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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

NameTypeMWSBSSTWIALDEqiupmentSkillsXP
Possessed82+-3++023+16+Great WeaponLeader. May Wear Armour and Cast Spells. Daemon. Daemon Soul. Wizard. Shadowfire D 8+ / 10+20
Aspiring Champion73+4+4++014+17+Great WeaponBlackblood4
Aspiring Champion73+4+4++014+17+Great WeaponBlackblood4
Magister74+4+4++014+19+Short Bow, Sword x2Apprentice Magic0
Magister74+4+4++014+19+Short Bow, Sword, ShieldApprentice Magic0

XP Milestones:
2 4 6 8 11 14 17 20 24 28 32 36 41 46 51 57 63 69 76 83 90

CountTypeMWSBSSTWIALDEqiupmentSkillsXP
2Beastmen83+4+4+-114+18+Great Weapon
2Pit Hound93+-3++013+19+-Armour Piercing 1. Daemons. Animals.
2Cultist74+4+4++014+18+Short Bow
1Darksoul74+-4++014+19+Great WeaponImmune 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.)