Corvus Cabal 2
Corvus Cabal 2
Corvus Cabal 2
Sometimes when the Greywind rolls across the Hooked: Any Cabalite model may be armed
mortal worlds, it carries with a name, a with Ropes and Hooks, including henchmen.
hunger, a feeling of covetousness. From the
shadowy corners of Chaos, followers whisper Hoarders: It is the instinct of Cabalites to
the name of the Great Gatherer, the great amass goods rather than lose them. In the
Mother Crow. As most Chaos Gods, the Great post game phase, if you wish to sell one or
Gatherer thirsts for blood as tribute; but it is more items, your leader must first pass a
unique in that it will also accept trophies, leadership test. If they fail, you cannot sell
baubles, and treasure as well. items this phase. If you pass, you may sell any
number of items as normal. This restriction
The Cabal are unique among cults in that they does not apply to treasure items, such as
are equally happy squatting in a cave in the Wyrdstone, Valuables, Crates, etc., which may
wilderness as they are in an alley in be sold as normal.
Marienburg. The Corvus Cabal follows in the
wake of large armies, ready to pick off the
stragglers and any overlooked treasures. In Choice of warriors
this manner, they have raided and infiltrated A Corvus Cabal warband must include a
ruins and cities all over the world, from the minimum of three models. You have 500 gold
Cathayan Borderlands to ramshackle towns of crowns (representing
Sartosa. And the haunted city of Mordheim your resources) which you can use to recruit
offers no horror for them, only glittering and equip your initial warband. The
opportunity. maximum number of warriors in the warband
may never exceed 20.
SPECIAL RULES
Shadow Piercer: Each Cabal warband must
Hired Swords: Cabalites are worshippers of have one Shadow Piercer: no more, no less!
chaos, and may only hire Hired Swords and Shrike Talon: Your warband may include up
DP that can be hired by Possessed Warband. to two Shrike Talons.
Hatchlings: Your warband may include up to
Scramble: Cabalites can move over obstacles two Hatchlings.
with inhuman agility.
Instead of being automatically clearing Cabalist: Any number of models may be
obstacles that are less than 1”, cabalites Cabalists.
can automatically clear any hostile barrier Spire Stalker: Your warband may include up
or friendly model that is less than 3” tall or to five Spire Stalkers.
climb up buildings less than 3” without Giant Birds: Any number of models may be
spending movement. giant birds.
If they commit to jumping a vertical gap
that is less than 3”, they do not need to roll Starting experience
for initiative to avoid falling. A Shadow Piercer starts with 20 experience.
They may also climb any building they are
in contact with, even if they did not start Shrike Talons start with 8 experience.
their turn touching it. Hatchlings start with 0 experience.
Henchmen start with 0 experience.
CORVUS CABAL
SKILLS
Comb. Shoot Acad Strn Spd Spcl
Shadow Piercer
Shrike Talon
Hatchling
CORVUS CABAL
0-2 Hatchlings
15 gc to hire
Some Cabalists are blessed by the Great
Gatherer with great promise. They can speak
fluently with a carrion-bird familiars, and,
should they survive, long enough, could be
fierce leaders of their own cabals.
M WS BS S T W I A Ld
5 2 3 3 3 1 3 1 6
SPECIAL EQUIPMENT
SPECIAL SKILLS
Trophy Hunter – If your hero successfully Grim Totem – When you learn this skill,
takes an opponent out of action or collects a immediately gain a free Lucky Charm or
treasure (ex. Wyrdstone), it gains +1 Attack Rabbit’s foot. After each battle, if at least one
for the remainder of the game. (This does not member of an opposing’s warband died, you
stack) may choose: gain a free Lucky Charm, a free
Rabbit’s Foot, or 2D6 gc. Alternatively, if the
Familiar Speaker – If you own a familiar, it opponent rolls “Blinded in One Eye,” you gain
can gain an additional special training (2 +1D3 Experience instead (Eyes are the Great
instead of 1). In addition, you may change Gatherer’s FAVORITE tribute).
which two specialties it has at the start of
each scenario. Chosen of Chaos: The Hero has been found
worthy of his god’s service and entered the
Swooping Attack – Shrike Only – You may rank of a Chaos Warrior. He uses the
now leap over opposing models less than 3” maximum profile for Chaos Warriors.
tall. Once per turn, when you make a non- M WS BS S T W I A Ld
charge move over an opponent (as a leap,
4 8 6 5 5 3 8 5 9
flight, or jump) you may a quick strike at
them. You may make a single attack with one
hand at -2 to Hit. It cannot crit. Succeed or Chaos Armour: The Hero may not wear
fail, you must keep moving past the model, Armour, but has a natural Armour save of 4+
and cannot end your turn in base contact with that can be combined with shields and mount
the target. bonuses as normal. Prerequisite: Hero must
first take Chosen of Chaos skill.
Gift of Hunger– The Gatherer blesses you in
way that resembles the gifts of the Horned
God; you may learn 1 skill from the Skaven
(Eshin) warband. In the case of Tail Fighting,
treat this as a mutation: you grow an extra
appendage (likely bedecked with feathers or
talons!)
CORV US CABAL
As such, here are some optional rules for “Swabbies” for them, should you ever want to run them in
your sea-faring campaign (be set in Sartosa, Lustrian Isles, or wherever).
0-5* Decoys
Decoys are unskilled recruits that are used to distract the enemy. These decoys are either duped into
helping or coerced into it.
M WS BS S T W I A Ld
5 2 2 3 3 1 3 1 5
Weapons and Armor: Decoys may be equipped with the following items: daggers, clubs,
toughened leathers, and ropes and hooks.
SPECIAL RULES
Blend In: When a Decoy is deployed, it doesn’t appear as a “Decoy”- instead, use a Cabalist or Spire
Stalker model as a stand-in. The decoy is deployed as a “member” of an existing henchmen group;
until revealed, it appears to be identical to any other henchmen in the group, seems to be equipped
like them (to an outsider), and moves like them. It is revealed as a Decoy when a. it is hit with a
ranged attack, b. it attacks or is attacked in hand-to-hand combat, or c. it takes damage some other
way (ex. Taking falling damage).
Never Gain Experience: Decoys generally aren’t interested in proving their worth to the cabal,
they are interested in survival and hopefully escape! Decoys never gain experience in games.
Rabble: Decoys do not need to be armed all the same. Each may be given different equipment, but
only items listed above Decoys can never use magic, or cast spells of any sort, no matter their
original background or abilities.
‘Blast, they got away!’ If the Cabal Warband itself Routs, any Decoys who have already left the
table in previous turns are presumed to have made a successful escape, and are never seen from
again. Remove them from your warband roster as if they had been killed.
‘Don’t mind them, they ain’t true cabalites!’ The rest of the cabal barely notice if any Decoys run
away or go Out of Action – they know they’ll find them later on and give them 30 lashes if they’re
lucky! Any Decoys who are running away or have been taken out of action do not count towards the
need to take a Rout test for the warband.