In the Old World there are many dark
powers that plague the existance of right-thinking
folk, and one such is known as Khaine, the
God of Murder. The younger brother of Morr,
the God of Death, Khaine is said to have
been jealous of his older brothers dominion
over the souls of the dead and sought to
spite his brother by taking souls for himself,
wrongfully stealing the lives of their mortal
hosts before their time.
His worship is strictly verbotten throughout
the Empire, but the Cult of Khaine has existed
in the shadows for more centuries than can
be fathomed by mortal man. There are those
who seek to act as his implements in this
world in return for dominion in the next.
They believe that the souls of every man,
woman, or child that they kill will serve
them in the beyond when they in turn meet
their ends. The truly fanatical believe
that if they die while trying to commit
murder and mayhem in the name of their God
that they find special favor in the afterlife
and therefore have no fear of death.
Some of these cultists have found there
way to Mordheim, and some were there already,
survivors of the fallen cities demise. They
seek the wyrdstone for the temporal power
it will give them, allowing them to purchase
more lethal equipment and attract more members,
but primarily just revel in the opportunity
to wreak death and plunge their knives into
yielding flesh without need to hide from
the authorities.
These cultists move about, masquerading
as mercenaries, merchants, and men about
town, and often times they are to some extent
as they need both a cover and an excuse
to move around to serve their God without
getting caught and killed by the authorities.
In Mordheim this hold true as well, and
the Cultists masquerade as mercenary warbands.
Many times, they wear masks while acting
out their dark purposes so that any survivors
cannot give away their identities.
Starting Funds
The warband starts with 500 gc to spend
as it wishes following unit numbers and
weapons restrictions.
Choice of Warriors
A Cult of Khaine band must include a
minimum of 3 models, and can have a maximum
of 12 models including 5 Heros and 1 leader.
A starting warband must be lead by a Chosen
One, but should he be killed they may not
acquire another; a new leader will step
forth from amongst the members of the band.
Hirelings & Dramatis Personae
The following Hired Swords will work
for the Cultists of Khaine:
Of the Dramatis Personae listed in the
Mordheim rulebook, only Johann the Knife
will work for a Cultist of Khaine band.
Of the Dramatis Personae presented on this
site, none are dumb enough to work for a
Cult of Khaine band. Player created and
future supplemental Personae will have
to be adjudicated on a case by case basis
as appropriate to their background. In general
High and Wood Elven characters will not
work for the Cultists of Khaine as they
disdain their percieved Chaos taint, and
any other even vaguely wholsome Hired Sword
or Dramatis Personae would avoid them like
the plague, as they are renowned as psychopathic
killers. Generally only those too stupid
to realize what they are dealing with will
work with the Cult.
Heroes
Chosen One |
The Warband must be lead by a Chosen
One when starting |
Rippers |
The Warband may include up to 2 Rippers |
Ravers |
The Warband may include up to 2 Ravers |
Henchmen
Fiends |
The Warband may include up to 5 Fiends |
Stabber |
The Warband may include any number of
Stabbers |
Equipment
Cult of Khaine Henchmen Equipment
List |
Item |
Cost |
Hand to hand weapons |
Dagger (first free) |
2 |
Mace (Hammer, Club, etc) |
3 |
Battleaxe |
5 |
Sword |
10 |
Spear |
10 |
Morning Star |
15 |
Double Handed Weapon |
15 |
Missile Weapons
|
Short Bow |
5 |
Bow |
10 |
Throwing Knives |
15 |
Armor |
Shield (no Buckler) |
5 |
Helmet |
10 |
Light Armor |
20 |
Cult of Khaine Hero Equipment
List |
Hand to hand weapons |
Dagger (first free) |
2 |
Mace (Hammer, Club, etc) |
3 |
Battleaxe |
5 |
Sword |
10 |
Double Handed Weapon |
15 |
Missile Weapons
|
Throwing Knives |
15 |
Pistol |
15 |
Brace of Pistols |
30 |
Crossbow |
30 |
Crossbow Pistol |
35 |
Armor |
Shield (no Buckler) |
5 |
Helmet |
10 |
Light Armor |
20 |
Starting Experience
Experience and Skills |
Hero |
Skill Categories |
Starting XP |
Chosen One |
Combat, Academic, Speed, Shooting |
20 |
Rippers |
Speed, Shooting, Combat, Strength |
12 |
Ravers |
Speed, Shooting, Combat |
8 |
Spells
The Chosen One has access to the Prayers
of Khaine spell list.
Heroes
Type |
Number |
Cost |
Chosen One |
1 |
60 |
The Chosen One has dedicated his life
to the service of Khaine, and in return
has been granted the dark lord's favor.
