Chaos Helots Unbound
Chaos Unbound
In the wake of the Cicatrix Maledictum, the underhive seethes with new voices of heresy. Where once the Helot cults were fractured, fleeting gatherings of the desperate and deranged, now they swell with recruits drawn by visions, warp-born miracles, and the gnawing certainty that the Hive itself has been abandoned by the God-Emperor. Old sump-preachers have become war-leaders, hab-blocks have been emptied overnight, and the symbols of the Dark Gods spread like graffiti across rusted bulkheads. The cults are no longer a background threat—they are a force rising in strength and confidence, one that even the great Houses can no longer ignore.
Out of character, this update reflects the reality that Necromunda’s background has shifted since the game’s original Chaos Helot Cult rules were written. With the galaxy split by the Cicatrix Maledictum and Chaos ascendant across the Imperium, it makes sense for cult activity in the underhive to grow more organized and dangerous. The revised list is intended to better represent these stronger, bolder cults in gameplay terms, while still keeping them distinct from House gangs or Genestealer Cults.
The rules written here provide some additional options to both represent newer chaos cultist models, and to help give more options to players who want a pure chaos gang.
Unbound Helot gangs are always considered to be Renegade.
Gang Composition
Chaos Helot Cultists may no longer be equipped with special or heavy weapons unless they are a specialist, one Cultist may be upgraded to a specialist at gang creation.
Fewer Familiars
For some strange reason, Chaos Familiars seem to be less common amoung the Unbound Chaos Helot gangs.
Only 0-1 Chaos familiars can be taken by each champion or leader in the gang.
New Fighters
The following additions have been made to the Chaos Helot Gang List
Blessed Blade - a champion of the gang who is better able to go toe-to-toe in melee with the champions of other gangs
Iconarch - A support champion who can can support the rest of the cult or inhibit the cult's enemies with it's icon
Mutant - members of the cult who have been horribly mutated by the chaos forces they worship
Torment - the next most degenerate stage of the mutant, these brutes are some of the most terrifying things to encounter in the underhive
Blessed Blade
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 6+ | 8+ | 8+ |
Special Rules: Gang Hierarchy (Champion), Inured to Insanity, Group Activation(Blessed Blade)
Special Rules
Inured to Insanity: The touch of Chaos has a lasting effect on a cultist's mind, rendering them immune to horrors that would drive others utterly mad. Blessed Blades can never become subject to the Insanity Condition.
Group Activation(Blessed Blade) When this fighter special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Blessed Blade within 3" of this fighter as part of a 'Group Activation':
The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated. Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.
Skill Access
| Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Wyrd |
|---|---|---|---|---|---|---|---|---|
| - | - | Primary | Secondary | Primary | Secondary | — |