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Cult of the Possessed

Grade: 1a
Source: Mordheim Rulebook (PDF)
Setting: Mordheim

Lore
There is never any shortage of men willing to risk their lives for a chance of real power: men whose ambitions lie beyond the scope of their birthright, or whose sorcerous skills or physical deformities place them in constant danger of persecution. What do such men have to lose if they pledge their souls to the dark gods of Chaos! In the aftermath of the destruction of Mordheim all manner of mutants have appeared whilst many hitherto unblemished folk feel the stirring of strange powers, the first awakenings of magical gifts destined to bring them to a fiery death at the hands of the Witch Hunters.

Now a leader has appeared, a new Dark Emperor, who claims lordship of the City of the Damned. He is called the Shadowlord, Master of the Possessed, and followers of the cults of Chaos gather from all over the Empire to pledge their souls to him. Though none know whether he is man or Daemon all proclaim him their saviour and eagerly seek to do his bidding.

As all students of the dark arts know, it is by the power of magic that creatures such as Daemons and spirits are able to stalk the mortal world. The wyrdstone that proliferates in Mordheim grants unnatural life to many vile things that by all natural rights should never exist. The Possessed were once men but by surrendering themselves wholly to the dark gods they have allowed Daemons to possess their bodies. Their appearance is horrific – corrupted from within, their flesh is twisted into a new and monstrous form.

With the power of the Possessed behind them the followers of the Shadowlord have grown powerful in Mordheim. In the Massacre of Silver Street the Cult of the Possessed ambushed and destroyed a large force sent in to hunt them down. Now the streets of Mordheim belong to the Shadowlord and his servants. The contaminated air does not affect them at all or, more likely, it nourishes their inner corruption. Men who venture into Mordheim alone are hunted down and sacrificed to the dark gods. All warbands of the Possessed gather wyrdstone for the Shadowlord who remains hidden in the Pit where he is said to be guarded by titanic Possessed the size of houses. A few shards of the precious stone are kept by the warbands and used to create more of the Possessed.

The leaders of cult warbands are called Magisters and each leads a group of cultists: minions of the dark gods of Chaos. These are men whose hunger for power knows no bounds, who willingly give their bodies over to possession. All take part in the blood sacrifices, dark rituals, and worship of Daemons – nothing is too base for them! These degenerate humans are joined by other creatures as vile as they – things half-man half-beast that call themselves Gors, and which men refer to as Beastmen.

There are few sights as horrific as a cult warband. Deranged warriors smeared with blood and dirt wave jagged weapons and chant blasphemous rites as they throw themselves upon their foes. Many are hardly recognisable as human, their bodies are so scarred and disfigured. The stigmata of mutation is borne by most, but the most unsettling of all are the Possessed themselves – melded flesh made of men, beasts, and metal driven by the implacable will of a Daemon.

Choice of warriors

A Cult of the Possessed warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 15.

  • Magisters: Each warband must have 1 Magister: no more, no less!
  • The Possessed: Your warband may include up to 2 The Possessed.
  • Mutants: Your warband may include up to 2 Mutants.
  • Darksouls: Your warband may include up to 5 Darksouls.
  • Beastmen: Your warband may include up to 3 Beastmen.
  • Brethren: Your warband may include any number of Brethren.

Starting experience

  • The Magister starts with 20 experience.
  • The Possessed start with 8 experience.
  • Mutants start with 0 experience.
  • Henchmen start with 0 experience.


Cult of the Possessed Skill Table

CombatShootingAcademicStrengthSpeed
Magister
The Possessed
Mutants


Cult of the Possessed equipment lists

Pricing:

The following lists are used by Possessed warbands to pick their equipment.

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Club, Mace or Hammer3 gc
Club, Mace or Hammer3 gc
Axe5 gc
Sword10 gc
Double-handed weapon15 gc
Spear10 gc

Missile Weapons

ItemCost
Bow15 gc
Short Bow10 gc

Armour

ItemCost
Light Armour20 gc
Heavy Armour50 gc
Shield5 gc
Helmet10 gc

Darksouls Equipment List

This list is for Darksouls and Beastmen only.

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Club, Mace or Hammer3 gc
Club, Mace or Hammer3 gc
Axe5 gc
Sword10 gc
Double-handed weapon15 gc
Flail15 gc

Missile Weapons

None.

Armour

ItemCost
Light Armour20 gc
Heavy Armour50 gc
Shield5 gc
Helmet10 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.

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Weapons/Armour: Magister may be equipped with weapons and armour chosen from the Possessed Equipment.

