// Rulebook Scan Reference · Necromunda: Book of the Outlands, Pages 40–51

Chaos Helots

Full gang rules transcribed from the scanned rulebook pages, kept here for quick reference at the table. Switch to Source to view the original scans.

“The Salvers of Suffering are hereby declared a Heretical Cult. All members are to be destroyed on sight.”
— Proclamations of the Lord Helmawr – 491.M40
+ Background lore — Followers of Chaos

Their inhabitants repressed under a brutal, uncaring regime, it is little surprise that every hive is a hotbed of discontent. Whispers seep into the minds of the disaffected, growing loud enough to lure fighters, factoria workers and overseers alike down into the underhive with the promise of dark gifts and relief from the drudgery of their endless toil. These radicals form cults in the service of the ones that whisper, and thus do gangs of Chaos Helots form.

Chaos Helots are mad, insatiable worshippers who build profane sites of power in order to strengthen the energies of the Warp. They engage in acts of orgiastic violence as promises of power and relief grow louder with every passing day, until their bodies begin to mutate with growths or bulge with strength. It is their hope that the veil between Necromunda and the dimension of their masters will be wrenched open, and they will rise up to dominate the planet.

Like countless worlds of the Imperium, Necromunda is plagued by heretics and renegades. Chaos Cults fester in the depths of the hive, raising profane altars in the tunnels and domes, and spreading the dark influence of their hellish gods.

The minds of men have always been fertile ground for the Dark Gods. In the soul-crushing depths of Necromunda’s hives even the faintest promise of power can tempt a worker to corruption. After all, a short and brutal life in the service of the Ruinous Powers, with the remotest chance for glory, is often preferable to a short and brutal life under the clans with the only reward for their labour being death. Where cults take root within the hive, Helmawr’s Enforcer cadres are swift to take action — often purging entire levels when even a hint of subversion is found. Bounties are also regularly issued against such deviants, and many gangs take pleasure in exterminating the cults, as though gangers do not understand the true depth of the corruption they face, they know what happens when such cabals are allowed to take root.

In the drudging levels of Hive Primus, the Helot Cults are a disease the guilders have never been able to completely extinguish. Birthed in illegal work lodges, these nefarious cults are formed of dissidents corrupted by charismatic demagogues — dark preachers who defame the Imperial Creed and extol the power of the Warp behind lies of solidarity and brotherhood. These whispered sermons offer freedom and power and slowly infect the minds of the workers until the thunder of the factorum and the bark of their overseers becomes unbearable. At first, a Helot Cult will keep itself secret — meeting in the hidden spaces between tunnel walls or the reeking bowels of hab blocks. There, they hoard weapons stolen from production lines, underhive traders or hive gangs and fashion the serrated symbols of their faith. Many cultists live double lives, joining the work crews during their work shifts and meeting in secret to take part in dark rituals and acts of murder during off-shifts, their identities kept hidden behind cruel masks.

While Helot Cults work continually to add to their numbers and spread their influence, their true ambition is something far more sinister. Scattered throughout the hive are cursed sites, places covered in maddening symbols and built upon ancient, bloodstained floors, where the power of Chaos seeps slowly into reality like a vile poison. Helot Cults seek these places out, hoping to prise open the rents and bathe in the malevolent energies that spill forth. The cult demagogues especially revere these sites, and use the ancient fanes to pray to the Dark Gods for power — their hope that if their efforts bring favour, then one day their dark masters might force their way through the veil between realities and into the hive, possessing the blessed flesh of the faithful and bringing about a glorious age of blood and madness!

Graffiti linked to Helot Cults

“Drudging classes of the Hive unite! Worker, let not the bounty of your labours line the pockets of the Guilders! To have more, we must take more. To take more, we must know more! Free yourselves and look to the Serrated Star for your Salvation!”

Gang Special Rules

// p.43

Blessed by the Chaos Gods: Chaos Helot cults can perform Chaos Rituals (see below).

