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==Mutiny in Marienburg== ===Call of the Night Haint=== ===Channel Rats=== ===Fen Guard=== ===Guild of Disgraced Engineers=== ===Knights of the Bitter Moors=== ===Lords of The Marsh=== ===Low Kings=== ===Metal Mongers=== ===Militant Mootlanders=== ===Sea Ghosts=== ===Shallows Beasts (Cthulu's crew)=== To cut to the point it is a Cthulu cult in Mordheim, except instead of worshipping the giant dream Calamari, you worship a deified version of jaws. The little lore that there is on these guys indicates that they are pirates with a divine agenda. Stromfels being the pirate god of storms is your main divine figure, though for the sake of home-brew and fluff, it is noted that there are many sea-creature worshipping cults around, another notable one being the cult of the Promethean, essentially a group of people who worship the most Horrific, Primal, Gothic and downright scariest iteration of Mr. Krabs ever to grace the tabletop scene. Instead of serving you up an underwater burger, they are more likely to cut you in half and feed off you before sinking back into the ocean while the cult members do some 'Oonga-Bonga' chant. So as i said, you have the freedom to pick whatever sea creature god you want and worship them, go nuts. As for their playstyle, they incorporate a rather interesting style of play, they combine some of the best aspects of a chaos aligned warband such as the mutation side of things, with the horde aspect of say goblins or orks with decent-ish stats. '''''Special rules''''': this is where it gets good. '''''Aquatic Mutants''''' This ability allows ALL of the heroes to buy a single mutation at the start of the game, which is unbelievably strong if you play your cards right, you can start with a warband of head-strong heroes that use mutations to make up for their inherent weaknesses. '''''Seafaring''''' Gives a bonus to boat stuff, only useful if there is boat and water combat, or boats in general, their heroes consists of: ''Buccaneer'': your cult 'leader' essentially, the big cheese with an even bigger starting stat-line having 4's across the board to begin with for all bar 2 of their stats, to put this into perspective, they are 1 attack and 1 initiative away from having the same stats as a vampire, a FUCKING VAMPIRE.... - add that on with the mutations and you are good to wreck ass. ''Mutant Priest'': your caster of the group, can use chaos rituals, though it is always better to home-brew a deep-sea spell lore and get it approved by your Opponent/DM, stats are pretty strong for a caster. The priest has one massive ace up their sleeves which is the item known as ''Stromfels Heart'', long story short if you sacrifice 3 captives at one of your temples, you turn into a giant FUCKING SCARY OCTOPUS DEATH MONSTER that rapes everything you go up against, and even if it 'dies', the item is simply lost and the priest returns to normal, this item is funny as hell to use and gives you creative freedom to make a water-borne chaos spawn. ''Foundlings'': Children who are taken in by the cult and converted into cruel, devout ruthless killing machine's from a young age, stats are weak to start with, but can re-roll advancement rolls, which is kinda useful but is also a bit meh. ''Renegades'': Elite cult members, better than foundlings worse than Priests and Buccaneers, send in ones or twos to take out individual targets or small weak groups of enemies. ''Wreckers'': Standard warband soldiers, they are pretty good with base stats and fill in the role of regular cult members. ''Fishmen'': As the title suggests, mutated creatures/ humanoid individuals, they excel at going through water and don't have to take penalties for it, strong and situational, but expensive for what they are. ''Swampers'': Ocean-druids which heal your guys, basically sit them behind your fighters and watch your opponent writhe as your 2 wound miniature gets put up a wound on a 4+, oh yea, and you can have 2 of them. ===Underworld Alliance=== ===Watchmen===
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