Faction Specific Rules:
Fanatic Spirituality: Units in this army may spend Faith as if it were Affinity but pay +4 points per faith on their profile.
Friendly Fire: This Faction will shoot even if an ally is in the way.
Eldritch Shadows: Horror units begin off the map. During the movement phase, they may be deployed within 12" of any Eldritch Cult unit that has at least 1 Faith. If a Horror unit ends the movement phase more than 12" 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:
The Eldritch Cult scores secondary points based on spreading their corruption, no more than 15 secondary points may be scored per round. At the start of every round, roll a 1d6 and consult the table below:
Subterfuge and espionage: Score 3 victory points at the end of the round for each unit within your enemy's deployment zone.
Spread the Corruption: Score 3 Victory point for every 5 units of Eldritch Horrors placed on the field this round.
Horrify them: Score 5 Victory points for every successful cast of of Terror or Cosmic Horror cast this round.
Assassination: Score 5 Victory points for every enemy hero killed this turn.
Whittle them down: Score 3 Victory point for every enemy unit killed this turn.
Protect the Cult: Score 15 victory points at the end of the round if you have no enemy units within your deployment zone.
Heroes of the Eldritch Cult are devoted servants of the unknown, wielding terrifying Affinity and forbidden knowledge. Sorcerers, Acolytes, and Assassins guide the faithful deeper into madness and revelation.
Sorcerer's make up the charismatic leaders of the Eldritch Cult, luring in zealots with promises of arcane power.
Wargear options: Armor 2, Melee 1, Ranged 1, Affinity 2, Stealth 1.
Enhancement Options: Limit 100
Master of Affinity: This unit may cast 3 spells per phase. 10 Points
Eldritch Abomination: The most devout followers of the Eldritch Cult have left their old race behind and ascended to a new Species altogether. This Unit may select the following Racial Profile:
Acolytes are the devotees of the Eldritch Cult and hope to be Sorcerer's some day.
Wargear options: Acolytes are equipped with a hand weapon and may add the following options:
Replace Hand Weapon with Spear (1 pt)
Camo Cloak (1 pts)
Wargear options: Armor 2, Melee 1, Ranged 1, Affinity 2, Stealth 1.
Enhancement Options: Limit 50
Assassins are hidden blade of the Eldritch Cult that make precision cuts in society to carve a secret place for their clandestine work.
Wargear options: Armor 2, Melee 2, Ranged 3, Affinity 2, Stealth 2.
Enhancement Options: Limit 50
Cultists and Zealots spread corruption wherever they go, supported by horrors clawing their way into reality. Their forces are unpredictable, blending mortal followers with creeping cosmic terror.
Zealots are religious true believers of the cult and have been gifted with a small portion of eldritch power.
Wargear options: Armor 1, Melee 1, Ranged 1, Affinity 1, Stealth 1.
Enhancement Options: Limit 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.
Wargear options: Armor 2, Melee 2, Ranged 2, Stealth 1.
Enhancement Options: Limit 50
Aberrants are insectoid horrors that have clawed their way through the shadows and into our world.
Wargear options: None
Enhancement Options: Limit 30
Wargear options: None
Enhancement Options: Limit 10
Chitinous Form: This model has [Shield 1]. 1 point.
Special Rules:
Horror: This is a [Horror] Unit.
The Cult’s monsters are not summoned—they are invited. Aberrants, Marauders, and other horrors emerge from beyond, reshaping the battlefield into something alien and hostile.
Eldritch portals are gateways that open cracks through the multiverse, from which all sort of terrible creatures emerge.
Wargear options: Portals are not counted as units, cannot have a racial profile, do not score points cannot be attacked, targeted, and do not count towards coherency.
Wargear options: None
Enhancement Options: None
Special Rules:
Eldritch Manifestations: This model may be activated only to cast spells and counts towards the Eldritch Shadows special rule.
Masters of Affinity: This unit may cast 3 spells per phase.
Arcane Deployment: This model may start off the field, when this model is included in a force it adds the following spell to all Eldritch Cult models: Arcane Deployment: Charge 0, Range 12", movement phase, relocate an Eldritch Portal within 12" of the caster or off the field, anywhere within 12" of the caster.
Lesser Horrors of Dwethia, these insectoid creatures lead packs of Aberrants to devour any mortals they can find.
Wargear options: None
Enhancement Options: Limit 50
Chitinous Form: This model has [Shield X]. X points.
Long Claws: Marauders have a reach of 2. 1 point.
Special Rules:
Horror: This is a [Horror] Unit.
Spell Book: Marauders have access to the following spells: Terror, Cosmic Horror.
Eldritch Titans are manifestations of cosmic truth—impossible beings that defy logic and reality. Their presence alone warps the battlefield, turning war into something far more terrifying than death.
A huge milestone for Sorcerers is to actually summon a mythical eldritch horror into the galaxy to do as it wills.
Wargear options: Ranged 2, Melee 2, Armor 3.
Enhancement Options: Limit 300
Impossible Form: This model has [Shield X]. X points.
Long Claws: Marauders have a reach of 3. 2 points.
Master of Affinity: This unit may cast 3 spells per phase. 10 Points
Contageous Spells: Any Spells this uniit casts has affect all units in coherency: 15 points
Special Rules:
Horror: This is a [Horror] Unit.
Spell Book: Eldritch Horrors have access to the following spells: Cloak, Root, Terror, Cosmic Horror.
Spawning many Horrors of Dwethia, these insectoid creatures birth packs of Aberrants in the heart of a city or right onto the battlefield.
Wargear options: Ranged 2, Melee 2, Armor 3.
Enhancement Options: Limit 100
Chitinous Armor: This model has [Shield X]. X points.
Scything Claws: Marauders have a reach of 3. 2 points.
Hatchery: This unit removes X wounds from itself to spawn a Horror unit work 5 times X within 3" of itself. 1 Point
Special Rules:
Horror: This is a [Horror] Unit.