Starting Skills: When added to a Gang Roster, all Chaos Helot Leaders and Champions may select one skill from one of their Primary Skill Sets.

Skill Access

// This gang's Fighters have access to the following Skill Sets — click one to see its skills
Fighter
Cult DemagoguePrimarySecondarySecondaryPrimary
Cult DiscipleSecondaryPrimarySecondaryPrimary
Cult WitchSecondaryPrimaryPrimary
CultistPrimarySecondarySecondary
InitiateSecondaryPrimary
Chaos FamiliarPrimarySecondary
Chaos SpawnSecondaryPrimarySecondary

Chaos Rituals

// p.44 — Post-cycle Actions available to Chaos Helot cults (and Chaos Corrupted gangs, see below)

A Chaos Helot cult is built around the worship of the Chaos gods, and membership requires adherence to a number of savage and brutal ritualistic practices. The leadership guides the rest of the cult in profane rites that glorify their dark masters, and — should the congregation be deemed worthy — might result in a gift from the gods themselves.

The following Post-cycle Actions are available to Chaos Helot cults and Chaos Corrupted gangs:

Lead Ritual (Leader Only): Select which of the Chaos gods the ritual is attempting to invoke: the Blood God, the Plague Lord, the Dark Prince or the Architect of Fate (note: a Chaos Corrupted gang can only attempt to invoke the Chaos god they have dedicated themselves to, see below).

Roll 2D6 and apply the following modifiers:

  • +1 if the gang won a battle this Campaign Cycle.
  • +1 if the gang gained Reputation this Campaign Cycle.
  • +2 if the cult already has the favour of the god the ritual is invoking marked on their Gang Roster.
  • -2 if the cult has the favour of a different god to the one the ritual is invoking marked on their Gang Roster.
  • -1 if the gang lost a battle this Campaign Cycle.
  • -1 if the gang lost Reputation this Campaign Cycle.

If the final result is 9 or more, the ritual is heeded by the cult’s patron. Mark on their Gang Roster that they have the favour of their chosen god — the effects of this favour are listed under The God’s Favour below. If they already have the favour of a different god, it is replaced. In addition, if another Fighter performed the Ritual Focus Post-cycle Action, they immediately gain D3+3 XP.

If, however, the final result is a natural double 1, or is 2 or less after modifiers, the cult is deemed unworthy. They lose any favour they had with the gods. Furthermore, if another Fighter performed the Ritual Focus Post-cycle Action, they are turned into a Chaos Spawn — remove the Fighter from the Gang Roster and add a Chaos Spawn to the Gang Roster.

Ritual Focus (Max One Fighter): The Fighter offers themselves to be the focus of the Chaos Ritual. This may have additional effects on the Fighter as described in the Lead Ritual Post-cycle Action above.

The God’s Favour: If the gang has successfully performed a Chaos Ritual and has marked on their Gang Roster the favour of their chosen god, the appropriate bonus is gained during the gang’s next battle:

  • The Blood God: Once per round, a single failed Wound roll can be re-rolled.
  • The Plague Lord: Once per round, a single Recovery roll can be re-rolled.
  • The Dark Prince: Once per round, during the Activation phase, two models that are Ready can be picked and activated one after the other, rather than the usual one. Neither of these models may perform the Group Activation action.
  • The Architect of Fate: Once per round, a single Hit roll can be re-rolled.

Fighter Cards

// p.45–47

Chaos Helot Cult Demagogue

130 Credits
MWSBSSTWIASv
5″3+3+333425+
LdClWilIntTypeStarting XP
8987Fighter (Leader)61

Equipment: When added to a Gang Roster, a Chaos Helot Cult Demagogue may purchase weapons and wargear from the Chaos Helot Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Chaos Helot Equipment List and from the Trading Post.

Chaos Helot Cult Disciple

95 Credits
MWSBSSTWIASv
5″3+3+332325+
LdClWilIntTypeStarting XP
7866Fighter (Champion)37

Equipment: When added to a Gang Roster, a Chaos Helot Cult Disciple may purchase weapons and wargear from the Chaos Helot Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Chaos Helot Equipment List and from the Trading Post.

