N17 Chaos Cultists Gang in WD April

Back to the Chaos Cult

I actually quite like what they have done. Especially to the HWL, 10 credits for the axe and the maul is much more balanced than the 5 and 25 credits they cost at the Trading Post. Now they just need to lower the fighting knife to 10 credits as well.

My main concern is that the Chaos Cult now are very close to Cawdor, just better.

The only thing they are missing is access to:

· The polearm weapons (which suck)
· The sheen bird (the familiar is way better)
· The heavy crossbow (but they get a cheap grenade launcher, which for the cost is way better)
· The Stig-Shambler (which is a loss, since it is actually a quite good brute)
· And juves, who are generally useless in N17


What they get in return is:

· The Dark Ritual (which you can ignore if you don’t like it for your Cawdor)
· The Witch (which you can ignore if you don’t like it for your Cawdor),
· A slightly better and slightly more expensive Leader
· Almost stat identical, but way cheaper Champions
· Cheaper gangers
· Generally cheaper fighters if you want either no armour save or an armour save of 5+ or better
· Immunity to Insanity on your heroes
· A way better skill selection (Ferocity and Cunning are a lot more useful than Brawn and Combat (especially on champions with WS 4+))
· A better HWL (broarder choices for basic, pistol, CC weapons and wargear and roughly identical choices grenades, special and heavy weapons)

Even if you completely ignore the Dark Ritual and the Witch, you are still better off playing Cawdor with the Chaos Cult rules
 
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I dunno, the Familiar seems to fit in with a Chaos Cult far more than a blue cherub thing attaching itself to a Gang.

In fact the Caryatid seems more out of place than the familiar does. They only put it in because it was in Confrontation.

I'm not saying that I disagree with this either. But what I get bored with is this WP-save against attacks. I think THAT'S what's boring. At least with being spammed like that. A familiar could have behaved any different way for instance - it could just as well have behaved like the Van Saar thing or the Cawdor birdie - or even something completely original! It's a bit like spamming invulnerable saves (yes I know it's only once per turn and that you got to pass the WP test first).
 
Chaos cult are what cawdor wish they were, cheap ganger, cheap champions, 4 character that can make post battle action, allow them to gain huge advantage over the other gangs in the early game.

Also how much is that OP familiar cost anyway, ganglist say 25, but their profile said 45.
 
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what dose that have to do with anything?
In another game from the same company set in the same universe, purestrain genestealers are considered less powerful than Aberrants. Since Aberrants are also an option in Necromunda, then purestrain genestealers could realistically be introduced in the game without wreaking havoc on the poor famished and ill-equipped plasma gun toting gangers of the underhive.
 
In another game from the same company set in the same universe, purestrain genestealers are considered less powerful than Aberrants. Since Aberrants are also an option in Necromunda, then purestrain genestealers could realistically be introduced in the game without wreaking havoc on the poor famished and ill-equipped plasma gun toting gangers of the underhive.
maybe, but in 40K purestain cost more than an aberent, but wether it would wreak havok would depend on how close to fluff the rules would take it
 
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Keep in mind that, while deliberate price differences between ZM and 3d Necromunda are a bit controversial, it is plausible that things are of differential usefulness, and cost, between 40k and Necromunda. Anti-tank weaponry would be one example, but a purestrain genestealer could be another. In 40k, they can still get shot up before they're in threat range, whereas on a more terrain-dense Necromunda board, they're probably more likely to get into close combat.
 
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It is clearly doable as a brute to imho.
It just needs rules that give a power level appropriate to cost, and similar power level to other brutes.

How close to fluff it is. Well, fluff levels vary wildly. Everything is super tough unless used to show how super tough something else is... Fluff rarely ties up with game table experience anyway.
 
Genestealers were never that tough, especially when they can't infinitiely spawn from every crack on the wall like they did in space hulk. In a cult the Purestrain genestealers are rare.

Aberrant in Necromunda are also not as tough compared to their 40k rule.

