View Full Version : cult of possessed

Dark Apostle197
26-09-2006, 22:55
Are they a decent army gamewise. Are they good for a newbie morheim player? There is a league coming up by me and thought maybe I'd get into it, but they are the only ones that interest me.

Please don't just tell me "go look the the rulebook"

1. don't have one.
2. dunno when i can get to the GW to check.


26-09-2006, 23:10
I've never played Mordheim but I know more bodies on the table is always good and just to help out, follow the link

rulebook (http://www.specialist-games.com/mordheim/rulebook.asp)

Dark Apostle197
26-09-2006, 23:25
Thanks! Usually stuff I download from GW websites don't work, but it's worth a try. thanks again.

Dark Apostle197
26-09-2006, 23:27
Nope, didn't work... again. Argh oh well thanks. ANy more info would be great too!

28-09-2006, 06:41
I just downloaded the rules from the GW site. Works fine for me the only problem I can see is that you don't have adobe acrobat installed just google search "download adobe acrobat" and download the program from www.adobe.com

Dark Apostle197
28-09-2006, 06:49
I do have it. Maybe not the latest version though...

Dark Apostle197
28-09-2006, 06:50
I downloaded it, and then downloaded the rules, didn't work.

28-09-2006, 07:04
I have tried cutting and pasting the chapters but it is not working. If you want I can send you digital photos of the relevant pages tonight. As far as I can tell the fault lies with your computer so see a guru or try installing acrobat again.

28-09-2006, 12:50
Sorry this is good as I can do I cut and pasted the text from the pdf file
Cult of the possessed
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 Possessed warband must include a minimum of
three models. You have 500 gold crowns to recruit
your initial warband. The maximum number of
warriors in the warband may never exceed 15.

Magister: Each Possessed warband must have one
Magister: no more, no less!

Possessed: Your warband may include up
to two Possessed.

Mutants: Your warband may include up to
two Mutants.
Darksouls: Your warband may include up to five

Brethren: Any number of models may be Brethren.

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

Starting experience

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


Cult of the possessed

Possessed skill table
Combat Shooting Academic Strength Speed

Possessed equipment lists
The following lists are used by Possessed warbands to pick their equipment.
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . 15 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Short bow . . . . . . . . . . . . . . . . . . . . . . 10 gc
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . . . . . . . . . . 50 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
This list is for Darksouls and Beastmen only
Hand-to-hand Combat Weapons:
Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Hammer . . . . . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . 15 gc
Flail . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Missile Weapons
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc
Heavy armour . . . . . . . . . . . . . . . . . . . 50 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
When you are facing an enemy that is really
scary like the living dead or creatures of
Chaos, always shoot at them. Never attack them in
close combat if you have the option.
I’ve seen many powerful warriors losing precious
seconds trying to overcome their fear and charge
these monsters.
And when they did it, it was often too late…

Cult of the possessed


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.

Profile MWSBS S TW I ALd

4 44331 318

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

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

Wizard: The Magister is a wizard and uses Chaos
Rituals. See the Magic section for details.

0-2 The possessed

90 gold crowns to hire
(+ the cost of mutations)

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

Profile MWSBS S TW I ALd

5 40442 427

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


Fear: The Possessed are terrifying, twisted creatures
and therefore cause fear. See the Psychology section
for details.

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

A Ld


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


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

(+ the cost of mutations)
Profile M WS BS S T W I
4 3 3 3 3 1

Cult of the possessed

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

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.

Profile MWSBS S T W I ALd

4 22431316

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

Crazed: Darksouls have been driven insane by
daemonic possession and know no fear. They

automatically pass any Leadership tests they are
required to take.


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.

Profile MWSBS S T W I ALd

4 33331317

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

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.

Profile MWSBS S TW I ALd

4 43342317

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


Cult of the possessed


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

A Daemon lives within the mutant’s soul. This gives
him a 4+ save against the effects of spells or prayers.

Cost: 20 gold crowns.

great claw

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.

Cost: 50 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.

Cost: 35 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.

Cost: 30 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

Cost: 35 gold crowns

scorpion tail

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.

Cost: 40 gold crowns

extra arm

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.

Cost: 40 gold crowns


The mutant causes fear. See the Psychology section
for details.

Cost: 40 gold crowns

28-09-2006, 13:57
Just to make a point, maybe it's not working because you haven't signed the user agreement. This comes up when you load Adobe, so minimise Adobe and all other programs manually, and it should be there.

28-09-2006, 17:42
i think Mercenary are the best for newbies.. because they can be good all-round...

but it depends on your style.. i started out making like 5 different warbands - possesed, sigmar, skaven, mercenary etc..

i ended up by making a skaven warband

28-09-2006, 19:06
Possessed can be quite cool; they have no ranged ability, but more than make up for it with their combat monsters.

The official GW models are atrocious, though- I'd take a look elsewhere for conversion material.

Dark Apostle197
28-09-2006, 22:05
I have tried cutting and pasting the chapters but it is not working. If you want I can send you digital photos of the relevant pages tonight. .

