Cult of The Possessed PDF
Cult of The Possessed PDF
Cult of The Possessed PDF
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Cult of the possessed
Magister
Possessed
Mutant
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Cult of the possessed
Heroes
a result, they are nightmarish creatures, a melding of
1 Magister flesh, metal and black magic. Inside them lives a
70 gold crowns to hire supernatural thing of evil, a Daemon from the dark
reaches of the Realm of Chaos.
Magisters lead the covens of the Possessed. They have
been granted magical powers by their patron gods. The powerful spirit of a Daemon can meld several
They are fanatical followers of the Dark gods, utterly creatures together, be they men or animals, into a
dedicated to bringing Chaos to the world. multi-faceted horror. These monstrous Possessed are
perhaps the most dangerous of the creatures of
Profile M WS BS S T W I A Ld Mordheim, and certainly the most loathsome and
4 4 4 3 3 1 3 1 8 dreadful.
Weapons/Armour: The Magister may be equipped
Profile M WS BS S T W I A Ld
with weapons and armour chosen from the Possessed
5 4 0 4 4 2 4 2 7
Equipment list.
Weapons/Armour: None. The Possessed never use
SPECIAL RULES weapons or armour.
Leader: Any models in the warband within 6" of the
Magister may use his Leadership instead of their own. SPECIAL RULES
Fear: The Possessed are terrifying, twisted creatures
Wizard: The Magister is a wizard and uses Chaos
and therefore cause fear. See the Psychology section
Rituals. See the Magic section for details.
for details.
Mutations: Possessed may start the game with one or
0-2 The possessed more mutations each. See the Mutations list over the
90 gold crowns to hire page for costs.
(+ the cost of mutations)
The Possessed have committed the greatest of 0-2 Mutants
heresies: they have given their bodies to Daemons. As
25 gold crowns to hire
(+ the cost of mutations)
Mutants are revered as the favoured ones of the Dark
gods, their physical disfigurements marking out the
vileness of their soul. They come in many shapes
and sizes, each more bizarre than the next.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armour: Mutants may
be equipped with weapons and
armour chosen from the
Possessed Equipment list.
SPECIAL RULES
Mutations: Mutants must start
the game with one or more
mutations each. See the
Mutations list over the page for
the cost.
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Cult of the possessed
Profile M WS BS S T W I A Ld
4 4 3 3 4 2 3 1 7
Weapons/Armour: Beastmen may be equipped with
weapons and armour chosen from the Darksouls
Equipment list.
Profile M WS BS S T W I A Ld
4 2 2 4 3 1 3 1 6
Weapons/Armour: Darksouls may be equipped with
weapons and armour chosen from the Darksouls
Equipment list.
SPECIAL RULES
Crazed: Darksouls have been driven insane by
daemonic possession and know no fear. They
automatically pass any Leadership tests they are
required to take.
Brethren
25 gold crowns to hire
Brethren are the crazed human followers of the cults
of the dark gods, eager to descend into damnation.
Their vile deeds and unspeakable acts have driven
them to the brink of insanity.
Profile M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/Armour: The Brethren may be equipped
with weapons and armour chosen
from the Possessed Equipment
list.
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Cult of the possessed
Mutations
Those who dwell in Mordheim soon develop horrible Mutations may be bought for a Mutant or a Possessed
mutations, and the Cult of the Possessed seem to be warrior only when they are recruited; you may not
especially susceptible. In addition, Mordheim attracts buy new mutations for a model after recruitment. Any
mutants from all over the Empire, who are always Mutant or Possessed may have one or more
quick to join the Chaos covens. Most mutations are mutations. The first mutation is bought at the price
simply inconvenient or hideous, but some make their indicated, but second and subsequent mutations
bearers extremely dangerous in combat. bought for the same model cost double.
scorpion tail
The mutant has a long barbed tail with a venomed tip,
allowing him to make an extra Strength 5 attack in
each hand-to-hand combat phase. If the model hit by
the tail is immune to poison, the Strength of
the hit is reduced to 2.
Cost: 40 gold crowns
extra arm
The mutant may use any single-handed weapon
in the extra arm, giving him +1 attack when fighting
in hand-to-hand combat. Alternatively, he may carry a
shield or a buckler in the extra arm. If a Possessed
chooses to do this, he gains an extra attack but still
cannot carry a weapon.
Cost: 40 gold crowns
hideous
The mutant causes fear. See the Psychology section
for details.
Cost: 40 gold crowns
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