Cult of the Possessed
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The Cult of the Possessed is a Chaos Warband.
Description[edit | edit source]
Mordheim has become a lawless, blighted place, far from the authority of temples and noble lords. The malignant clutch of Chaos hangs heavy over the ruins, changing those too desperate or too stubborn to leave, drawing to it creatures already twisted by mutation and corruption. Groups of these degenerates and mutants gather together into the Cults of the Possessed, seeking to gain the favour of the Shadowlord by returning the wyrdstone to the Pit and slaughtering all those they find trespassing upon their master’s domain – the City of the Damned. The inhuman, the subhuman and the nonhuman all gathered into the dark embrace of madness.
Warriors[edit | edit source]
|Magister||Leader||Normal||116||Blood Sacrifice: Passive Skill. After dealing melee damage, reduces the cost of the next Spell cast by 1 Offense Point. The next action taken must be a spell or the effect is lost.|
|Possessed||Hero||Fast||104||Fear: Passive Skill. Enemies who engage or start the turn engaged with the user must perform a Fear test. Failing the test reduces melee Hit chance by 30%. The debuff persists until passing a Fear test on turn start. Passing any Fear test will grant immunity to Fear for 2 turns.|
|Marauder||Hero||Normal||94||Norse Charge: Passive Skill. After dealing damage with a Charge attack, melee Damage increases by 20%. Not stackable.|
|Mutant||Hero||Normal||94||Shadow Lord's Touch: Passive Skill. After gathering a Wyrdstone, Critical hit chance increases by 5%. Not Stackable.|
|Darksoul||Henchman||Normal||69||Crazed: Passive Skill. Grants immunity to All Alone, Fear, and Terror.|
|Brethren||Henchman||Normal||74||Lurker Passive Skill. Increases chance to hit by 15% with an Overwatch attack.|
|Chaos Spawn||Impressive||Fast||194||Terror: Passive Skill. Enemies who engage or start the turn engaged with the user must perform a Terror test. Failing the test reduces maximum Offense and Strategy Points by 3. The debuff persists until passing a Terror test on turn start. Passing any Terror test will grant immunity to Terror for 2 turns.|