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Cult of Possessed Warband Rules

1) The document provides special rules and skills for the Cult of Possessed warband for Age of Sigmar. 2) Warriors can gain mutations from visiting the Shadowlord or paying gold coins, and the Shadowlord can grant weapons, armor, or transformations. 3) Possessed warriors have increased abilities but lose other skills and attributes, becoming monstrous daemonic creatures.

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Clarck Nova
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0% found this document useful (0 votes)
126 views6 pages

Cult of Possessed Warband Rules

1) The document provides special rules and skills for the Cult of Possessed warband for Age of Sigmar. 2) Warriors can gain mutations from visiting the Shadowlord or paying gold coins, and the Shadowlord can grant weapons, armor, or transformations. 3) Possessed warriors have increased abilities but lose other skills and attributes, becoming monstrous daemonic creatures.

Uploaded by

Clarck Nova
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Cult of Possessed v.2.

4
Warband Special Rules Warband Special Rules
Blasphemous Pilgrimage Shadowcoil
Whenever a warrior with this rule gains a new skill, Warrior may attempt any number of spellcasting
he may roll on the ‘Pilgrimage to the Shadowlord’ rolls in each of his Shooting Phases, not just one.
chart instead of picking a skill. He still cannot cast spells the same turn he fired a
 (Henchmen with this rule do not derive any missile weapon (or vice versa).
effect from it until they are promoted to
heroes.) Fly (10”)
Warrior may fly 10” instead of moving. He may use
Spawn Mutations (10gc) flying moves to move into close combat with
Warrior may acquire Mutations from the enemies, in which case he counts as charging, but
Mutations skill list at 10gc per Mutation. Any cannot hide at the end of a flying move.
number of Mutations may be acquired in this way
when the warrior is first hired, as well as between Unruly
each battle. When deploying the warband, there can only be
one warrior with is rule in each Combat Group.
Mutated Monstrosity
Fight Unarmed; Never use Weapons or Armour Brayherd Skills
(not even if a skill or ability would otherwise allow Only warriors whose race is Gor or Ungor may
it, but may use Special Equipment as normal). choose Brayherd skills as one of their skill lists
when promoted to heroes.
Beseech the Shadowlord (4+)
Whenever a warrior with this rule takes an enemy
out of action, roll a D6: On a roll of 4+, the warband
gains +1 Power Dice that may be used by any
wizard (not priest) in the warband.

Fanatical
Warrior is immune to fear and panic and may not
leave close combat voluntarily.

Cloven Hoofs
Warrior may re-roll failed Jump Down tests.

Primal Fury
Warrior hates all enemies in the first round of
each close combat. (I.e. all of his close combat
attacks have +1 to hit.)

Murderous Rage
Warriors with this rule may re-roll their first natural
1 ‘to wound’ in each close combat phase (i.e. © Giorgos Magakis
also opponent’s).
Warband Special Equipment
Daemonscales 10gc
Suit of Armour: Prevents Wizards from casting
spells. May be worn in combination with Light or
Heavy Armour.
Wearer gains ‘Scaly Skin (6+)’ vs. shooting attacks.
(No effect vs. spells / prayers.)

Sacrificial Dagger 5gc


Special Equipment: Whenever owner takes an
enemy out of action with a close combat attack, he
gains +1 Power Dice.
Can only be carried by Wizards.

Blight Arrows 5gc


Special Equipment: All of wielder’s shots with any
kind of Bow are poisonous. If wielder also has other
special arrows (such as Hunting Arrows), he must
© Giorgos Magakis choose which arrows to use at the start of each
Shooting phase. Blight Arrows last entire campaign.
May be given to Henchmen.
Can only be carried by Ungors.

Shadowtangle Familiar 10gc


Special Equipment: Enemy wizards within 1” of this
warrior suffer -3 to their spellcasting rolls. Being
within 1” of multiple Shadowtangle Familiars does
not stack.

