Cult of the Possessed Sample
Warband Name:
Warband Type: Cult of the Possessed
Wyrdstone:
Gold: 6
Warband Rating
- Total Experience =
- Members (__) x 5 = 12
- Hired Swords = 0
- Total Rating =
Heroes
| Name | Type | M | WS | BS | S | T | W | I | A | LD | Eqiupment | Skills | XP |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Possessed | 8 | 2+ | - | 3+ | +0 | 2 | 3+ | 1 | 6+ | Great Weapon | Leader. May Wear Armour and Cast Spells. Daemon. Daemon Soul. Wizard. Shadowfire D 8+ / 10+ | 20 | |
| Aspiring Champion | 7 | 3+ | 4+ | 4+ | +0 | 1 | 4+ | 1 | 7+ | Great Weapon | Blackblood | 4 | |
| Aspiring Champion | 7 | 3+ | 4+ | 4+ | +0 | 1 | 4+ | 1 | 7+ | Great Weapon | Blackblood | 4 | |
| Magister | 7 | 4+ | 4+ | 4+ | +0 | 1 | 4+ | 1 | 9+ | Short Bow, Sword x2 | Apprentice Magic | 0 | |
| Magister | 7 | 4+ | 4+ | 4+ | +0 | 1 | 4+ | 1 | 9+ | Short Bow, Sword, Shield | Apprentice Magic | 0 | |
XP Milestones:
2 4 6 8 11 14 17 20 24 28 32 36 41 46 51 57 63 69 76 83 90
| Count | Type | M | WS | BS | S | T | W | I | A | LD | Eqiupment | Skills | XP |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | Beastmen | 8 | 3+ | 4+ | 4+ | -1 | 1 | 4+ | 1 | 8+ | Great Weapon | ||
| 2 | Pit Hound | 9 | 3+ | - | 3+ | +0 | 1 | 3+ | 1 | 9+ | - | Armour Piercing 1. Daemons. Animals. | |
| 2 | Cultist | 7 | 4+ | 4+ | 4+ | +0 | 1 | 4+ | 1 | 8+ | Short Bow | ||
| 1 | Darksoul | 7 | 4+ | - | 4+ | +0 | 1 | 4+ | 1 | 9+ | Great Weapon | Immune to Fear, Immune to Panic. Heirloom | |
Experience:
2 4 6 7
Skills
- Leader: Units can use this leaders leadership value while within 7"
- Daemon: Cause Fear, No Pain (Treats Stunned as Knocked Down.)
- Daemon Soul: Treat all campaign injuries as full recovery except for rolls of ‘Dead’ , ‘Captured’, ‘Robbed’, or ‘Sold to the Pits’.
- Wizard: Uses Chaos Rituals. Starts with one spell.
- Blackblood: When an Aspiring Champion is taken out of action, all warriors within 1" take 1 automatic S 3+ hit. (Also affects friendly models.) // (Take Armour Saves as normal.)
- Apprentice Magic: Magisters are not Wizards but may learn spells from the ‘Chaos Rituals’ lore. However, each time a Magister learns a new spell (or reduces the difficulty of spell that he already knows) he must roll on the Heroes’ Post-game Injury Chart on page 60, treating any rolls of 'Captured' and 'Sold to the Pits' as 'Multiple Injuries' instead. (Learning spells will make a warrior count as a Wizard.)
- Daemons: Cause Fear, No Pain (Treats Stunned as Knocked Down.)
- Animals: Cannot Climb, Cannot Hide, Cannot use the Leader’s Ld, No Scenario Objectives, No Weapons or Armour, No Penalties for Fighting Unarmed, and No Experience.
- Heirloom: Daemon Robes (Heirloom: Warrior has this item when hired. It may not be swapped or sold, but may be discarded and robbed as normal.)
Shadowfire D 8+ / 10+
Magic Missile
Range: Flame Template
Effect: All warriors under the template take one flaming Strength 5+ hit. (Friendly warriors may also be affected.)
Augment: Upgrade to flaming Strength 4+ hits, adding +2 Difficulty to this spell. (Declare which version you are attempting before rolling dice.)