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===Cultists=== CHAOS UP IN THIS SHIT RIGHT HERE. The Cult of the Possessed are the [[Cultist-chan|Chaos cultists]] of Mordheim. They believe a [[Chaos God]] has come to their city, and <strike>kahptoor</strike> gather the Wyrdstone to the site of a possible rift into the [[Warp]] called the Pit, where they chuck it in to try and get the favour of whatever abominable thing lives in it. Sometimes they chuck people in too. The Cult also took in all the mutants, who are cursed and destroyed by all other factions, and gave them a newfound sense of purpose in their horrible fate. They strike the balance between Skaven and Mercenaries, with a decent heavy (Chaos Spawn), good access to magic, but aren't very durable or heavily armoured and lack the evasiveness of Skaven... Listen, let me tell you what the fuck to do with Chaos, focus mutants, just do it. You get fucked by RNG enough in the game already so another source of hurt is hardly felt. You are the forces of Chaos, so just roll with your RNG; you can even alter it with some of the magic you get, and another tier of RNG with mutants for a few of the classes. Pros: Brutal in melee combat. Powerful mutations and racial skills. Darksouls are insanely good henchmen. Many of their units ignore parry. Cons: Fragile spellcaster leader who need nursing early. Limited shooting. Random mutations can easily screw up skill builds. Kinda need things to go [[Just As Planned|just as planned]] early on. * '''Brethren''': Your basic Chaos peon guys, ready to break others or themselves in the name of their dark gods. Don't expect much for them, just equip them with bows and spears and never upgrade them out of their henchman status. They are strictly shit tier and are only good as extra meat you can tell to die somewhere. I guess if they survive long enough they can make a good ambusher with the spear and shield combo or just acrobat your ass to a good vantage point and constantly shoot with the bow. Remember these guys are very rarely ever worth throwing more troops at to rescue from losing fights. * '''Darksoul''': When a mortal man takes a daemon into themselves, they become a Possessed. This doesn't always stick though and when the daemon leaves for whatever reason, they leave the mortal a permanently scarred and insane Darksoul. These motherfuckers are, in this writer's honest opinion, the best damn henchmen in the game. They have the potential to get very durable and START OUT being immune to All Alone,Fear and Terror. 3 of these shit stains can seriously hamper the enemy. Here's some cool things you can do with Darksouls: ** 1) Get all the parrying upgrades, put on a shield, sword, helmet and heavy armour and laugh as your HENCHMAN distracts their CHAMPION for 2 turns AT LEAST by THEMSELVES. Add more for more hilarity (and All Alone checks). ** 2) Equip them with a two handed weapon and send them out just hunt down and kill stragglers or set up ambushes, be sure to purchase the skills that compliment their preferred weapon! ** 3) Equip an axe in one hand and a dagger in the other and just go all 'zerker on your enemies. Remember, they don't give a shit, why should you? ** 4) Mace and shield and set up ambushes in buildings, specialize for stunning and laugh as your opponent cries about stunning being too OP. ** 5) OR do some unholy combo of any of these. There's only one thing the Darksouls don't do well, and that's ranged combat. By which they don't do it at all. But that's what your Mutant archers and Brethren are for. * '''Mutant''': Mutants are people whose bodies are warped by Chaos and cast out of all civilised societies in the Old World. Except the Cult of the Possessed who see their body horror as a sign of favour from the dark gods. These guys are the Cult's bread and fucking butter, and for those wanting a more fluff based approach, look no further. Mutants will ''fuck shit up''. You can equip them with pretty much every thing Chaos has access to, and the Mutations are lethal when combined with the appropriate skills. Want an archer hero? Hold off on improving archery too much in case RNG; if you get a torso mutation, it doesn't matter too much; faceless is useful as shit; clawed feet are absolutely brilliant and what you want. Climb atop the biggest and hardest building or scrap of debris you can find and just rain arrows down on enemies as they desperately try to climb up after you. Alternatively, mutate two faces and a right sword arm and become a parrying GOD - maybe flanked by a couple of your 'give no shits' dark souls with their swords and shields. Really play to the mutations, you won't regret it. * '''Marauder''': Wild and warlike men from the far north who openly worship the dark gods and come south to seek employment and loot as mercenaries. Basically Mutants with a focus on charging in and doing a lot of RIP AND TEAR. Again play to the mutations, but with a melee charge angle. Remember though that he can't wear heavy armour and Last Stand is a mixed blessing, because sometimes you ''really'' want to disengage and if your Marauder's charge misses or gets dodged or parried then he may be in trouble a bit. * '''Possessed''': The ultimate blasphemy, a mortal man who has taken a Chaos daemon inside of him, twisting him in mind, body and soul. Widely considered to be the most worthless hero in the game, this guy is a glass hammer in a way you wouldn't believe. He does hit like a train with the right mutations and skills, and his armbands mean he can bypass parrytanks, but until then you have a hero who has mediocre melee damage and ''no'' effective damage mitigation - he can't dodge, parry or wear any armour better than a ragged pair of cloth pants. Plus he has Tiring so tack on an extra offence point cost to subsequent attacks. Stick with Mutants. * '''[[Chaos Spawn]]''': NO! please! noaaraghagrhaghgagh!... ahem.../tg/'s jokes aside, basically a Rat Ogre who gets mutations, doesn't have Stupid and ''does'' have Terror (the only non-Undead unit in the game to get it) meaning he's so pants-wettingly terrifying to fight in melee that everyone who fails a Leadership check loses 3 offence and strategy points right off the bat on their turn. Plus he has Overwhelm so he can [[RIP AND TEAR]] parrytanks who'd otherwise give you a headache. Very, very good. * '''Magister''': Any Cult warband is centred on the Magister, a devotee of the Shadowlord that dwells in the Pit, bringing him wyrdstone and human sacrifice in the hope of gaining his favour. This guy is a tough deal early on, as he's a fragile caster at a time when your Mutants are... well, not mutated yet, and the leaders and heroes should be doing the heavy lifting. Later on though he's superb, able to use spells like Chains of Chaos, Curse of Chaos and Visions of Torment to shut down enemy heroes, leaders and Impressive while your own do their work. Weapons of Destruction is a bread and butter spell for making your Mutants, Marauders and Darksouls even more killy. As with most casters you can give him a bow early on to help keep him alive but the Magister's unique ability does require him to be in the action to use.
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