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6”
Vortex of Horror: 4 (C): During this unit’s pre-actions phase, you may remove up to 4 Horror
counters from any unit within command range and place them on this unit.
Advantages:
Regenerate 5 (C): At the end of this unit’s activation, roll a D6 for each damage marker it has on it.
For each result of 5 or more, remove one damage counter from this model.
21 50mm
1/2
Prime (1)
Caster 3/7 (C), Command 14 (C), Cult of C’thu (I), Independent
6”
3 Target: Unit within 8” and LoS with one or more Horror counter. Persistent: No
Effect: Increase the target unit’s Melee Dice stat by 1 per Horror counter on the unit. This
lasts until the end of that unit’s next activation.
21 50mm
2/2
C’tharac (1)
Caster 2/5 (C), Command 8 (C), Cult of C’thu (I), Independent
6”
Sure Footed (I): This unit may ignore movement modifiers from difficult terrain.
Vortex of Horror: 3 (C): During this unit’s pre-actions phase, you may remove up to 3 Horror
counters from any unit within command range and place them on this unit.
Advantages:
Regenerate 5 (C): At the end of this unit’s activation, roll a D6 for each damage marker it has on it.
3 For each result of 5 or more, remove one damage counter from this model.
18 40mm
1/2
C’tharac (1)
Caster 2/5 (C), Command 8 (C), Cult of C’thu (I), Independent
6”
18 40mm
2/2
C’tharac Infant (1)
Caster 1/1, Command 8 (C), Cult of C’thu (I), Independent
6”
5+ Cast as One (I): All units of this profile share the same spells, the Knowledge of this unit’s Caster
attribute is for all the units, not per unit. Combine their power dice into a single pool. This new pool
can be used to cast the spells using any unit of this profile as the point of origin.
Sure Footed (I): This unit may ignore movement modifiers from difficult terrain.
Advantages:
Deliverer of Horror (C): Place a Horror counter on a unit that receives one or more hits from this unit.
1 Mitosis (C): If this unit doesn’t move, discard 2 horror counters and place another unit of this profile
onto the table within 5” of the active unit.
14 30mm
1/2
C’tharac Infant (1)
Caster 1/1, Command 8 (C), Cult of C’thu (I), Independent
6”
14 30mm
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Warriors (6)
Cult of C’thu (I), Squad
6”
16 30mm
1/1
Hunters (6)
Cult of C’thu (I), Squad
6”
23 30mm
1/1
Vesparmoth (1)
Cult of C’thu (I), Independent
8”
5+ Skimmer (I): Units with the Skimmer attribute benefit from the following:
• The unit may move over all types of terrain including impassable and blocker terrain as well
as friendly and enemy units without penalty. The unit may not charge over or stop on top of
blocker terrain.
• The unit can disengage without needing to make a disengaging roll.
• The unit does not block LoS and does not have its own LoS blocked by non-skimming units.
Pheromones: Vesparather (I): Select a Vesparather unit within 6”. The selected unit gains Crush
until the end of its next activation.
2
Advantages:
Spray (I): Successful Defence rolls made against this units ranged attacks must be re-rolled.
7 50mm
1/1
Vesparther (4)
Cult of C’thu (I), Squad
10”
Skimmer (I): Units with the Skimmer attribute benefit from the following:
• The unit may move over all types of terrain including impassable and blocker terrain as well
as friendly and enemy units without penalty. The unit may not charge over or stop on top of
blocker terrain.
• The unit can disengage without needing to make a disengaging roll.
1 • The unit does not block LoS and does not have its own LoS blocked by non-skimming units.
Advantages:
None
12 40mm
1/1
Teeth of Thamos (1)
Cult of C’thu (I), Independent
6”
Special Deployment (I): This unit must be deployed last. They must be deployed outside of both
players deployment zone and may not be deployed closer than 10’’ of an enemy unit.
Advantages:
3 Mists of Nightmares (I): Until this unit’s next activation, any unit activating within 10” of this unit
must roll a D6. On a 3 or more, place a Horror counter on the unit. On a 1 or 2 there is no affect.
9 50mm
1/1
Shogra (1)
Cult of C’thu (I), Independent
6”
Horrific (I): When this unit activates, select a single enemy units within 8” of this unit. That unit
must roll a double on 3 dice. If no double is rolled, place a Horror counter on the unit.
3 Horror Leach (C): Select a unit with 10” and remove all horror counters from the target unit. For
each counter removed roll a D6. For each roll result of 1 to 5 place 1 horror counter on this unit. For
each roll result of 6 place two horror counters on this unit.
16 50mm
1/2
Shogra (1)
Cult of C’thu (I), Independent
6”
Advantages:
Devourer (I): During this unit’s pre-actions phase, you may discard any number of Horror counters
4+ from this unit. For each counter discarded increase this unit’s Attack stat by 1 for the rest of its
activation.
Regenerate 5 (C): At the end of this unit’s activation, roll a D6 for each damage marker it has on it.
For each result of 5 or more, remove one damage counter from this model.
16 50mm
2/2
Hounds of Cantaaris (6)
Cult of C’thu (I), Squad
6”
Sure Footed (I): This unit may ignore movement modifiers from difficult terrain.
Advantages:
Smoke and Mirrors (C): During this unit’s pre-actions phase, select an enemy unit within LoS which
has at least one Horror counter. Remove one Horror counter from the selected unit and move this unit
into melee range with the selected unit. This unit counts as charging.
1
Made of Nightmares (C): Enemy units that wish to charge this unit must roll one or more doubles on
a 4d6. If no double is rolled their activation ends.
15 30mm
1/1
Children of Niropth (6)
Cult of C’thu (I), Squad
4”
Scout (I): Deploy this unit as normal. Once all units have been deployed, you may move this unit up
to 8’’ before the game begins. This movement is free and ignores movement modifiers.
Spores of Niropth’s Blessing (C): Friendly units within 6” of this unit apply a +1 modifier to
Defence rolls.
1
Advantages:
Spores of Niropth’s Curse (C): Select a unit within 12”. If it doesn’t have a horror counter on it,
place one on it. If it does have one, roll a 4d6 attack against the unit instead.
17 30mm
1/1
Thorns of Thamos (4)
Cult of C’thu (I), Self-Seeding (C), Squad
3”
Special Deployment (I): This unit must be deployed last. They must be deployed outside of both
players deployment zone and may not be deployed closer than 10’’ of an enemy unit.
Advantages:
Self-Seeding (C): During this unit’s pre-actions phase roll a D6 for each model from this unit that has
1 been removed from the table. For each roll of 5 or more, replace one model back into unit coherency.
Replaced model may be placed in melee range of an enemy unit. If you are unable to place a model
using this rule then the model cannot be placed this activation.
9 30mm
1/1
Barbs of Thamos (4)
Cult of C’thu (I), Self-Seeding (C), Squad
3”
Advantages:
Self-Seeding (C): During this unit’s pre-actions phase roll a D6 for each model from this unit that has
been removed from the table. For each roll of 5 or more, replace one model back into unit coherency.
Replaced model may be placed in melee range of an enemy unit. If you are unable to place a model
using this rule then the model cannot be placed this activation.
1
9 30mm
1/1