Tuesday, March 27, 2012

Chaos Begins with Cult of Possessed - Some extras in here

Before I get into the whole new warband - here are some rules for following the God Of Blood - Khorne! These are a play off of the "Summoning" Rules from Town Cryer.

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Khorne Possessed Warbands

Rules for calling a Bloodletter and Special Skill



Possessed warbands that choose allegiance to Khorne can never have any spellcasters (even as hired swords).  The Magister for a Khorne warband cannot cast spells and instead has +1 Strength (which does not count toward his maximum), cannot Voluntarily Rout, but re-rolls his first failed rout check, and takes skills from Strength instead of Academic.

To hire a Demon (which is a Bloodletter) they must take the new special skill “Herald of Khorne” only available to Khorne Magisters.  To take this skill the Khorne Magister must roll a skill advance as normal.  Then he rolls 2d6, if the Magister beats a roll of 12 minus the number of enemies taken out of action during the combat, minus 2 if the Possessed warband won the game, then Khorne has blessed the fortunate individual.  If the Magister misses the roll to gain “Herald of Khorne” he may take any other skill normally available.

In addition to the “Herald of Khorne” skill the Magister must by sacrificial offerings (a common item costing 30gc).  If the Magister has both these things he can summon a Bloodletter as follows:

Every time an enemy model is taken out of action by a Khorne warband member the Khorne player rolls 2d6.  If he beats a roll of 12 minus the number of enemies taken out of action so far (11 on the first roll, 10 on the second, 9 on the third etc.) then a Bloodletter appears in base contact with the model that took the enemy out of action (as close to where the enemy was as possible).   The Bloodletter will then stay and fight for 1d6 turns.  Only one Bloodletter can ever be called per game.  The sacrificial offerings are not used if a Bloodletter does not appear during the game (but the roll is not optional and must be made if the Magister has the sacrificial offerings). 

Magisters that have “Herald of Khorne” skill and the sacrificial offerings increase the warbands rating by 30 points (regardless of whether or not they actually call the Bloodletter during a game).  The Bloodletter Stats and Skills are as described in “The Best of Town Cryer” random happenings pg. 5 (only under the control of the Khorne Player, thus does not need to divide attacks among all fighters), the Bloodletter from random happenings cannot be controlled by a Magister.

As an additional skill the Khorne Magister may also choose (on a subsequent skill advance, achieved in the same manor as “Herald of Khorne”) “Fury of Khorne” which gives him the “Demon Soul” mutation and he becomes affected by “Frenzy”.
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Below is the full warband list that uses the "Errata" rules similarly to the other warbands on this blog

Enjoy!



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Cult of Possessed Warband List
As proposed by Richard Buckner III


CHOICE OF WARRIORS
The Cult of Possessed warband must include at least 3 models.  You have 500 gold crowns with which to form your warband.  The maximum number of warriors in the warband is 15.



HEROES

Magister: Your warband must include 1 Magister.  No more, no less.

Possessed: Your warband may include 1 Possessed.

Mutants: Your warband may include up to 2 Mutants.



HENCHMEN

Brethren: Your warband may include any number of Brethren.

Darksouls: Your warband may include up to 5 Darksouls.

Beastmen: Your warband may include up to 3 Beastmen Gors.




STARTING EXPERIENCE

A Magister starts with 20 experience.

Possessed starts with 8 experience.

Mutants start with 0 experience.

Henchmen start with 0 experience.


Possessed Skill Table


Combat
Shooting
Academic
Strength
Speed
Special
Magister
X

X

X
X
Possessed
X


X
X
X
Mutant
X



X
X




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CULT OF POSSESSED EQUIPMENT LISTS

The following lists are used by Cult of Possessed warband to pick their equipment.






