TEXT: By Andy Chambers & Jervis Johnson
  Greetings citizens and welcome to the Most Beneficent Emperor’s
  Chapter Approved column. Approved as being free of the taint of
  heresy and deviancy that is, although the battle against the forces of
  moral turpitude is an endless one – for each denizen of the outer dark
  that is struck down, two more spring forth to take its place. However,
  the wages of sin are death or, at the very least, permanent
  excruciation. Speaking of permanent excruciation, I’m going to take
  this opportunity to show you the inevitable results of attempting to
  manipulate the rules of reality, a sight so horrifying it would be tragic
  were it not so pathetic. Come this way and I will take you to see the
  damned souls of the Games Development dungeon.
  Echoing footsteps descending stone stairs… The squeal of rusty
  bolts being drawn back and the shriek of corroded keys being turned
  in their locks. The groan of a heavy door being dragged open 
  on protesting hinges. An insane babbling can be heard from 
  within, interwoven with the rattle of chains and the scraping of steel-
  nibbed pens…
  Ah, observe. Here is Scrivener Thorpe, hard at work upon his latest
  treatise on the alien Eldar, a second volume to that which has already
  recently become available. This time he is working to illuminate the
  subject of certain specific ‘craftworlds’ of that degenerate race and
  their armies, detailing some of those best known to us – Alaitoc,
  Iyanden, Saim-Hann, Ulthwé and Biel-Tan. Even the taste of their
  names pollutes my tongue. Excuse me for a moment while I gargle
  away the taint with salt water… Glaaaarrrggg!
  Ahem. We do not hold with our scriveners occupying all their thoughts
  with but a single subject at any particular time, lest they become
  morbidly obsessed and lose what tiny scraps of reason remain to
  them. Hence Scrivener Thorpe is also currently preparing further
  works upon the organisation and fighting forces of the holy
  Ecclesiarchy, the arm of the Adeptus Terra dedicated to ministering
  the worship of our blessed Emperor, the redemption of the infidel and
  the defence of the faith. This tome is to be known as Codex
  Apocalypse and Scrivener Thorpe promises that it will be the
  definitive work upon the forces of the Ecclesiarchy in the Wars of
  Faith, detailing not only the unique vehicles of the Ecclesiarchy but
  also the role of Sororitas Novices, Martyrs, Redemptionists and
  Flagellants.
  In this corner we see the venerable Scrivener Johnson working hard
  on volumes pertaining to the noble institution of the Imperial Guard.
  Scrivener Johnson assures me that he has uncovered evidence of a
  number of variant armoured vehicles employed within this vast
  organisation, including the Leman Russ ‘Vanquisher’
  and
  ‘Exterminator’ battle tank variants. The course of Scrivener Johnson’s
  research has also revealed new details on the deployment of heavy
  weapons squads and the equipment and organisation of Imperial
  Storm Troopers. As an aside to this mighty project, Scrivener
  Johnson has, with the assistance of Scriveners Thorpe and
  Chambers, begun a second work dealing specifically with Death
  World veterans, the Imperial Guard’s hardiest troops, including as
  they do the warriors of Catachan, Cthelle and other notorious hell-
  holes from across the galaxy.
  Alongside these endeavours, Scrivener Johnson is also grappling
  with the long and tumultuous history of the Space Wolves, in an
  attempt to codify this most willful of the Space Marine Chapters.
  Venerable Johnson informs me that this task is almost completed,
  and that the Space Wolves will be ranked with pride alongside the
  Blood Angels and Dark Angels already codified. Despite lengthy
  periods in the pain amplifier, Scrivener Johnson has been unable to
  resist undertaking extra-curricula activities of a less… structured
  nature. His latest works in this vein have been an attempt to produce
  a unified theory on the construction of fighting vehicles. In essence
  Scrivener Johnson believes that any fighting vehicle, from the
  greatest to the smallest (and including those that fly, walk or crawl)
  can be rendered into a set of characteristics understandable by all.
