"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.
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: 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. 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 if you have units within your enemy's deployment zone.
Spread the Corruption: Score 1 Victory point for every 5 units of Eldritch Horrors placed on the field this round.
Horrify them: Score 1 Victory point for every successful cast of of Terror or Cosmic Horror cast this round.
Assassination: Score 2 Victory points for every enemy hero killed this turn.
Whittle them down: Score 1 Victory point for every enemy unit killed this turn.
Protect the Cult: Score 3 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: Sorcerers are equipped with a hand weapon and may add the following options:
Replace Hand Weapon with Spear (1 pts)
Staff (5 pts)
Camo Cloak (5 pts)
Talisman (25 pts)
Special Rules:
Masters of Affinity: This unit may cast 3 spells per phase.
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:
Spell Book: Sorcerers have access to the following spells: Cloak, Root, Terror, Cosmic Horror.
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 (5 pts)
Spell Book: Acolytes have access to the following spells: Terror, Cosmic Horror.
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: Assassins are equipped with a hand weapon and Heavy Armor and may add the following options:
Off Hand Weapon or Buckler (1 Pt)
Throwing weapon (4 pts)
Bow or Longbow (7 pts), Composite Bow or Crossbow (6pts)
Camo Cloak (5 pts) or Invisibility Cloak (10 pts)
Spell Book: Assassins have access to the following spells: Cloak, Terror, Cosmic Horror.
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: Zealots are equipped with hand weapons and may add the following options:
Spear (1 pt)
buckler (1 pt)
Short Bow (5 pt)
Camo Cloak (5 pts)
Spell Book: Zealots have access to the following spells: Cosmic Horror.
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: Cultists are equipped with hand weapons and may add the following options:
Spear (1 pt)
buckler (1 pt)
Short Bow (5 pt)
Camo Cloak (5 pts)
Aberrants are insectoid horrors that have clawed their way through the shadows and into our world.
Wargear options: Aberrants are equipped with a claws that act as hand weapons and off hand Weapons.
Special Rules:
Chitinous Form: This model ignores wounds on a 6+
Horror: This is a Horror Unit.
Monstrous Origin: These units come with stats "as-is" do not apply any racial profiles to them.
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.
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: Marauders are equipped with a claws that act as hand weapons.
Special Rules:
Chitinous Armor: This model ignores wounds on a 5+
Long Claws: Marauders have a reach of 2.
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: Eldritch Horrors are equipped with a claws that act as hand weapons.
Special Rules:
Impossible Form: This model have a 4+ save.
Masters of Affinity: This unit may cast 3 spells per phase.
Long Claws: Eldritch horrors have a reach of 3.
Contagious Madness: Any spells the Eldritch Horror casts affect all all units in coherency with the target.
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: Brood Mothers are equipped with a claws that act as hand weapons.
Special Rules:
Chitinous Armor: This model ignores wounds on a 5+
Scything Claws: Brood Mothers have a reach of 3.
Hatchery: At the beginning of the Movement phase, this model may remove 1 or more wounds to place an Aberrant up to 3" away from its base
Horror: This is a Horror Unit.
Spell Book: Marauders have access to the following spells: Terror, Cosmic Horror.