and or possessed would really suit his fluff well. If not mutants.
And having unit of rubric terminators deepstriking to support some cultists in a guerilla fight, well, surely these are the things that movies are made of?
It's a toughy, all comes down to 'opponent consent' if you want to change and invent stuff...
That's the problem with Chaos, it's infinite, if you wanted a codex for every possible type of Chaos army possible, half the codexes would be for Chaos. heh heh, that'd be cool.
I think, in addition to the good advices before, GW has made a "bloodpact"-army from IG, with doctrines. You could use them for inspiration if nothing else.Heavy support could be Tanks and the Elites could be Traitor Ogryns (big mutants) or Daemon Packs.Originally Posted by Karmoon
Good luck, and it's nice to see another army falling for the Changer of Ways.
Yeah.. but then you're paying a fairly pricey points cost each for two 15 man squads of expensive guys with lasguns. They cost as much as kroot without the close combat abilities, leadership or strength 4 guns. Traitors make okay 5 man infiltrating heavy weapon squads, but really, they're pretty terrible as core troops.Originally Posted by Karmoon
And agitators aren't an HQ choice, so you must field marines in a lost and the damned army. There's no way around that.
My advice, if you're going to play a lost and the damned army without mutants, you're doing the wrong list. Just play guard painted as traitors, your troops will be more numerous, more dependable and you'll have access to doctrines, not to mention some great units like demolishers.
Last edited by The_Giant_Mantis; June 21st, 2006 at 21:08.
Go pick up the Chaos Codex. Flip through it til you find the page for the Alpha Legion. They are the only chaos army that can use cultists, which are essentially IG stats fighters. They are a troop choice, and unit size 10-20, so you can have a whole mess of them. Still need at minimum an HQ choice that will have to be of marine type via the chaos rules. You can do cool things like model your HQs or other units more like normal space marines that went traitor though.
The cultists can only carry a las or auto pistol and a CCW, frag/krak grenades or meltabombs. So basically assault troops.
Here is an option for doing it with IG: use the sanctioned psyker docterine & other you fancy. Max out on the psykers, they don't do much, but they don't cost much either, they're worth the modest points you pay for them (you just have to get over the mindset of powerful psykers cause they're not). Then ally with either daemonhuntes or witchhunters & grab an inquisitor and give him psychic powers to simulate your psychic leader. You could even get some daemons legally by taking daemonhosts.
Votewar MKV 2nd place. . .
Back from internet limbo, and glad to be here.
I think my best bet is unfortunately the Imperial Guard codex.
That way, I can take doctrines, woohoo.. and those will shape the force appropriately.
I'll take Light Infantry so everyone can infiltrate if the mission permits, i'll take 'low tech' heavy weaponry like mortars and missle launchers.
If the lost and the damned isnt usable in tournaments i don't want to waste money/time on something that isnt 100% legal in every way.
So if i want a functional army, i should probably go with the IG codex and take appropriate doctrines, and low tech options for weaponry. For instance, my veterans will have shotguns, pretty low-tech. For cultists, ill use Tanith Ghost models and Tallarn Desert Raider models, painted up in a dark urban pattern. Capes cloaks and headscarves. My veterans might be made up of Catachan models though, since theyre so 'beefy' looking..