  Whether this wild and perhaps heretical concept can be made to bear
  fruit still remains to be seen…
  Finally we come to the pit of depravity of that arch-heretic, Scrivener
  Chambers. Can you smell that stench of corruption? Of course you
  can, any pure-blooded human could detect that carrion-stink from a
  league away. While the other Scriveners only undertake the study
  and reportage of Deviants and Aliens with the greatest reluctance,
  Scrivener Chambers seemingly has an affinity for all things foul and
  dangerous. His most recent work upon the bestial Orks is already
  known. To compound his crimes he is now undertaking another work
  on the Tyranid hive fleets which, he has informed me, will uncover
  new and previously unplumbed knowledge of these creatures. 
  Mercifully, Scrivener Chambers is also undertaking some other works
  which may not result in the further damnation of his eternal soul, most
  specifically a study of combat conditions in urban areas. This tome
  will be entitled Cityfight, and purports to give a full account of the
  difficulties of fighting in towns, cities and hives, including the special
  equipment and weaponry used and types of missions undertaken in
  these fiercely contested areas.
  So ends our tour of the Games Development dungeon. Remember
  these lost beings when you are upon the battlefield and examining
  their tomes of lore, spare a prayer to the Emperor for their tainted
  souls. On the other hand, don’t bother – we know how to deal with the
  likes of them.
  Shouting, whips cracking and insane shrieks are cut off by a heavy
  door slamming shut.
  
  WHAT’S
  CHAPTER
  APPROVED
  ALL ABOUT?
  Each month Chapter
  Approved 
  takes 
  a 
  look 
  at 
  the
  Warhammer 40,000
  game and its rules,
  introducing different
  scenarios, weapons,
  rules and army list
  entries of all types,
  frequently 
  stolen
  from 
  Codexes 
  in
  progress here at the
  Studio. It also acts 
  as 
  a 
  forum 
  for
  dedicated 
  40K
  players who have
  produced inspired,
  well thought-out and
  just plain brilliant
  additions 
  to 
  the
  game (as arbitrated
  by that well-known
  model of fairness
  and balance – me). If
  you 
  have 
  got
  something good for
  Chapter 
  Approved
  then write in to: 
  Andy Chambers
  (Chapter Approved),
  Games Workshop,
  Willow Lane, Lenton,
  Nottingham, 
  NG7 2WS.
  Note: Please don’t
  include rules queries
  etc. with your letters,
  as the volume of mail
  (and the fact that I’m
  lazy) means in most
  cases I won’t be able
  to send individual
  replies.
  Some people think that a game designer’s life is
  an easy one – after all, don’t we sit around all
  day playing games?!? Real life, as is usually the
  case, is rather different to this. Occasionally, I’ll
  get to play a game or two, but most of my time is
  spent doing other, far more mundane things. For
  example, an average day at the Studio is spent
  writing, attending meetings and hiding from Paul
  Sawyer so he can’t make me write stuff for his
  pesky magazine!
  “But,” I hear you cry, “what, for heavens sake,
  has any of this tirade to do with roads or
  craters?!?” Well, the answer is that amongst the
  many tasks games designers are called upon to
  perform, by far the most fun is attending ‘events’.
  Over the year we get to attend quite a few
  events. Although hard work, I always find these
  events inspirational.
  So it was that just a few weeks ago as I write this
  article, I was at the ‘Total War’ 40K campaign
  weekend we held at Warhammer World. Things
  were going rather smoothly (well, there has to be
  a first time), and I was able to spend some time
  with those nice people from Forge World, who
  were showing some samples of their resin 40K
  road sections and craters. Before I knew it, I was
  promising to write some rules for using them 
  in WH40K…
  Just a week and a half later I was attending the
  opening of the new Challenge Games store in
  Chicago. This was my first visit to the windy city,
  and I have to say that the staff did a great job at
  making me feel right at home – thanks to one
  and all of them! Although I was there for the new
  store opening, I also got the chance meet the
  guys of the store’s games club. These madmen
  (no other term will do!) were playing a 30,000
  point per side game(!), on a ‘table’ measuring 30
  foot by 45 foot(!!) which was painted on the floor
  of a hall they’d hired for the day(!!!). To say the
  game 
  looked 
  awesome 
  is 
  a 
  major
  understatement. I spent a very happy hour or so
  chatting to the guys who were playing the game
  and watching what was going on. 