Chaos Helot Cult Witch

80 Credits
MWSBSSTWIASv
5″4+4+332315+
LdClWilIntTypeStarting XP
6787Fighter (Champion, Wyrd)49

Witch: A Chaos Helot Cult Witch treats Chaos Helot Wyrd Powers as a Primary Skill Set for the purposes of skill selection.

Equipment: When added to a Gang Roster, a Chaos Helot Cult Witch may purchase weapons and wargear from the Chaos Helot Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Chaos Helot Equipment List and from the Trading Post.

Chaos Helot Cultist

45 Credits
MWSBSSTWIASv
5″4+4+331416+
LdClWilIntTypeStarting XP
6756Fighter (Ganger, Specialist)13

Equipment: When added to a Gang Roster, a Chaos Helot Cultist may purchase weapons and wargear from the Chaos Helot Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Chaos Helot Equipment List and from the Trading Post.

Chaos Helot Initiate

20 Credits
MWSBSSTWIASv
5″5+5+331416+
LdClWilIntTypeStarting XP
5555Fighter (Prospect)1

Equipment: When added to a Gang Roster, a Chaos Helot Initiate may purchase weapons and wargear from the Chaos Helot Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Chaos Helot Equipment List and from the Trading Post.

Chaos Familiar

135 Credits
MWSBSSTWIASv
5″4+6+221516+
LdClWilIntTypeStarting XP
5777Fighter (Beast, Pet)13

Leash Range: A Chaos Familiar has a 3″ Leash range.

Omen of Fortune: A Chaos Familiar is able to sense bad fortune and forewarn its companion, giving them a flash of precognition. While they are within Leash range of their owner, their owner has a 4+ Invulnerable save.

Precognition: The gift of foresight possessed by the Chaos Familiar enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants them a 4+ Invulnerable save.

Psychic Manifestation: A Chaos Familiar is an extension of the owner’s will and a clear indication of the favour the gods of Chaos have bestowed upon them. If the owning Fighter has the Wyrd Subtype, once per round they may re-roll a failed Willpower check to manifest a Wyrd Power.

Skills: A Chaos Familiar has the Clamber skill.

Equipment: A Chaos Familiar is armed with a bite. They may not purchase or be equipped with additional weapons or wargear.

Chaos Spawn

130 Credits
MWSBSSTWIASv
3+D3″*6+******
LdClWilIntTypeStarting XP
4875Fighter (Beast, Brute)25

Warped Monstrosity: When a Chaos Spawn is added to the Gang Roster, roll a D6 for each characteristic in their profile and consult the table below to determine their value:

D6WSStrAPLTraits
15+S 3, T 4, W 1, I 2, A 1, Sv 6+
2–54+S 4, T 5, W 2, I 3, A 2, Sv 5+
63+S 5, T 6, W 3, I 4, A 3, Sv 4+

Table reads WS / S / T / W / I / A / Sv per D6 result rolled for that characteristic.

Random Movement: The Movement characteristic for a Chaos Spawn is random; roll each time the Chaos Spawn is activated.

Blessed by the Chaos Gods: When a Chaos Spawn is taken Out of Action, do not roll on the Lasting Injury table. They are always considered to be Out Cold.

Out of Control: During the Wrap-up step of the Post-battle Sequence, if a Chaos Spawn took part in the battle there is a chance they will escape. Their controller nominates up to three Fighters from the gang who did not go Out of Action during the battle; roll a D6 for each Fighter. If at least one Fighter rolls a 4+, the Chaos Spawn is restrained and remains with the gang, otherwise they escape into the depths of the underhive; the Chaos Spawn goes into Recovery while the gang retrieves it.

Additionally, if any Fighter rolls a 1, the Chaos Spawn lashes out at them. Roll on the Lasting Injury table for them and apply the result immediately.

