Professional Documents
Culture Documents
Across the globe, mysterious societies and fanatical cults work in secret to undermine the world
order and promote their own insidious agendas. Some are dedicated to dark gods, others to alien
organizations, or to fringe science – whatever their motivations, their unshakeable faith in their
convictions makes them dangerous indeed.
CONTRACT
You must choose one different Contract for each Free Agent hired by this rule.
· Killer Contract: The model hired by this contract reduces its Reputation cost by 30 points. However, at the
start of the game you must nominate one enemy model: this model can only target that model with its attacks.
While the nominated enemy model is in play, this Free Agent gains +1 Willpower, and +1 to its Attack dice
rolls against the target. When the nominated enemy is removed from the game, this model is immediately
removed from play (the opponent cannot score any VP by a model removed in this way). During this model
activation you can only score/play Objective cards that give VP for making the nominated model KO or Casualty.
· Research Contract: The model hired by this contract reduces its Reputation cost by 10 points. However, all
S damage inflicted by this model is automatically converted to damage. Each time that during this models
‘s activation you score an Objective card, you may place a friendly Suspect marker within 8” of this model.
· Bodyguard Contract: The model hired by this contract reduces its Reputation cost by 20 points. This model
must stay within 8” of the crew’s Boss. If this model begins its activation beyond that range, it must perform a
Move Action to move within 8” of the Boss, or as close as possible, before performing any other Actions. If the
Boss is removed from the game, then this model is removed immediately (the opponent cannot score any VP
by a model removed in this way). This model gains a +1 to its Attack dice rolls against models in contact with
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a friendly Boss and have a penalty of -1 to its Attack dice rolls against models not in contact with a friendly Boss.
Through a combination of rigorous training, Blood Magic, and advanced tech, the cult known as Kobra uses
covert operations to launch terror attacks across the globe. Their aim is nothing short of sweeping aside the
imperfect world, and heralding in a new dawn in their own image.
Each time a model with the Kobra Cultist trait is activated, or successfully score any number of hits against
an enemy model with an attack, add 1 Faith Point to your pool.
Any friendly model within 8” of the Boss may spend Faith Points.
SPECIAL RULES
All Kobra Cult crews are subject to the following new special rules.
Commando Tactics
At the start of a Kobra Cultist’s activation, you may nominate up to two other friendly Kobra cultist models
to activate at the same time, ignoring the usual activation sequence, at a cost of 3 Faith points per model
nominated.
The nominated models gain +1 to its Attack dice and Strength dice rolls. You can take the actions in any
order, changing the active model to perform an action with one of the other models, before going back to
finish the previous model’s activation.
Note that because the activations are simultaneous, the nominated models may not themselves use the
Commando Tactics ability this round.
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Acts of Faith
Any model with the Kobra Cultist trait can perform Kobra Acts of Faith (see chart below). When attempting
an Act of Faith, simply spend a number of Faith Points equal to the Act’s cost.
All of the following Acts of Faith last until the end of the round. A model cannot receive the effect of the
same Act of Faith twice in a round.
0-2 Fervent Follower ($150): This model produces 1 additional Faith Point at the start of the Raise the
Plan phase.
0-1 Gas Mask ($200): Model gains the Gas Mask rule.
0-1 Bulletproof Vest ($150): Model gains the Bulletproof Vest rule.