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Cult of the Possessed
Complete information
in Mordheim Main
Rulebook.
PDF at
Downloads!
As the Magister of a Cult of Possessed, you command a group of
worshippers of the Dark God Tzeentch, the Master of Change. Your warriors are no
ordinary men, but crazed fanatics who willingly let Daemons take over their
bodies and minds. Human sacrifices, dark rituals, Daemon worship - nothing is
too gruesome or low for you and your men.
The Possessed worship an Unspeakable Beast which lurks in the darkness of The
Pit, the crater which the meteor left to scar the earth in Mordheim. They
believe that this mythical creature is an emissary of Tzeentch, the Master of
Change. The Possessed carry a symbol of the Dark Moon on their shields and
robes.
Come now, child, and hear of the power and glory of
the Dark God. Your nobles and priests have fooled you, for it is Tzeentch,
the Changer of Ways, who is the true master of this poor, thin world. Now
you have heard this. Now you too must change... or die.
Choice of Warriors:
A Possessed warband must include a minimum of three models.
You have 500 gold crowns to recruit your initial warband. The maximum number of
warriors in the warband may never exceed 15.
Magister: Each Possessed warband must have one Magister:
no more, no less!
Possessed: Your warband may include up to two Possessed.
Mutants: Your warband may include up to two Mutants.
Darksouls: Your warband may include up to five Darksouls.
Brethren: Any number of models may be Brethren.
Beastmen: Your warband may include up to three Beastmen
Gors.
Starting Experience:
A Magister starts with 20 experience.
Possessed start with 8 experience.
Mutants starts with 0 experience.
Henchmen start with 0 experience.
Possessed Skill Tables
Magister may choose from the Combat, Academic or Speed.
Possessed may choose from the Combat, Strength or Speed.
Mutant may choose from the Combat or Speed.
Possessed Equipment List
Sisters of Sigmar
Darksouls
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Dagger
1st free/ 2 gc
Hammer/Mace
3 gc
Hammer/Mace
3 gc
Axe
5 gc
Axe
5 gc
Sword
10 gc
Sword
10 gc
Double Handed Weapon
15 gc
Double Handed Weapon
15 gc
Spear
10 gc
Flail
15 gc
Missile Weapons
Missile Weapons
Bow
15 gc
None
Short Bow
10 gc
Armor
Armor
Light Armor
20 gc
Light Armor
20 gc
Heavy Armor
50 gc
Heavy Armor
50 gc
Shield
5 gc
Shield
5 gc
Helmet
10 gc
Helmet
10 gc
Heroes
1 Magister; 70 gold crowns to
hire
Magisters lead the covens of the Possessed. They have been granted magical
powers by their patron gods. They are fanatical followers of the Dark gods,
utterly dedicated to bringing Chaos to the world.
M
WS
BS
S
T
W
I
A
Ld
4
4
4
3
3
1
3
1
8
Weapons/Armor: The Magister may
be equipped with weapons and armor chosen from the Possessed Equipment list.
Special Rules:
Leader: Any models in the
warband within 6" of the Magister may use his Leadership instead of their
own.
Wizard: The Magister is a wizard and uses Chaos
Rituals. See the Magic section for details.
0-2 The Possessed; 90 gold crowns
to hire (+ the cost of mutations)
The Possessed have committed the greatest of heresies: they have given their
bodies to Daemons. As a result, they are nightmarish creatures, a melding of
flesh, metal and black magic. Inside them lives a supernatural thing of evil, a
Daemon from the dark reaches of the Realm of Chaos. The powerful spirit of a
Daemon can meld several creatures together, be they men or animals, into a
multi-faceted horror. These monstrous Possessed are perhaps the most dangerous
of the creatures of Mordheim, and certainly the most loathsome and dreadful.
M
WS
BS
S
T
W
I
A
Ld
5
4
0
4
4
2
4
2
7
Weapons/Armor: None. The
Possessed never use weapons or armor.
Special Rules:
Fear: The Possessed are terrifying, twisted
creatures and therefore cause fear. See the Psychology section for details.
Mutations: Possessed may start the game with one
or more mutations each. See the Mutations list over the page for costs.
0-2 Mutants; 25 gold crowns to
hire (+ the cost of mutations)
Mutants are revered as the favored 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.
M
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Mutants may be
equipped with weapons and armor 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.
Henchmen
(In groups of 1-5)
0-5 Darksouls; 35 gold crowns to
hire
Darksouls are men who have been driven insane by the daemonic possession which
became all too common after the destruction of Mordheim. The Daemons have left
the bodies of these men, but their minds have been scarred by the horror of the
experience. Their insane strength makes Darksouls dangerous fighters. The
Cultists regard them as holy men, and let them work out their unreasoning rage
in battle. In their tortured minds the Darksouls believe themselves to be
Daemons. They wear leering daemonic masks and garb themselves in armor and
clothing resembling the scaled skin of Daemons.
M
WS
BS
S
T
W
I
A
Ld
4
2
2
4
3
1
3
1
6
Weapons/Armor: Darksouls may be
equipped with weapons and armor 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.
0+ 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.
M
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: The Brethren may
be equipped with weapons and armor chosen from the Possessed Equipment list.
0-3 Beastmen; 45 gold crowns to
hire
Beastmen are mutated monstrosities that infest the forests of the Empire:
massive horned creatures with an inhuman resistance to pain. The destruction of
Mordheim brought many Beastmen into the ruined city to prey upon the survivors.
They readily ally with the Magisters of the Possessed warbands.
M
WS
BS
S
T
W
I
A
Ld
4
4
3
3
4
2
3
1
7
Weapons/Armor: Beastmen may be
equipped with weapons and armor chosen from the Darksouls Equipment list.
Mutations
Those who dwell in Mordheim soon develop horrible mutations,
and the Cult of the Possessed seem to be especially susceptible. In addition,
Mordheim attracts mutants from all over the Empire, who are always quick to join
the Chaos covens. Most mutations are simply inconvenient or hideous, but some
make their bearers extremely dangerous in combat.
Mutations may be bought for a Mutant or a Possessed warrior
only when they are recruited; you may not buy new mutations for a model after
recruitment. Any Mutant or Possessed may have one or more mutations. The first
mutation is bought at the price indicated, but second and subsequent mutations
bought for the same model cost double.
Daemon Soul; Cost: 20 gc
A Daemon lives within the mutant’s soul. This gives him a 4+ save against
the effects of spells or prayers.
Great Claw; Cost: 50 gc
One of the mutant’s arms ends in a great, crab-like claw. He may carry no
weapons in this arm, but gains an extra attack in hand-to-hand combat with a
+1 Strength bonus.
Cloven Hoofs; Cost: 40 gc
The warrior gains +1 Movement.
Tentacle; Cost: 35 gc
One of the mutant’s arms ends in a tentacle. He may grapple his opponent in
close combat to reduce his attacks by -1, down to a minimum of 1. The mutant
may decide which attack his opponent loses.
Blackblood; Cost: 30 gc
If the model loses a wound in close combat, anyone in base contact with the
model suffers a Strength 3 hit (no critical hits) from the spurting
corrosive blood.
Spines; Cost: 35 gc
Any model in base contact with the mutant suffers an automatic Strength 1
hit at the beginning of each close combat phase. Spines will never cause
critical hits.
Scorpion Tail; Cost: 40 gc
The mutant has a long barbed tail with a venom 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.
Extra Arm; Cost: 40 gold crowns
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.
Hideous; Cost: 40 gold crowns
The mutant causes fear. See the Psychology section for details.