Equipment: A Chaos Spawn is armed with tentacles. They may not purchase or be equipped with additional weapons or wargear.

Equipment List

// p.48 — prices for weapons and wargear available to this gang

Ranged Weapons — Auto/Stub Weapons

  • Autogun20 credits
  • Autogun with warp rounds30 credits
  • Autopistol10 credits
  • Autopistol with warp rounds20 credits
  • Heavy stubber*70 credits
  • Long rifle55 credits
  • Stub gun5 credits
  • Stub gun with warp rounds15 credits

Ranged Weapons — Bolt Weapons

  • Warpstorm bolter65 credits

Ranged Weapons — Flamers

  • Flamer70 credits
  • Hand flamer45 credits
  • Heavy flamer*95 credits

Ranged Weapons — Grenade Launchers

  • Grenade launcher with frag & krak grenades80 credits

Ranged Weapons — Las Weapons

  • Lasgun15 credits
  • Laspistol5 credits

Close Combat — Chain Weapons

  • Chain glaive*50 credits
  • Chainsword20 credits

Close Combat — Primitive Weapons

  • Axe15 credits
  • Fighting knife5 credits
  • Flail10 credits
  • Maul20 credits
  • Two-handed axe*40 credits
  • Two-handed hammer*40 credits

Wargear — Grenades

  • Blasting charges60 credits
  • Demo charges85 credits
  • Frag grenades30 credits
  • Incendiary charges40 credits
  • Krak grenades45 credits

Wargear — Armour & Field Armour

  • Hazard suit10 credits
  • Mesh armour40 credits
  • Refractor field50 credits

Wargear — Personal Equipment

  • Cult icon (maximum one per gang)20 credits
  • Drop rig10 credits
  • Medicae kit20 credits
  • Photo-goggles35 credits
  • Respirator15 credits

Wargear — Weapon Accessories

  • Infra-sight10 credits
  • Mono-sight20 credits

Wargear — Mounts

  • Dirt bike35 credits

Wargear — Pets

  • Chaos Familiar135 credits

* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.

Equipment Reference

// p.49 — only Chain glaive and this gang's natural weapons are exclusive to Chaos Helots; every other weapon on the Chaos Helot Equipment List is a standard Trading Post profile. See the Trading Post & Equipment page for the full weapon list.

Close Combat — Chain Weapons
WeaponSRLRStrAPLTraits
Chain glaive*ES+1-12Heavy, Melee, Parry, Shred (6+), Unwieldy
Natural Weapons
WeaponSRLRStrAPLTraits
BiteES1Melee
TentaclesES-12Melee, Parry

Personal Equipment — Cult Icon

// 20 credits — Exclusive

Unlike other items of wargear, a gang may only purchase a single cult icon. This item must be carried by either a Leader or Champion. When a Fighter that is carrying a cult icon performs the Group Activation action, they may re-roll the Leadership check.

Wyrd Powers — Chaos Helot

// p.50 — Chaos Helot Cult Witches treat these Powers as one of their Primary Skill Sets

1. Scouring (Free), Continuous Effect

Coruscating balefire erupts from the Witch’s eyes or outstretched hands, engulfing the enemy. For as long as this Wyrd Power is maintained, the Cult Witch counts as being armed with the following weapon:

WeaponSRLRStrAPLTraits
ScouringT21Blaze (5+), Template

2. Levitation (Free), Continuous Effect

The Cult Witch rises upon invisible ætheric updrafts, floating just above ground level as they are held aloft by a writhing curtain of warp energy. For as long as this Wyrd Power is maintained, the Cult Witch’s Movement characteristic is increased by 3″ and they gain the Flying Subtype.

3. Warp Strength (Free), Continuous Effect

The Witch’s skin crackles with corposant as dark power grants them inhuman potency. For as long as this Wyrd Power is maintained, the Cult Witch’s Strength characteristic is increased by 2, and the Lethality of any close combat attacks they make is increased by 1.