Thank you so much. Sending me the pages would be great. my e-mail is jhoogenstryd@yahoo.com. Don't feel obliged to though, if stuff comes up or it is too time consuming, I understand.

To the poster who suggested mercenaries because they are good all around. My first fantasy army was wood elves, I got used to having an army that is a little better at one thing that another. :)

thanks for all the posts guys!

Dark Apostle197
28-09-2006, 22:14
Using the warband set, what would be a good list? Thanks.

28-09-2006, 22:40
Thank you so much. Sending me the pages would be great. my e-mail is jhoogenstryd@yahoo.com.

This was proving way to fiddly, If you can't fix adobe using sign user agreement trick like ultimate nagash recommended go to an internet cafe and print them out, it will cost you a buck, Ideally you have a job in an office and you hate your boss and you can print everything out at work;)

Dark Apostle197
28-09-2006, 22:48
Ideally I was old enough to work in an office. Lol thanks for the help.

30-09-2006, 23:49
if you get a laser printer.. it will be "spittin" them out

Dark Apostle197
01-10-2006, 20:21
it was actually that my computer would not take it. Luckily I got the last starter box at the local GW. I playtested using possessed and wasn't a fan. I then used witch hunters and had a lot more fun, so I will be doing witch hunters... Evil ones ofcourse :) They remind me of my word bearers a little

02-10-2006, 00:21
...ok...um dude did you just say that you bought a possessed warband box...playtested them...then gave them up?


and evil witch hunters? how is sigmar evil?

ok...read my sig please...it just hurts to see that someone else is making the same mistake i did so long ago.

Dark Apostle197
02-10-2006, 01:07
No, the local GW let me borrow their warband, i wasn't impressed. Then I play tested a witch hunter one and liked them. They can be evil because sometimes the witch hunter gets in too deep. if you read the story they had in the rule book at the end he reads the necromancers book and... well. :)

02-10-2006, 05:38
you wasnt impressed after one battle? what kind of list was it? was it mutation heavy or...did it have not enough troops or something? anyway, youre supposed to customize your 'band...this is a speciality game after all, so just play testing and basing opinions on the game means nothing.

for example. you are a hardcore orc player and love orcs. however, your 'band has nearly every serious injury imaginable, and is at 1 in some of its characteristics. your boss is nearly retired...your shaman still has only one spell, and your goblin fanatics have chains instead of arms because the arms already popped off. yet you still play. and you love them to bits.

saying, "oh well this possessed mutant uses his great claw...blah fight blah...yay wyrdstone and money so i can kill more and beat everyone" or something akin to that...that is powergaming. im not going to rat on you if that is how you play, but the worst decisions are usually ones based on fact, not opinion.

Dark Apostle197
02-10-2006, 05:50
Actually, it was two games. i also won the first one. I just didn't find them my playing style. I played with the possessed and won, but didn't have fun. I played a third game with the same opponent with witch hunters, and did.

03-10-2006, 18:11
try this:


download that and try it for reading the PDF files. it's handy (and tiny.)



all of the LRB versions that exist so far.

Etienne de Beaugard
05-10-2006, 14:52
While I've never played a Possessed warband, those in my group who played them often dropped them. They have a heavy cost initially, resulting in fairly low model count. With some luck and experience they turn into something potent by mid campaign.

Witchhunters strart out really strong (especially with those wardogs), but their low size cap hurts late in a campaign.

Of the 'official' tournie warbands, Beastmen, Orks and Skaven seemed to produce the strongest bands by mid-campaign.

Dark Apostle197
05-10-2006, 23:43
[QUOTE=Etienne de Beaugard;990337]

Witchhunters strart out really strong (especially with those wardogs), but their low size cap hurts late in a campaign.


That is something I noticed. At 500gp I already am at the max.

Fastforward rlz
05-10-2006, 23:58
I think if you really like dark and chaotic stuff then possed is the way to go. I think the spells and mutations give them character. also if you look at the serious injurys chart and other stuff. you'll find there are many possed specific things like sacrificeing ppl for experience

Dark Apostle197
06-10-2006, 00:10
I didn't really like playing possessed as much as witch hunter, so i started witch hunters. Thanks for the reply though.

Fastforward rlz
06-10-2006, 00:20
hahaha np I play witch hunters and i love them :-)

Dark Apostle197
06-10-2006, 01:51
Yeah, I play word bearers for 40k. So it came down to the closest guys to chaos, or the most religious guys outside of sisters. i chose the religious guys to make my friend mad who hates my word bearers.

06-10-2006, 08:56
If you want a chaos warband why not try out Carnival of Chaos? they can end up pretty good from what i've seen. Heres the link if you want it


Fastforward rlz
06-10-2006, 21:42
My friend has started playing Coc and he really likes them. We're thinking of letting makeing a hired sword for him like a chaos warrior or something with stats along the lines of a pit fighter. Also he's gona try to get a warhorse then he can use the Nurgle lord from WFB