POSSESSED EQUIPMENT LIST

Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Mace………………………………            5 gc
Hammer…………………………..  5 gc
Axe………………………………..            5 gc
Short Sword………………………..5 gc
Sword……………………………..            10 gc
Spear………………………………            10 gc
Double-handed Weapon…………..            15 gc

Missile Weapons


Bow………………………………..            10 gc
Short bow………………………….            5 gc

Armour


Light Armour……………………...            10 gc
Heavy Armour…………………….            30 gc
Shield……………………………...            5 gc
Buckler…………………………….            5 gc
Helmet…....……………………….            5 gc

DARKSOULS EQUIPMENT LIST


Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Mace………………………………            5 gc
Hammer…………………………..  5 gc
Axe………………………………..            5 gc
Short Sword………………………..5 gc
Sword……………………………..            10 gc
Double-handed Weapon…………..            15 gc
Flail………………………………..            15 gc

Missile Weapons


None

Armour


Light Armour……………………...            10 gc
Heavy Armour…………………….            30 gc
Shield……………………………...            5 gc Helmet…....……………………….            5 gc



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CULT OF POSSESSED RACIAL MAXIMUMS



 

M
WS
BS
S
T
W
I
A
Ld
Human
4
6
6
4
4
3
6
4
9
Magister, Mutants, Darksouls and Brethren are all human.

 

M
WS
BS
S
T
W
I
A
Ld
Possessed
6
8
0
5
5
4
7
5
10

 

M
WS
BS
S
T
W
I
A
Ld
Gor
5
7
3
5
4
3
6
4
8





Heroes


1 Magister


70 gold crowns to hire
            Magisters lead the covens of Possessed.  Many have been granted magical powers by their patron gods.  They are fanatical followers of these Dark gods, utterly dedicated to bringing Chaos to the world.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
4
4
3
3
2
3
1
8
           
            Weapons and armour: The Magister may be equipped from Possessed equipment list.

SPECIAL RULES

Leader: The Magister is the Warband’s Leader and follows all the rules for Leaders.

Wizard: The Magister is a Wizard and uses Chaos Rituals as detailed in the Magic Section.

Skilled Veteran: The Magister may choose one skill from those on his table.
           

0 – 1 Possessed


90 gold crowns to hire (+ the cost of mutations)
            The Possessed have committed the ultimate heresies: they have given their bodies to Daemons.  As a result, they are nightmarish creatures, a melding of flesh, metal and magic.  Inside them lives a supernatural thing of evil, a Daemon from the dark reaches of the Realm of Chaos.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
4
0
4
4
2
4
2
7
           
            Weapons and armour: None.  Possessed never use equipment.

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

Large: The possessed is a large abomination of a creature and therefore counts as a large target.

            Tribute to the gods: The Possessed may start the game with one or more mutations.  A Possessed with 1-3 mutations counts as 2 warriors when determining the total number allowed in your warband.  If a Possessed has 4+ mutations he counts as 3 warriors toward the maximum allowed.



0 – 2 Mutants


15 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.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
3
3
3
3
1
3
1
7
           
            Weapons and armour: Mutants may be equipped from the Possessed equipment list.

            SPECIAL RULES
            Tribute to the Gods: A mutant starts the game with 1 or more mutations.  A mutant with 1-2 mutations counts as only a single member of your warband.  If a Mutant has 3+ mutations he counts as 2 warriors toward the maximum allowed.
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Henchmen


Brethren

25 gold crowns to hire
Brethren are devoted followers of the Magister.  They believe in him and the Dark gods, and no wonder when they look at the city around them.  

Profile

M
WS
BS
S
T
W
I
A
Ld

4
3
3
3
3
1
3
1
7

Weapons and armour: Brethren may have equipment from the Possessed Equipment list.


0 – 5 Darksouls

35 gold crowns to hire
Darksouls are men who have been driven mad by demonic 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 scared by the horror of that experience.  Their insane strength make them dangerous fighters.  The Cultists regard them as holy men, and warship them in their rage in combat.  These men garb themselves in daemonic masks and garb themselves in armour and clothing resembling the scaled skin of Daemons.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
2
2
4
3
1
3
1
10

Weapons and armour: Darksouls may have equipment from the Darksouls Equipment list.

SPECIAL RULES

            Crazed: Darksouls have been driven insane by deamonic possession, and in fact some of them believe that they actually are Daemons, as such these men know no fear.  Darksouls automatically pass all leadership-based tests they are required to take.  A darksoul may never become a warband leader.

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 Possessed warbands.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
4
3
3
4
1
3
1
6

Weapons and armour: Beastmen may have equipment from the Darksouls Equipment list.

SPECIAL RULES

Bestial: A Beastman gor is too primitive to lead a cult of possessed and therefore can never be the warband’s leader.

            Gor: If a beastman gor does get “the lads got talent” he may choose “Beastman Special Skills” (pg. ??) as 1 of the 2 tables he may choose from.

