Chaos Cultist
Mv 7 | At 1 | De 1 | Bo 1 | Mi 3
Suffice to say, while the five other monsters from our HQ25 pack have been sorted out with relative ease, we haven't yet come to a conclusion on what form the Cultists' special ability will take. The suggestions made so far:
Count Mohawk wrote:Each Chaos Cultist starts with one random Chaos Spell chosen from the 12 Game System Chaos spells, excluding Escape. Only one Cultist may cast a spell each turn.
cynthialee wrote:How about a cultist casts a basic spell. If an extra cultist is involved the damage dice is increased by one per cultist. If it is a non damage based spell like Rust, then they effect two pieces of equipment. If it is Tempest then the hero caught looses an extra turn or perhaps two heroes can be targeted...?
Goblin King wrote:How about giving them a "Dark Bolt" (or whatever) spell. The cultist rolls an amount of combat dice equal to the amount of cultists in the same room or corridor. However only a single cultist can cast the spell each round. The target defends like normal.
Count Mohawk wrote:I am beginning to think that giving Cultists access to Chaos Spell cards in general may be what's over-complicating them, because except for Skulls of Doom from the Wizards of Morcar, Chaos Spells are strong, which contrasts with the Cultists' weakish nature. I suspect that the proper way to give Cultists weaker Chaos Spells would be to actually make 3 chaos spells for them to choose from (Skulls of Doom, a gimpier Tempest and maybe a Sharpen Blades/Shield of Protection not limited to Orcs, for example), although if I recall correctly we already decided not to make any more spells except for the Swamp ones.
Suffice to say, each has its pros and cons. About the only thing we've managed to agree on is that Cultists are not very strong and are generally poor spellcasters, having to pray to the demons and promise them a few dozen virgins' souls in exchange for their power.
In any case, I intend for this topic to be relatively short. Once we have concluded this round of negotiations, I will post the Cultist's finished stats and ability back in the To-Do list topic and close this one. Anyone else share any thoughts I didn't put in this post?



















