Mordheim Official Rules for Cult of Possessed Warbands

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

Possessed List <——————–> Darksouls List

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
Bow 10 gc None
Short Bow 5 gc
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.