  One of the things that the guys told me about
  were the special rules they used for ‘force
  marching’, which basically allowed models to
  move faster if need be – a vital consideration on
  large tables where you could end up dozens of
  feet from the action! “Hmmmm, I thought, there’s
  a bit of luck – I can use that rule in the article for
  roads and craters…” and so that is exactly what
  I’ve done. Thanks to the guys in Chicago for
  letting me steal their idea, which appears below.
  The credit for the rule belongs to them, while any
  typos or mistakes are all thanks to me! Have fun
  and if you’ve any comments to make please
  send them in!
  CRATERS IN 40K
  Craters are a new type of terrain that are
  ‘created’ during a battle by ordnance attacks and
  preliminary bombardments, rather than being set
  up in the normal fashion. Craters count as
  difficult terrain, and provide a 5+ cover save for
  units that are inside them. Units are not allowed
  to take advantage of the cover save on the turn
  that the crater is created. Units that have a crater
  appear under them don’t have to make a Difficult
  Terrain test until they move off the crater.
  Craters are created in one of two ways: by
  preliminary bombardments, or by ordnance
  attacks. In both cases the crater is placed by the
  player whose unit was attacked or fired at. A
  player does not have to place a crater if he
  doesn’t want to (i.e. their placement is optional),
  but if he decides to do so then obviously he
  needs to have an appropriate crater terrain piece
  to lay down. Craters may only be placed on flat
  areas of the tabletop that will allow their
  placement; if it’s impossible to place a crater
  because already placed terrain gets in the way,
  then the crater is not placed at all. 
  Preliminary Bombardment: If a unit suffers a
  hit from a preliminary bombardment, a crater is
  placed ‘under’ the unit, so that at least one model
  from the unit is in the crater. Place the crater
  after the unit is hit but before any casualties are
  worked out; models removed from the unit 
  as casualties must be taken from those 
  closest to the centre of the crater first, then 
  working outwards.
  Ordnance Attacks: If an enemy unit makes an
  ordnance attack, then the opposing player may
  choose to place a crater with its centre under the
  centre of the ordnance template.
  Designers Note: You’ll find that a few craters
  are a worthwhile addition to any army, being in
  effect a form of cover that you get to place on
  your own units if they come under fire from
  enemy ordnance. 
  ROADS IN 40K
  Roads are a common feature on the battlefields
  of the 41st Millennium, and can be included in
  any 40K battlefield set-up. If you are using the
  random terrain generators in the rulebook then
  roads can be added to a set-up in addition to the
  terrain that is generated. I’m not going to write
  long and convoluted rules telling you how to set
  the roads up; just do so sensibly and logically
  and everything will be fine. Roads have two
  effects; they make it easier to enter reserves,
  and they can be used to allow units to force
  march quickly across the battlefield. 
  Reserves: If a road extends from a table edge
  which a player is allowed to use to bring on
  reserve units, then that player can declare that
  any of his reserves will be using the road to
  travel to the table. He must say which units will
  be using the road at the start of the battle, after
  both sides have set up. He can then add +1 to
  the dice roll to see if a reserve unit using a road
  appears. However, assuming the unit turns up,
  then it must enter along the road. Note that some
  units can use the road and some arrive normally
  if desired. Also note that deep strike units, such
  as teleporting Terminators or Space Marines with
  jump packs, may not use roads if they are using
  their deep strike ability to deploy anywhere on
  the table. 
  Force Marching: Units that force march and
  which start and finish their move on a road can
  triple their normal move rate instead of doubling
  it. Skimmers, troops with jump packs, or any
  other type of unit that can fly or ignore terrain as
  it moves, may not take advantage of this rule! 
  FORCE MARCHING IN 40K
  Before making its move in the movement phase
  a player can declare that a unit is going to force
  march. A unit may not force march if it is falling
  back, or is pinned, or there are any enemy
  models within 24" of a model from the unit before
  the move starts.
  Units that force march double their normal move
  rate, but may not enter or cross difficult terrain.