Chaos Icon 10gc


Special Equipment: Wielder cannot hide and loses
‘Stealth’ if he has it.
Darkpool Vortex (12”, +1): Wizards in the warband
who are within 12” of wielder add +1 to all their
spellcasting rolls when casting spells from the Lore
of Shadow or Chaos Rituals. This ability:
 Does not require line of sight.
 Does not affect wielder himself if he is a
Wizard.
 Is not active while wielder of Chaos Icon is
fleeing.
 Being 12” of multiple Chaos Icons does not
stack.
© Giorgos Magakis
Pilgrimage to the Shadowlord
Visiting the Shadowlord 11: Chaos Armour
Whenever a warrior with the ‘Blasphemous The warrior becomes proficient with Chaos
Pilgrimage’ rule gains a new skill, he may roll 2D6 Armour and gains a suit of Chaos Armour that
and consult the following chart instead. Each becomes his personal Heirloom.
warrior may visit the Shadowlord as many times Chaos Armour
as he wishes over the course of a campaign as Suit of Heavy Armour: Is affected by anything
long as he has the skill advances to do so. that affects Heavy Armour but is a separate
proficiency from normal Heavy Armour.
Armour Save: 4+
***
Initiative Penalty: Wearer has -1 I throughout
the battle. Even if wearer’s armour save has
2: Displeased the Shadowlord
been completely Sundered, the penalty still
Warrior is killed. All weapons, armour and
applies.
special equipment he was carrying is retained,
Arcane: Does not prevent Wizards from
but any Heirlooms he had are lost.
casting spells.
 If warrior also has the ‘Metal Skin’
3-6: Ignored by the Shadowlord
Mutation, that Mutation is forfeit.
Nothing happens and the skill advance is forfeit.
12: Possessed!
7-8: Entropy or Mutation
The warrior gains all of these:
Roll a D6: (1) Warrior suffers one roll of ‘Multiple
Injuries’ from the Campaign Injuries chart. (2-6)  Warrior’s race becomes Daemon
Warrior gains one Mutation of your choice from instead of his former race, and he now
the Mutations skill list that he does not already uses the maximum characteristics of
have. (He may gain this Mutation even if he does Daemons when determining advances.
not normally have access to Mutation skills.) (Any characteristics values he had that
exceed the maximums of Daemons are
9: Magical Artefact reduced to the maximum value of
The warrior gains one random Magic Item that Daemons.)
becomes his personal Heirloom. The artefact is  Warrior gains +1 Strength, +1 Initiative,
always one that the hero is proficient with. Keep +1 Attack and causes fear. (These
re-rolling the result on the Magic Items chart bonuses may not take him above the
until an item that the hero can use is rolled. racial maximums of Daemons.)
 Warrior loses the ‘Blasphemous
10: Daemon Weapon Pilgrimage’ rule. (I.e. he can no longer
The warrior gains a Daemon Weapon that roll on this chart.)
becomes his personal Heirloom. Roll a D6 to see  Warrior gains access to Combat,
which one: (1) Club (2) Axe (3) Sword (4) Great Strength, Speed, and Mutation skills and
Club (5) Great Axe (6) Great Sword. The weapon loses access to all other skill lists.
has all the properties of a normal weapon of its  Warrior gains the ‘Mutated Monstrosity’
kind, as well as +1 Strength in all rounds of rule. (But not the ‘Spawn Mutations’
combat. rule).
Possessed Skill Table
Combat Shooting Academic Strength Speed Mutations Brayherd
Coven Master V V V (+5gc)
Possessed V V V V
Magister (+10gc) V V (+10gc)
Ungor Shaman (+10gc) V V V
Initiate V (+10gc) (+5gc) (+10gc) V V

Possessed Equipment Lists

Coven Master, Ungor Initiates and Cultists Ungors


Shaman, and Magister
Close Combat Close Combat
Close Combat Hand Weapon Hand Weapon
Hand Weapon Great Weapon Great Weapon
Great Weapon Spear Spear

Shooting Shooting Shooting


Sling Sling Sling
Bow Short Bow
Armour Javelins
None Armour
Light Armour Armour
Shield Light Armour
Shield