4. Warp Shield (Single)

Powerful energies envelop the Witch, protecting them and their allies from harm. Until the End phase of this round, add 1 to the Save characteristic of the Cult Witch and any other friendly Fighters within 3″ of them.

5. Maddening Visions (Single)

Nearby enemies find themselves struck by nightmarish apparitions as the Cult Witch becomes a conduit for unfettered warp energy. Until the End phase of this round, make a Willpower check for any enemy Fighter who ends their activation within 3″ of the Cult Witch. If the check is failed, the Fighter gains the Insanity Condition.

6. Assail (Single)

The Cult Witch uses the force of their will to push enemies from their path. Immediately make a ranged attack against an enemy Fighter within 12″ and Line of Sight. If hit, move the target D3″ in any direction and Suppress them. If they come into base contact with another Fighter or any terrain, they stop moving and suffer a Str 3, AP -, L1 Hit. If they come into base contact with another Fighter, that Fighter also suffers a Str 3, AP -, L1 Hit and becomes Suppressed. If the two Fighters belong to different gangs, instead of both becoming Suppressed, they are now Engaged with each other.

Chaos Corrupted Gangs

// p.51 — the six Clan Houses (Cawdor, Delaque, Escher, Goliath, Orlock and Van Saar) and Palanite Enforcers may take this option during gang creation

Embracing the Chaos Gods

During gang creation a player can decide that their gang has been corrupted by the Chaos gods. If they do, they gain the benefits and drawbacks that follow. The following gangs can be Chaos Corrupted: the six Clan Houses (Cawdor, Delaque, Escher, Goliath, Orlock and Van Saar) and Palanite Enforcers.

Effects of Chaos Corruption: A Chaos Corrupted gang gains the following benefits and drawbacks:

  • Members of the gang do not benefit from any of the gang’s special rules except for Starting Skills and Skill Access.
  • The gang must select one of the Chaos gods to dedicate themselves to.
  • The gang may perform both the Lead Ritual and Ritual Focus Post-cycle Actions.
  • Chaos Helot Cult Witches may be added to the Gang Roster.
  • 0-1 Chaos Spawn may be added to the Gang Roster.
  • Leaders and Champions may purchase Chaos Familiars.
  • No Fighters with the Brute, Hanger-on or Pet Subtype may be purchased from the gang’s list.

Dedicated to a Chaos God: When the gang is founded, it must select one of the Chaos gods to dedicate themselves to: the Blood God, the Plague Lord, the Dark Prince or the Architect of Fate.

May Perform Lead Ritual & Ritual Focus Post-cycle Actions: The gang’s Fighters may perform both the Lead Ritual and Ritual Focus Post-cycle Actions. When the gang’s Leader performs the Lead Ritual Post-cycle Action, they can only attempt to invoke the blessing of the Chaos god the gang is dedicated to.

Hiring Chaos Helot Cult Witches & Chaos Spawn: Chaos Corrupted gangs can include any number of Chaos Helot Cult Witches and up to one Chaos Spawn in their gang. If during the Update Roster step of the Post-cycle Sequence a Chaos Corrupted gang has more than two Chaos Spawn, any excess Chaos Spawn must be removed from the Gang Roster. These Fighters use the Fighter entries above.

Chaos Familiars: Leaders and Champions in Chaos Corrupted gangs can be equipped with up to one Chaos Familiar each.

No Brutes, Hangers-on or Pets From Core Equipment List: Cutting ties with their original gang, Chaos Corrupted gangs may not add any Fighters with the Brute, Hanger-on or Pet Subtype from their gang list to their Gang Roster, nor may they purchase any Pets from their Equipment List.

Pages 40 and 41 are full-page cult iconography and character art; page 52 onward covers a separate gang, The Malstrain, from the same sourcebook chapter and is not part of the Chaos Helots gang rules — see the Source tab to view all scanned pages in this batch.

Skill Set

// Necromunda Core Rulebook, p.150–153