  For example, a model on foot will move 12",
  while a fast vehicle can move 48"! Some units
  can triple their move if they are travelling along a
  road (see above). However, a unit that force
  marches may not shoot or assault, and may not
  move within 12" of an enemy model at any time
  during the move. Note that force marching units
  cannot make assault moves. In addition, a unit
  that force marches becomes more vulnerable to
  enemy fire. This has the following effects:
  Infantry: A unit of infantry which force marches
  and suffers any casualties from shooting in the
  following turn, will automatically fall back 2D6"
  without a Morale check having to be taken (this
  replaces the normal ‘25% casualties Morale
  check’). Units that normally automatically pass
  Morale checks still have to fall back, but will rally
  automatically at the end of the move in the same
  way that Space Marines do if they fail a Morale
  check.
  Vehicles/Dreadnoughts:
  Any Vehicles or
  Dreadnoughts which force march and suffer
  damage from shooting in the following turn are
  destroyed if they suffer a ‘Crew Stunned’ or
  ‘Immobilised’ result on the damage tables (it is
  assumed the damage causes them to crash!).
  OF ROADS, CRATERS & OTHER THINGS
  By Jervis Johnson
  ®
  Using craters as cover,
  Tallarn Imperial Guardsmen
  ambush an Ork convoy.
  101
  
  CHAOS CULTISTS
  Points/Model
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Sv
  Chaos Cultists
  3
  2
  2
  3
  3
  1
  3
  1
  7
  -
  Demagogue
  +4
  2
  2
  3
  3
  1
  3
  2
  8
  -
  CHAOS CULTISTS
  Abrom clutched the worn, metal
  casing of the autogun closer to his
  chest as the first missiles began to
  fall. All around him the other
  members of the coven hunched
  into the rubble and whispered
  prayers to the Patterner, He 
  Who Wields Fate. The barrage
  thundered 
  closer 
  and 
  they
  chanted 
  louder 
  and 
  more
  fervently, to drown out the shrieks
  of those blown apart by that deadly hail. 
  Ahash vri Arvad Abi-ba’al Aduni-ba’al, Sapati ba’al…
  Abrom could not understand why they were suffering so.
  Had not the Servant of the Patterner promised that its
  awesome powers would drive back the denizens of the
  False Emperor? Had it not sworn that the uprising would
  be an unstoppable force, a swinging hammer which
  would smash apart the shackles of the Dead Emperor
  which bound them into slavery? If this pounding
  continued 
  there 
  would 
  be 
  no-one 
  left 
  alive 
  to liberate.
  As if in answer to Abrom’s prayers, the explosions
  abruptly ceased. Stones and shrapnel thrown up by the
  bombardment hissed to the ground for a second or two
  before an eerie silence fell. Abrom cautiously peered out
  of his hiding place and into the clouds of smoke drifting
  over the ruins of the settlement. There! A flash of red in
  the haze, and another! Giant, red-armoured figures
  stalked forward across the shattered landscape like
  primordial beasts. Abrom felt a shudder down his spine
  – the blood suckers were here, sniffing out survivors to
  rip apart with their bare hands and drain of their blood.
  Abrom gripped his autogun more tightly as their leader,
  Boreaus the Demagogue, gestured his surviving
  companions forward. They all knew they could expect
  no mercy from the blood suckers, and less from the
  Servant of the Patterner if they lost their faith now. 
  Merkin was blown apart by an explosive bolt as soon as
  he stood up to shoot. Then Jaynak and Veril, and three
  others Abrom didn’t know. Malakur was lucky and only
  had his arm blown off, but his screaming ceased in
  seconds as his life-blood gushed out onto the dusty
  rubble. Abrom and the others were splattered with blood
  and viscera and flying stone fragments as more bolts
  roared across the position. Abrom felt the urge to run (if
  only he could make his legs break the shackles of fear
  which bound them). Boreaus tried to rally them, chanting
  the prayer the Servant had taught them until his voice
  was cracked and hoarse. 
