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 and may claim one of his dark blessings:
- 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, add 1 to its Attacks characteristic.
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.
Mutated Weapons
Some mutations grant the fighter a mutated weapon, that comes with its own weapon profile. A mutated weapon is part of the fighter's body and counts towards their limit of two melee weapons. If the fighter is already equipped with a melee weapon, they must forfeit a non-mutated melee weapon. A fighter with mutated weapons cannot be equipped with any ranged weapons.
Stability test
| Dice Result | Effect |
|---|---|
| 1-2 | The flesh slumbers: Make a characteristic increase for this fighter (see advancements) or select a talent (if the fighter is a HERO). |
| 3-8 | New Mutation: Roll a d66 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, rejoice, and gain 1 point of Favour. |
Mutation Table
| D66 Roll | Mutations |
|---|---|
| 11-13 | Vessel of the Gods: When this fighter is deployed to the battlefield, you may add an additional wyrd dice to your saved wyrd dice. |
| 14-16 | Deformed 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. |
| 21-23 | Tentacles: Counts as a mutated weapon, using the following weapon profile; Range 2” | 3 Attacks | 2/3 Damage | Whipcrack. |
| 24-26 | Black Blood: Whenever this fighter is allocated damage from an attack action that scored a critical hit, allocate 1 damage to every visible fighter within 1”. |
| 31-33 | Temporal Instability: Once per battle round, when this fighter makes a Move action, you may subtract 2 from their Move characteristic to treat an obstacle as insignificant terrain. |
| 34-36 | Horrific Appearance: This fighter gains the Terrifying keyword. |
| 41-43 | Cloud of flies: Subtract 1 from the Fight and Shoot characteristics (to a minimum of 1) of all fighters within 2” of this fighter. |
| 44-46 | Great Claw: Counts as a mutated weapon, using the following weapon profile; Range 1” | 2 Attacks | 3/4 Damage | Piercing 3, Brutal. |
| 51-53 | Metabolic overdrive: Once per battle round, this fighter can make a free move action. If it does, allocate D3 damage points to this fighter. |
| 54-56 | Rapid Regeneration: Each time this fighter is activated, you can remove D3 damage points allocated to them. |
| 61-63 | Daemonic Chitin: Add 1 to this fighter's Armour characteristic. |
| 64-66 | Scorpion Tail: Does not count as a mutated weapon. Can be used as an off-hand weapon when making melee attack actions, using the following weapon profile; Range 1” | 1 Attack | 2/4 Damage | Piercing 1, Poisoned |
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.
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. Until the end of the battle round, when that fighter makes an action other than the Wait action, allocate (X/2) damage points 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.
Faction Rules (1)
[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.
HUMAN, Possessed, HERO, LEADER, WIZARDDarksoul (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.
[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.
Faction Rules (1)
[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.
HUMAN, Possessed, HEROPossessed (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.
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.
Faction Rules (1)
[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.
DAEMON, Possessed, HERO, MUTANTBrethren
65 gc
Brethren are the crazed human followers of the cults of the dark gods, eager to descend into damnation.
Faction Rules (1)
[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.
HUMAN, Possessed, HENCHMANMutant
70 gc
Scorned by society, these wretches have found solace as embodiments of the shadowlord's will
When this fighter is recruited to the warband, it must make a roll on the mutation table.
Faction Rules (1)
[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.
HUMAN, Possessed, HENCHMAN, MUTANT