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Version: 0.9 (draft)

Cult of the Possessed

Warband size​


A Cult of the Possessed warband may consist of up to 15 fighters

Faction rules​


[Faction Trait] Blood Offerings​

Whenever a Possessed fighter takes an enemy fighter out of action with a Melee Attack action, they are rewarded by the Shadowlord:

  • Spasmatic Surge: The fighter makes a free Move action up to 3”.
  • Dark Invigoration: Remove d3 damage points from the fighter.
  • Temporary Possession: For the fighter’s next Attack action, you may increase its Attacks characteristic by 1.

In addition, all POSSESSED fighters have the following reaction:

[Reaction] Glorious Death​

A fighter can make this reaction when they suffer enough damage to take them out of action, but before removing them from the battlefield. Add 1 Wyrd Dice to your saved Wyrd Dice.

Mutants and Mutations​


Whenever a MUTANT gains renown, before making a characteristics increase or selecting a talent, it must make a Stability test. Roll a dice, and add 1 to the roll for each mutation the fighter has, then consult the table below. A roll of 1 is always treated as a 1, no matter the amount of mutations the fighter has.

Stability test​

Dice ResultEffect
1-3The flesh slumbers: Make a characteristic increase for this fighter (see advancements) or select a talent (if the fighter is a HERO).
4-8New Mutation: Roll 2d6 and consult the mutation table below. If the result is a mutation this fighter already has, roll again.
9+Consumed by Chaos: The fighter devolves into a thrashing mass of eyes and tentacles and disappears into the ruins. Remove this fighter from your warband roster, and gain 1 point of Favour.

Mutation Table​

D66 RollMutations
11-13Vessel of the Gods: When this fighter is deployed to the battlefield, you may add an additional wyrd dice to your saved wyrd dice.
14-16Deformed Wings: Once per battle round, when this fighter makes a move action, it may count as flying; however, when flying, they cannot move vertically upwards more than 3". In addition, this fighter does not suffer damage when falling, regardless of the distance.
21-23Tentacles: Can be used as a melee weapon when making attack actions, using the following weapon profile; Range 2” | 3 Attacks | 2/3 Damage | Whiplash.
24-26Black Blood: Allocate 1 damage to every visible fighter within 1” of this fighter, whenever this fighter is allocated damage from a critical hit.
31-33Temporal Instability: Once per battle round, when this fighter makes a Move action, it may reduce its move characteristic by 3 to treat an obstacle as insignificant terrain.
34-36Horrific Appearance: This fighter gains the Terrifying keyword.
41-43Cloud of flies: Subtract 1 from the Fight and Shoot characteristics (to a minimum of 1) of all fighters within 2” of this fighter.
44-46Great Claw: Can be used as a melee weapon when making attack actions, using the following weapon profile; Range 1” | 2 Attacks | 3/4 Damage | Pierce 3.
51-53Metabolic overdrive: Once per battle round, this fighter can make a free move action. If it does, allocate D3 damage points to this fighter.
54-56Rapid Regeneration: Each time this fighter is activated, you can remove D3 damage points allocated to them.
61-63Daemonic Chitin: Whenever this fighter is the target by an attack action, you may subtract 1 from the damage points allocated by each hit and critical hit (to a minimum of 1).
64-66Scorpion Tail: Can be used as an off-hand weapon when making melee attack actions, using the following weapon profile; Range 1” | 1 Attack | 3/6 Damage | Pierce 1.

Fighters​


Magister (0-1)​

120 gc

The cult magister is a charismatic and brilliant individual, who bends lesser souls to their will through dark pacts and a silver tongue.

Move
Fight
Shoot
5"
3
3
Armour
Health
Bravery
0
12
4+

When recruiting a Magister, you must select one of the following magical abilities. In addition, the Magister may select another magical ability instead of selecting a heroic talent.

[Double] Curse of Agony: Magical ability. Select a visible fighter within 12" of this fighter and roll (X) dice. For each result of 2+, allocate 1 damage point to that fighter.

[Triple] Puppet Master: Magical ability. Select a visible fighter within 6" of this fighter. That fighter must pass a Bravery test or immediately make a free Move, Retreat, or Attack action of your choice (a friendly fighter can choose to automatically fail the Bravery test).

[Quad] Touch of chaos: Magical ability. Select a visible fighter within 1” of this fighter. That fighter must take a Bravery test. If the test fails, the fighter is immediately removed from the battlefield. The fighter does not count as taken out of action, but gains the MUTANT keyword.

HUMAN, Possessed, HERO, LEADER, WIZARD

Darksoul (0-3)​

100 gc

Hollowed out by daemonic possession, these revered warriors serve as the holy enforcers of the cult, carrying out their bloody craft without fear.

Move
Fight
Shoot
5"
4
3
Armour
Health
Bravery
0
14
4+

[Trait] Hollowed: This fighter automatically passes any Bravery tests it is required to take.

[Double] Baleful Challenge: Select a visible enemy fighter within 1” of this fighter. That enemy fighter makes a free melee attack action targeting this fighter. Then, add 2 to the Attacks and Fight characteristic of melee attack actions made by this fighter that targets that enemy fighter until the end of the activation.

HUMAN, Possessed, HERO

Possessed (0-2)​

160 gc

The Possessed have committed the greatest of sins: they have given their bodies to Daemons. They are nightmarish creatures made of flesh and black magic.

Move
Fight
Shoot
6"
4
3
Armour
Health
Bravery
1
18
4+
Weapon
R
A
D
Special
Daemonic Appendage
1"
3
3/4
—

When this fighter is recruited to the warband, it must make a roll on the mutation table.

[Trait] Ascended: In the aftermath sequence, this fighter is always considered to be Marked for Greatness. The Daemon within refuses to be equipped with any equipment, weapons or armour.

DAEMON, Possessed, HERO, MUTANT

Brethren​

65 gc

Brethren are the crazed human followers of the cults of the dark gods, eager to descend into damnation.

Move
Fight
Shoot
5"
3
3
Armour
Health
Bravery
0
10
5+
HUMAN, Possessed, HENCHMAN

Mutant​

70 gc

Scorned by society, these wretches have found solace as embodiments of the shadowlord's will

Move
Fight
Shoot
5"
3
3
Armour
Health
Bravery
0
10
5+
HUMAN, Possessed, HENCHMAN, MUTANT

Equipment​


Melee weapons
Cost (gc)
15
45
Ranged weapons
Cost (gc)
25
Armour
Cost (gc)
70