Special Rules

Leader: Any models in the warband within 6" of the Magister may use his Leadership instead of their own.

Magic User: The Magister has the ability to use magic and casts spells like any other magicians, and the Magister starts with one spells generated at random from the Chaos Rituals In addition the Magister may learn a new Spell instead of a new skill.

0 – 2 The Possessed

90 gold crowns to hire

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.

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Weapons/Armour: None. The Possessed never use weapons or armour.

Special Rules

Fear: The Possessed are terrifying, twisted creatures and therefore cause fear.

Mutations: Possessed may start the game with one or more mutations each. See the Mutations list for costs.

0 – 2 Mutants

25 gold crowns to hire

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.

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Weapons/Armour: Mutants may be equipped with weapons and armour chosen from the Possessed Equipment.

Special Rules

Mutations: Mutants must start the game with one or more mutations each. See the Mutations list for the cost.


Henchmen

(Bought 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 armour and clothing resembling the scaled skin of Daemons.

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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.

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.

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Weapons/Armour: Beastmen may be equipped with weapons and armour chosen from the Darksouls Equipment List.

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.

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Weapons/Armour: Brethren may be equipped with weapons and armour chosen from the Possessed Equipment.

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 gold crowns.

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 gold crowns.

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 gold crowns.

The warrior gains +1 Movement.

tentacle

Cost: 35 gold crowns.

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 gold crowns.

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 gold crowns.

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 gold crowns.

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.

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.

Chaos Rituals

Chaos rituals employ the raw power of the darkest magic, and are therefore supremely useful in bringing pain and suffering, as well as change and mutation.

Chaos Rituals are used by Cult of the Possessed Magister, Beastmen Raiders Beastmen Shaman, Marauders of Chaos Seer (with the Mark of Chaos Undivided)

D6Result
1Vision of Torment
2Eye of God
3Dark Blood
4Lure of Chaos
5Wings of Darkness
6Word of Pain

Vision of Torment

Difficulty: 10

The Chaos Mage summons horrible visions of the realm of Chaos, causing his enemy to recoil in utter horror.

This spell has a range of 6" and must be cast on the closest enemy model. If the Chaos Mage is in hand-to-hand combat, he must choose his target from those in base contact with him. The affected model is immediately stunned. If the model cannot be stunned it is knocked down instead.

Eye of God

Difficulty: 7

The Chaos Mage implores the Dark gods to grant a boon to their servant.

You may use the Eye of God successfully only once per battle. Choose any single model within 6", friend or foe. Roll a D6 to see what happens to the affected model.

  D6  Result
1The wrath of the gods descends upon the target. The model is taken out of action immediately. He does not have to roll on the Serious Injury chart after the battle though.
2-5The model gains +1 to any one of his characteristics during this battle (chosen by the player who cast the spell).
6The model gains +1 to all of its characteristics for the duration of the battle.

Dark Blood

Difficulty: 8

The Chaos Mage cuts his palm and his blood spurts out, burning flesh and armour.

This attack has a range of 8" and causes D3 S5 hits. It hits the first model in its path. After using this spell the Chaos Mage must roll on the Injury table for himself to see how dangerous the wound is, though treat the out of action result as stunned instead.

Lure of Chaos

Difficulty: 9

The Chaos Mage calls upon the taint of chaos which exists in the inner soul of all living beings.

The spell has a range of 12" and must be cast on the closest enemy model. Roll a D6 and add the Chaos Mage’s Leadership to the score. Then roll a D6 and add the target’s Leadership to the score. If the Chaos Mage beats his opponent’s score he gains control of the model until the model passes a Leadership test in his own recovery phase. The model may not commit suicide, but can attack models on his own side, and will not fight warriors from the Chaos Mage’s warband. If he was engaged in hand-to-hand combat with any warriors of the Chaos Mage’s warband, they will immediately move 1" apart.

Wings of Darkness

Difficulty: 7

The Chaos Mage is lifted from the ground by two shadowy Daemons and carried wherever he wants to go.

The Chaos Mage may immediately move anywhere within 12", including into base contact with an enemy, in which case he counts as charging. If he engages a fleeing enemy, in the close combat phase he will score one automatic hit and then his opponent will flee again (if he survives).

Word of Pain

Difficulty: 7

Speaking the forbidden name of his dark god, the Chaos Mage causes indescribable pain to all who hear it.

All models within 3" of the Chaos Mage, friend or foe, suffer one S3 hit. No armour saves are allowed.