  Budi-ba’al, Ba’al-iashupu, Ba’al maluku…
  As Boreaus chanted, Abrom felt a tingling thrill through
  him, a… a change seemed to be taking place. Boraeus’
  words became shrieks as his spine twisted back and
  limbs splayed apart. Blue fire spilled from his jaws as
  they stretched out to an impossible length. His skin split
  as something far too big unfolded itself from within him.
  Scintillating feathered wings shook themselves outward,
  glittering like jewels as the Servant of the Patterner
  raised its slender body up to twice man-height. Abrom
  averted his gaze and grovelled as its ancient, inhuman
  eyes swept over the coven and out to where the blood
  suckers approached, unflinching as a storm of bolter fire
  roared past. It spoke with a rich, melodious voice.
  “Come my childrennn, your time is nigh…”
  With a beat of its mighty pinions, the awesome presence
  was gone. Abrom and the others surged forward after it,
  their terrified voices howling a song of praise to the Lord
  of Change.
  Across the countless worlds of the Imperium,
  there are many who plot and rebel against their
  masters. Most dangerous of all are those who
  become seduced by the power of Chaos,
  believing that the worship of the Dark Gods will
  give them a quick and easy way of achieving
  their goals. The lure of Chaos attracts all
  manner of men on all kinds of different worlds.
  Planets which vary tremendously in their
  civilisations and technical achievements all
  harbour the followers of Chaos – from the most
  blood-splattered practitioners of ritual worship
  on feral worlds to the sophisticated membership
  of secret societies on Hive Worlds. Even on
  comfortable, civilised worlds there are those
  who crave forbidden knowledge, whose lust for
  unearthly power and arcane lore overrides their
  loyalty to the Imperium. All over the galaxy, even
  upon Mars and Ancient Terra at the heart of
  Mankind’s rule, there are heretics willing to
  dabble in dark arts beyond their understanding. 
  The ever-present dangers of discovery by the
  Inquisition and other Imperial agencies make it
  imperative for Chaos cults to conceal their activities. Under the guise of normality, perhaps beneath the
  legitimate facade of a labour union, charitable organisation or business venture, the cult will accumulate
  power and additional members through blackmail, bribery and corruption. Once the cult has become strong
  enough it will start an uprising which, with the blessings of the Dark Gods, will deliver the entire planet into
  the arms of Chaos. The cultists will summon plagues of Daemons through possession, ritual and sacrifice,
  they will send forth a call to draw renegades and Chaos Space Marines to their aid. If their efforts meet with
  their gods’ approval they may even be blessed with a Greater Daemon or Daemon Prince to lead them
  against their foes. 
  One way or another Chaos Cultists are utterly damned. If their revolt fails, the terrible retribution of the
  Emperor’s minions will be exacted upon the survivors. If it succeeds, the Cultists will have unleashed the
  power of Chaos and all but the most powerful members of the cult will be enslaved by Daemons on a hell-
  world of their own making.
  Squad: A Chaos Cultist squad consists of between 10 and 50 Cultists.
  Weapons: Close combat weapon.
  Options: Any model may be given a laspistol/autopistol for +1 point or a lasgun/autogun/shotgun for +1 pt. Up
  to one model in ten may be given one of the following weapons; plasma gun at +6 pts, meltagun at +6 pts,
  flamer at +2 pts, heavy bolter at +6 pts, Grenade launcher at +8pts, heavy stubber at +4 pts or an autocannon
  at +6 pts.
  One of the Cultists may be upgraded to a Demagogue at an additional cost of +4pts. The Demagogue may be
  given additional equipment, Marks of Chaos and Gifts from the Chaos Armoury in Codex Chaos Space Marines
  up to a total value of 40pts.
  Heavy Stubber: These are old-fashioned automatic weapons which fire a hail of solid shot. Though most
  commonly found amongst defence militias and hive gangs, they often find their way into the hands of
  Cultists as they are simple to maintain and operate. Range 36", Strength 4, AP 5, Heavy 3.
  Any Chaos Space Marine army may include units of Chaos Cultists, counting
  them as Troops choices on the force organisation chart.
  To find out what Chaos
  Cultist models are
  available, give Mail Order
  a call on 0115 91 40000.
  102
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Warhammer 40K - Chapter Approved - Chaos Cultists - 3 Pages.pdf