Just to add to that:Count Mohawk wrote:Gold Bearer and I have been hashing out ideas for the cultists' chapter in its own thread (to save space in the big thread), which you can find here.
Currently we are operating under the assumption that Cultists need to be in a group of three or more in the same room or corridor to cast their chaos magic, the specifics of which varies by Quest and is described in sufficient detail in the Quest Notes.
The two of us have many other ideas which are slowly coalescing into playable Quests. Once those are posted, I will be deferring to Sjeng (or whoever has the Mandate of Heaven if it's not him) as far as which concepts stay and which ones go.
Tzeench cultists have up to three chaos spells, nurgle cultists have up to three swamp spells, khorne cultists can summon a lesser demon and slannesh cultists raise the stats and heal other slannesh followers and can prevent hero spell casting. They're better and what they do the more of them there are, up to six, and they need at least three in the same room or corridor to do any of it.
This is just for the chaos cultist chapter. In the same way the chaos warrior special rules for each god don't apply to generic chaos warriors outside of the chaos chapter, there could also be generic chaos cultist with the rules you just described. Of course this doesn't prevent people from using the god ruls in their quests if the want to.
Oh yea. I missed that. I was using an earlier one.Sjeng wrote:Gold Bearer wrote:Anyone mind if I up the cultists movement to eight? Six seems too slow for completely unarmoured human, and it will be good for the cultists running around the citadel corridors to join up with others so there's enough of them to cast.
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Cultists have 8 movement, 1 DD, 2 AD, 3 MP, 1BP. and chaos spells. That's what we agreed on.