"No one knows what wonders Dwethia holds!"
A group of anarchists and zealots, the Eldritch Cult is obsessed with the unknown cosmic horrors and eldritch gods that lurk beyond the fabric of reality. They wield strange and unpredictable magical powers, worshiping the forces from realms beyond the stars. Their chaotic nature and fascination with the forbidden have earned them the disdain of many, but the Cult’s devotion to the ancient, cosmic unknown remains unwavering.
1 Chapel
3 Cultists
Faction Specific Rules:
Fanatic Spirituality: Units in this army may spend Faith as if it were Affinity.
Friendly Fire: This Faction will shoot even if an ally is in the way.
Eldritch Shadows: If a Horror unit ends the movement phase more than 6" away from any Eldritch Cult unit with Faith, it is removed from the map but may be placed again in the next movement phase.
Faction Specific Secondary Missions:
Secondaries: roll a d3 to pick one.
1. Corrupt the planet: build an Eldritch Portal on each table quarter.
2. Summon a god: summon an Eldritch Horror and reach the enemy HQ with it.
3. Erode their faith: build a chapel in the enemy starting table quarter.
It all starts with a small discreet chapel, and then the corruption sets in...
Key Words: [HQ] [Starter][Commander][Temple][Harvest 20][Cover 4]
1 2 R
21 A
[Locked Sorcerer]
21 R
21 R
21 A
[Locked Acolyte]
The Death Cults disguise thsemselves as public spaces, hidding their true intent.
Key Words: [Commander][Cover 4]
1 2 R
1 2 R
Special Rules:
Esoteric: Once built, Eldritch portals cannot be destroyed.
Eldritch portals are nexus voids in reality where all manner of creature crawls into existence.
Key Words: [Commander]
33 R 7 A
1 2 R
1 2 R
1 2 R
Mines are special facilities dedicated to harvesting minerals or gas.
Key Words: [Mine] [Harvest 20]
Cultists are the hidden blade of the Eldritch Cult that make precision cuts in society to carve a secret place for their clandestine work.
Key Words: [Build][Harvest 20][Starter]
Short Bows: 1", Strength 2, Half Penalty [Arc]
Camo Cloaks: Cover 2
Bucklers: Save 6+
Zealots are religious true believers of the cult and have been gifted with a small portion of eldritch power.
Key Words: [Build][Harvest 20]
Short Bows: 1", Strength 2, Half Penalty [Arc]
Camo Cloaks: Cover 2
Bucklers: Save 6+
Special Rules:
Fervor: This unit can harvest Aether [A] from Relics as if it were a mine.
Upgrades:
Acolytes: This unit gains +1 Perception and Affinity, and +2 Destiny, and Faith. [Locked Acolyte]
Terror: Enemy units within 1" of this unit receive -1 martial. [Locked Acolyte]
Sorcerer: This unit gains +3 Faith. [Locked Sorcerer]
Abominations: This unit gains +1 Aggression, Wound and Faith. [Locked Abominations]
Spell Books:
Cosmic Horror: Charge: X, Range: 6", Special Rules: Shooting Phase. This spell targets a single unit within range. If the spell takes effect, reduce the target's Faith by X, where X is the amount of Affinity spent on the spell.
[Locked Sorcerer] Root: Charge: 1, Range: 1", Special Rules: Shooting Phase. Reduce Movement and Marital of the target by 2.
[Locked Sorcerer] Cloak: Charge: 1, Range: Self, Special Rules: Movement Phase. This unit has cover 4.
Assassins are hidden blade of the Eldritch Cult that make precision cuts in society to carve a secret place for their clandestine work.
Key Words: [Commander]
Long Bows: 6", Strength 2, Half Penalty [Arc]
Camo Cloak: Cover 2
Special Rules:
Terror: Enemy units within 1" of this unit receive -1 martial.
Upgrades:
Invisibility Cloak: Cover 4 [Locked Invisibility Cloak]
Spell Books:
Cosmic Horror: Charge: X, Range: 6", Special Rules: Shooting Phase. This spell targets a single unit within range. If the spell takes effect, reduce the target's Faith by X, where X is the amount of Affinity spent on the spell.
Cloak: Charge: 1, Range: Self, Special Rules: Movement Phase. This unit has cover 4.
Aberrants are insectoid horrors that have clawed their way through the shadows and into our world.
Key Words: [Horror]
Special Rules:
Chitinous Form: This model has a 6+ Save.
Terror: Enemy units within 1" of this unit receive -1 martial.
Lesser Horrors of Dwethia, these insectoid creatures lead packs of Aberrants to devour any mortals they can find.
Key Words: [Horror][Elite]
Special Rules:
Chitinous Form: This model has a 5+ Save.
Spell Books:
Cosmic Horror: Charge: X, Range: 6", Special Rules: Shooting Phase. This spell targets a single unit within range. If the spell takes effect, reduce the target's Faith by X, where X is the amount of Affinity spent on the spell.
Lesser Horrors of Dwethia, these insectoid creatures lead packs of Aberrants to devour any mortals they can find.
Key Words: [Horror][Commander][Builder]
Special Rules:
Chitinous Form: This model has a 5+ Save.
Spawn: This unit may build Abberants.
Spell Books:
Cosmic Horror: Charge: X, Range: 6", Special Rules: Shooting Phase. This spell targets a single unit within range. If the spell takes effect, reduce the target's Faith by X, where X is the amount of Affinity spent on the spell.
Lesser Horrors of Dwethia, these insectoid creatures lead packs of Aberrants to devour any mortals they can find.
Key Words: [Horror][Commander][Builder]
Special Rules:
Impossible Form: This model has a 4+ Save.
Terror: Enemy units within 1" of this unit receive -1 martial.
Fervor: This unit can harvest Aether [A] from Relics as if it were a mine.
Master of Affinity: This unit may cast 3 spells per phase.
Spell Books:
Cosmic Horror: Charge: X, Range: 6", Special Rules: Shooting Phase. This spell targets a single unit within range. If the spell takes effect, reduce the target's Faith by X, where X is the amount of Affinity spent on the spell.
Root: Charge: 1, Range: 1", Special Rules: Shooting Phase. Reduce Movement and Marital of the target by 2.
Cloak: Charge: 1, Range: Self, Special Rules: Movement Phase. This unit has cover 4.