Just got a (late) glance at GW4 and the new house Brutes will rip Genestealer a new one. The Goliath Zerker for example, do that with his bare fists.
 
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Just got a (late) glance at GW4 and the new house Brutes will rip Genestealer a new one. The Goliath Zerker for example, do that with his bare fists.
I would disagree, genestealer rip spacemarines to pieces, remember you cant just use the 40k stats, a goliath in 40k would not have S and T 4, but a genestealer has, meaning a GS most likely would have S and T 5 in necro, with a doge save and a ton of attacks, and some sneaky rules
 
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I would disagree, genestealer rip spacemarines to pieces, remember you cant just use the 40k stats, a goliath in 40k would not have S and T 4, but a genestealer has, meaning a GS most likely would have S and T 5 in necro, with a doge save and a ton of attacks, and some sneaky rules
I don't think you know what a Goliath Zerker is, not only he can rip a Genestealer in half, he can also go on a fist fight with a lictor or a Tyranid warrior. A normal Goliath in 40k would still have S and T 4, they're classed as metahuman and are physically larger than a normal space marine using enhanced drug, at the cost of rapidly shorten lifespan
gangwar4-3.jpg

Genestealer diamond tip claw is known to be able to tear through all kind of armor, but it worked through sheer number of attacks and in overwhelming number, they won't tear through armor in 1 single hit like a power weapon, hence why they got the rending rule.
 
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That's the key thing: this is N17 and now the gangs of the Underhive have armories and pets that can go toe to toe with Astartes.... and stuff that's present in normal 40k to compare with.
 
I wonder why we got access to Infra-sight and Mono-sight in our wargear? Infra-sights seem a bit over the top from the start in particular. Though, considering how much stuff other new gangs have it might be ok.
I also dislike that they did not nerf the Tzeentch Favour a bit. It really needs to just grant a reroll, not ignore modifiers outright.

Also, as I read it, the Favour buff should only applies during the game after you get the Favour. Essentially the god gets bored if you don't keep doing rituals, but it is not really clearly written. It would be really easy to read it as only needing to succeed with the ritual once and then you have the Favour (and buff!) for the rest of the campaign.

And agree with the issues with the familiar. I actually managed to roll 15 on the Trade Post and got a Caryatid, which I modeled as a Chaos Familiar, so this means I get to keep the using the model at least, but it feels like we got a bit saturated with 'reskinned' Caryatid when GSC and CC both got them. Might just me due to the most active gangs in my group being GSC and CC.
On the other hand, I understand why they got them from a game-play pow. Both should thematically get in close and personal, but with the way the rules are written (no horde allowed in most old scenarios and all new ones), having a bunch of weak close combat dudes just isn't doable (I'm looking at you Cawdor).
Enter the familiars, that allow your dude to ignore one hit! This means you can avoid being pinned and thus allow that charge.

And about that. I wonder if they are supposed to be 25 or 45 creds? They cost 25 in the HWL, same as the GSC, but in the detailed entry they cost 45. They CC ones trades Catfall for a buff to friendly Psychers, something which is clearly better imo, so perhaps they should cost 45?
 
The Teentch power is massive. I play against a chaos player who have excelled using it, often with a heavy stubber pinned in cover, using it to blindfire against enemies in heavy cover!
 
Also, as I read it, the Favour buff should only applies during the game after you get the Favour.
Yes, they have added a clarification in the new version ("the appropriate bonus is gained during the gang’s next battle"). I supposed it was the intent from the start.

And about that. I wonder if they are supposed to be 25 or 45 creds? They cost 25 in the HWL, same as the GSC, but in the detailed entry they cost 45. They CC ones trades Catfall for a buff to friendly Psychers, something which is clearly better imo, so perhaps they should cost 45?
Ah ah! I missed this one. It's hilarious :ROFLMAO:
Is the ability to reroll one failed Wil test per turn really worth 20 credits? Seems expensive but it shouldn't be free either.
 
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