Gors Darksouls
Close Combat Close Combat
Hand Weapon Great Weapon
Great Weapon Flail
Morning Star
Shooting
Shooting Sling
Sling Throwing Axes
Throwing Axes
Javelins Armour
Light Armour © Giorgos Magkakis
Armour Heavy Armour
Light Armour Daemonscales
Shield
HEROES HENCHMEN
0-1 Coven Master Cultists
45gc to hire 25gc to hire
Starting Experience: 18 Starting Experience: 6
Race: Human Race: Human
M WS BS S T W I A Ld M WS BS S T W I A Ld
4 3 3 3 3 3 4 1 8 4 3 3 3 3 3 3 1 7
SPECIAL RULES SPECIAL RULES
Leader (6”), Blasphemous Pilgrimage, Shadowcoil, Beseech the Shadowlord (4+),
Wizard (Shadow, Chaos Rituals or Dark Magic): Blasphemous Pilgrimage
Starts with 1 spell.
0-3 Darksouls
0-2 Possessed 30gc to hire
45gc to hire Starting Experience: 8
Starting Experience: 14 Race: Human
Race: Daemon M WS BS S T W I A Ld
M WS BS S T W I A Ld 4 3 2 3 3 3 3 1 6
4 3 - 4 3 3 4 2 8 SPECIAL RULES
SPECIAL RULES Fanatical, Murderous Rage, Heirloom:
Cause Fear, Mutated Monstrosities, Daemonscales
Spawn Mutations (10gc)
0-6 Ungors
0-1 Magister 20gc to hire
30gc to hire Starting Experience: 4
Starting Experience: 6 Race: Ungor
Race: Human M WS BS S T W I A Ld
M WS BS S T W I A Ld 5 3 3 3 3 3 3 1 5
4 2 2 3 3 3 3 1 7 SPECIAL RULES
SPECIAL RULES Cloven Hoofs
Blasphemous Pilgrimage, Shadowcoil, Wizard
(Shadow or Chaos Rituals): Starts with 1 spell. 0-3 Gors
35gc to hire
0-1 Ungor Shaman Starting Experience: 8
30gc to hire Race: Gor
Starting Experience: 6 M WS BS S T W I A Ld
Race: Ungor 5 3 2 3 4 3 3 1 6
M WS BS S T W I A Ld SPECIAL RULES
5 2 2 3 3 3 3 1 6 Cloven Hoofs, Primal Fury
SPECIAL RULES
Cloven Hoofs, Wizard (Shadow, Beasts, Chaos 0-3 Harpies
Rituals or Kin-Magic): Starts with 1 spell. 35gc to hire
M WS BS S T W I A Ld
0-3 Initiates 3 4 - 3 3 3 5 1 4
15gc to hire SPECIAL RULES
Starting Experience: 0 Fly (10”), Unruly
Race: Human Animals (Cannot Climb; Cannot Hide; Flee 3D6”;
M WS BS S T W I A Ld Cannot use the Leader’s Ld; Cannot Capture
4 2 2 3 3 3 3 1 6 Objectives; Fight Unarmed; No Promotion.)
SPECIAL RULES
Blasphemous Pilgrimage
v.2.4
Ungor Shaman can also use Chaos Rituals.
Ungors 0-6.
Daemonscale Cloak renamed Daemonscales.

v.2.3
Coven Master can also use Dark Magic.

v.2.2
Chaos Icon revamped.

v.1.7
Cultists +1 BS, +2 XP, +5gc.
Corrected Typos.
Darksouls replace +1 S on charge with Murderous Rage.
Darksouls may use Sling.
Ungor Shaman may use Lore of Shadow or Beasts.
Gors +2 XP.
Darksouls +2 XP.
Added Chaos Icon.
Magister gains Unholy Scribe.

v.1.6.2
Revamped Beseech the Shadowlord rule.

v.1.6.1
Gors may use Slings.
Sacrifical Dagger 5gc.

v.1.6
Cultists -1 BS, +1 Ld.
Darksouls Crazed Rage replace free Strength skill with +1 S on charge.
(Thanks to Carlos3)

v.1.5.3
Darksouls replace Scaly Skin with Crazed Rage (1 free strength skill).

v.1.5.2
Harpies 0-3.
Cultists +1 WS, +1 BS, +5gc +4 XP.
Magister can also use Lore of Death.

v.1.5.1
Fixed typo. Hat tip to Daelnoron.

v.1.5
Ungor Shaman cannot use Lore of Beasts.
Mutant hero type: name changed to Initiate since some players found the other name confusing.

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