YE MORDHEIM LEGENDS GAZETTE
18 Angestag, Erntezeit .................................................................................. 2 Groats

The Possessed

Come now, child, and hear of the power and glory of the Dark God. Your nobles and priests have fooled you, for it is Tzeentch, the Changer of Ways, who is the true master of this porr, thin world.
Now you have heard this. Now you too must change... or die.

As the Magister Magistri of a Cult of Possessed, you command a group of worhshippers or the Dark Gods. Your warriors are no ordinary men, but crazed fanatics who willingly let the Daemons of the dark take over their bodies and minds. Human sacrifices, dark rituals, Daemon worship- nothing is too base or low for you.

The Possessed worship an Unspeakable Beast which lurks in the darkness of the Pit, the crater which the meteor left to scar the earth. They believe that this mythical creature is an emissary of Tzeentch, the Master of Change. The Possessed carry a symbol of the Dark Moon on their shields and robes.


Choice of Warriors

A Possessed warband must include a minimum of 3 models. You have 500 GC. The maximum number of warriors in the warband is 15.

Heroes

Henchmen

Magister: Each Possessed warband must have one Magister. Initiates: Any number of models may be initiates.
Possessed: Your warband may include up to 2 Possessed. Mutants: Any number of models may be mutants, but the mutants may not outnumber the Initiates. If the number of Initiates ever falls below the number of Mutants, you may not recruit new Mutants until you correct the imbalance.
Acolytes: Your warband may include up to two Acolytes. Daemons: Daemons may only be summoned to battles. See special rules.

Heroes


1 Magister... 60 GC to hire

Magisters lead the covens of the Possessed. They have been granted magical powers by their patron god. They are fanatical followers of the Dark Gods, utterly dedicated to bringing Chaos to Earth.

Profile M WS BS S T W I A Ld
Magister 4 4 4 3 3 1 3 1 8

Weapons and Armour: The Magister may be equipped with weapons and armour chosen from the Cultist equipment list.

Special Rules: Leader: Any warrior within 6" of the Magister may use his Leadership instead of their own.


Possessed... 70 GC to hire

The Possessed have committed the greatest of heresies: they have given their bodies to the Daemons. As a result they are nightmarish creatures, a melding of flesh, metal and black magic. Inside each of 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
Possessed 5 4 0 4 4 2 4 2 10

Weapons and Armour: None. The Possessed never use weapons or armour and do not suffer penalties for fighting without them.

Special Rules: Fear: Possessed are terrifying, twisted creatures and therefore cause fear. See the Psychology section of the Warhammer rules for details.


Acolytes... 25 GC to hire

Acolytes are innocent men who have been driven insane by Daemonic possession. They may no longer be possessed, but their insane strength makes them fearsome fighters. The Cultists regard them as holy, and let them work out their unreasoning rage in battle.

Profile M WS BS S T W I A Ld
Acolyte 4 2 2 3 3 1 3 1 6

Weapons and Armour: The Acolytes may be equipped with weapons and armour from the Acolyte Equipment list.

Special Rules: Immune to Psychology: The Acolytes have been driven insane by Daemonic Possession and are therefore immune to all psychology.


Henchmen

Bought in groups of 1-5


Daemons... 50 GC to summon

Daemons are supernatural creatures made of pure magic. They can be called forth from the dark reaches of the shadowy Realm of Chaos with bloody sacrifices and dark magic. Such processes are insanely dangerous, but the deranged Possessed are willing to take the risk.

Profile M WS BS S T W I A Ld
Daemon 4 5 5 4 3 1 5 3 10

Weapons and Armour: Daemons are equipped with hellish weapons which cause D3 wounds per wounding hit.

Special Rules: Cause Fear: Deamons are creatures from the dark dimensions of insanity and nightmare. All daemons cause fear.

Daemonic Aura: Daemons have a 4+ saving throw as if they were wearing armour. This save is completely negated by magic weapons.

Summoned: Daemons must be summoned to battle. Roll a D6 to see how many turns a Daemon will fight for before it automatically returns to the Realm of Chaos.

D6 1 2 3 4 5 6
  2 turns 3 turns 4 turns 5 turns 6 turns 7 turns

Initiates... 25 GC to hire

Initiates are crazed, human followers of the Cult, eager to descend into damnation. Their vile deeds and unspeakable acts have driven them to the brink of insanity.

Profile M WS BS S T W I A Ld
Initiate 4 3 3 3 3 1 3 1 7

Weapons and Armour: Initiates may be equiped with weapons and armour chosen from the Cultist Equipment List.


Mutants... ???

No information given.

Acolyte Equipment List

Cultist Equipment List

Hand to hand combat weapons

Dagger (1st free) ... 2GC Dagger (1st free) ... 2GC
Mace ... 3GC Mace ... 3GC
Hammer ... 3GC Hammer ... 3GC
Battleaxe ... 5GC Battleaxe ... 5GC
Sword ... 5GC Sword ... 5GC
Double-handed Weapon ... 15GC Double-handed Weapon ... 15GC
  Spear ... 10GC
Flail ... 15GC  

Missile Weapons

  Bow ... 10GC
  Short Bow ... 5GC

Armour

Light Armour ... 20GC Light Armour ... 20GC
Heavy Armour ... 50GC Heavy Armour ... 50GC
Shield ... 5GC Shield ... 5GC
Helmet ... 10GC Helmet ... 10GC