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SPECIAL SKILLS


Mutation: The Hero is blessed by the Chaos Gods and gains one mutation at random.  A Hero with 1-2 mutations counts as only a single member of your warband.  If a Hero has 3+ mutations he counts as 2 warriors toward the maximum allowed (this is different for the Possessed, see his rules above). 
When rolling for mutations, re-roll ONLY if you roll a Tentacle or Great Claw and do not have enough arms to support them.  The Dark gods are sometimes fickle, as such, do NOT re-roll if you get a mutation you already have (hideous, cloven hoofs, spines, etc.), the model just gains no additional benefit.


Roll 2D6:
2            Colorful Skin: the warrior’s skin changes to a bright rainbow color (no effect in the game).

            3            Daemon Soul: see opposite page for details.

4            Hideous: see opposite page for details.

5            Cloven Hoofs: see opposite page for details.

6            Tentacle: see opposite page for details.

7            Extra Arm: see opposite page for details.


8            Spines: see opposite page for details.

9            Scorpion Tail: see opposite page for details.

10            Blackblood: see opposite page for details.


11            Great Claw: see opposite page for details.

12            Choose: Either roll twice more on this chart OR choose any one mutation.


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MUTATIONS


Those who dwell in Mordheim soon develop horrible mutations, and the Cult of 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 Possessed warrior only when they are recruited; you may not simply buy new mutations for a model after recruitment, you may however gain them other ways.  When purchasing mutations the first is bought at the price indicated, but second and subsequent mutations bought for the same model that cost is doubled.  When gaining a mutation (either as a skill or other means) you do not pay the cost.  Mutations are not cumulative; for example having 2 Daemon Souls has no additional effect over having 1 (the second is just ignored).

Daemon Soul

A daemon lives within the mutant’s soul.  This gives him a 4+ save against the effects of spells or prayers.
Cost: 20 gc



Extra Arm

The mutant has an extra arm growing out of his back (or some other odd place).  The mutant can use a single handed weapon in this arm, giving him +1 attack, or he may carry a shield or buckler.  A Possessed gains this mutation he does get +1 attack but may still not use any weapons.  Alternatively a great claw or tentacle may be added to this extra appendage.  You may have more than 1 extra arm (another just sprouts from a different location.
Cost: 35

 

Great Claw

One or more of the mutant’s arms ends in a great, crab-like claw.  He may carry no weapons in this hand, but gains an extra attack in hand-to-hand combat with a +1 Strength bonus.  A mutant may have more than 1 great claws, however a second or subsequent great claw does not give an extra attack but makes his regular attacks +1 Strength (the model may use no weapons however).  You may have more than 1 Great Claw, but you may not have more great claws and/or tentacles than arms.
Cost: 50 gc

Tentacle

One of the mutant’s arms ends in a tentacle.  This allows him to grapple one of his opponents in close combat to reduce his attacks by –1, down to a minimum of 1.  If the opponent has different kinds of attacks (or different weapons) the Possessed player may choose which kind of attack to remove.  An arm that end in a tentacle cannot have a great claw.  You may have more than 1 tentacle, but you may not have more great claws and/or tentacles than arms.
Cost: 35 gc

Cloven Hoofs

The mutant has +1 Movement, this may take him above his maximum.
Cost: 40 gc

Blackblood

If the mutant loses a wound in close combat, anyone in base contact with him suffers a Strength 3 hit from spurting corrosive blood.  This hit cannot critical, nor can it take anyone out of action.
Cost: 30 gc

Spines

The Mutant’s body is covered in small spines.  Any model in base contact with the mutant suffers an automatic Strength 1 hit at the beginning of the close combat phase, before any attacks are made. This hit cannot critical, nor can it take anyone out of action.
Cost: 35 gc

Scorpion Tail
The mutant has a long barbed tail with a venomed tip, allowing him to make an extra attack in each close combat phase.  The attack is made at Strength 5 and follows the rules for Black Lotus.  If the model hit by the tail is immune to poison the strength of the hit is reduced to 2 and no Black Lotus.
Cost: 40 gc

Hideous

The mutant is particularly frightening (or ugly) that it is difficult to look at him.  The mautant causes fear; see the Psychology section for details.
Cost: 25 gc




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