He leads the other Cultists to an ever greater
toll of stolen lives. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
4 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
As Armor |
Weapons and Armor: the
Chosen One may be equipped as desired from
the Cult of Khaine Heros Equipment List |
Special Ability:
Leader. All warriors in the
band within 6" of the Chosen One may
use his Leadership value for Leadership
tests. |
Special Ability:
Psychotic. The warrior is
Immune to Fear and All Alone Tests, but
not other Psychology effects. |
Special Ability:
Prayers of Khaine.The Chosen
One has access to the
Prayers of Khaine. He starts with
one randomly selected Prayer and may choose
to randomly generate another Prayer of Khaine
rather than choose a skill should he ever
gain a skill raise. These powers are Prayers,
so he may wear armor and cast them, and
protections specifically vs Magic do not
protect against them. |
Type |
Number |
Cost |
Rippers |
0-2 |
50 |
Experienced murders, cut throats, and
killers are held in high regard amongst
the Cultists and hold positions of authority.
Often having the highest body counts of
any in the band, and strange habits like
leaving signature tokens, and collecting
various body parts. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
4 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
7 |
As Armor |
Weapons and Armor: Rippers
may be equipped as desired from the Cult
of Khaine Equipment List except missile
weapons |
Special Ability:
Psychotic. The warrior is
Immune to Fear and All Alone Tests, but
not other Psychology effects. |
Type |
Number |
Cost |
Ravers |
0-2 |
25 |
Ravers are petty killers and psycho-boys
that show promise in the eyes of their leader
and carry status over the rank and file
as such. They are twisted men who have no
fear of death and want to take as many with
them to the afterworld as they can. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
- |
Weapons and Armor: Ravers
may be equipped as desired from the Cult
of Khaine Hero Equipment List |
Special Ability:
Psychotic. The warrior is
Immune to Fear and All Alone Tests, but
not other Psychology effects. |
Henchmen
Type |
Number |
Cost |
Fiends |
0-5 |
40 |
Fiends are insane psychopaths that live
to kill. Truly fearless in every sense of
the word, they balk at no risk in their
pursuit of blood and souls. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
4 |
4 |
3 |
4 |
4 |
1 |
3 |
1 |
8 |
As Armor |
Weapons and Armor: Fiends
may be equipped as desired from the Cult
of Khaine Henchmen Equipment List, except
for Missile Weapons. |
Special Ability:
Fiendish. Fiends are subject
to Frenzy and must charge if they are within
range of an enemy, following normal rules
for charging. |
Type |
Number |
Cost |
Stabbers |
0-11 |
20 |
Stabbers are the backbone of any band,
and represent the average Cultist of Khaine. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
4 |
3 |
2 |
3 |
3 |
1 |
3 |
1 |
7 |
As Armor |
Weapons and Armor: Stabbers
may be equipped as desired from the Cult
of Khaine Henchmen Equipment List |
Playing a Cultist of Khaine Force
A Cult of Khaine band has several obvious
advantages. They are very much a skirmishing
force, with a good mix of HtH and short-ranged
shooting weapons and pretty good gear options.
Pros of the Cultist of Khaine
force
-
Excellent range of equipment choices.
-
Largely unaffected by Fear.
-
The Prayers of Khaine list has some interesting
and unusual effects in it that offer unique
options.
-
The Fiends are very dangerous and off-putting
Henchmen. A well orchestrated rush by frenzied
warriors can push an opponent directly into
a very bad place.
-
Good mix of HtH and Ranged.
-
Excellent close-in force.
Cons of the Cultist of Khaine
force
-
Few in number.
-
Limited number of Hirelings available.
The Cultists of Khaine have to fight their
own battles without much assistance.
-
Limited number of warrior types. Essentially,
there are only four types of warrior other
than the Chosen One himself. Also, the Chosen
One is the spellcaster and is irreplaceable
making for a key vulnerability. In practice
if the Chosen One dies a Cult of Khaine
becomes basically non-viable.
-
Lightly armored.
-
Limited Henchmen. The Fiends are great,
but the Stabbers are correspondingly weak.
The Method behind the Madness
I think the Cultists of Khaine represent
a very dark and brooding force, with a very
gritty feel to it. The force has got a little
bit of everything, and should be able to
hold their own against more specialized
opponents. They play out a little differently
than most of the forces, and provide an
interesting challenge both to players and
modelers. I personally use a mix of Vesperos
Vendetta miniatures (with Vespero as the
Chosen One and the others as Stabbers),
the Possessed Brethren models for the Rippers
and Ravers, and some Chronopia Devilers
w/ 2 Swords as Fiends.
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