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The cult is one of the more widespread cults in the Empire.
They believe the recently departed are vulnerable as they progress from the land of the living to the land of the dead. During this time, they may be diverted into the hands of a necromancer, stolen by Khaine or become trapped between realms and live perpetually as a ghost.
The Priests of Morr give last rites to the dead to ensure they move into the Land of the Dead.
The game does have an extraordinary amounts of death. It isn't like tiddly winks or whiff whaff. After a human opponent or team mate dies, the Morrian priests can be on hand to ensure the dead players pass over in safety.
Also there are a large number of necromancers who play the game. This gives them a chance to curb their activities too.
This new trait represents how the player has a premonition of how the game will play out, before they even step out onto the pitch. From this vision, they will know when the best time to dodge or when the right moment to score will be. Premonition is simply the skills Pro and Side Step together.
Cultist of Morr
The cultist takes the lineman position. Just like in the cult, where they carry out the main day to day duties, in the team they fulfil the same role.
Priest of Morr (or Watcher of Ravens)
The priests main role is to give the last rites to dying human players.
A priest may take a scythe with them onto the pitch. In war, it is known for them to bring these agricultural tools with them to represent the image of the Grim Reaper. As the scythe requires both hands to wield, the priest has the No Hands trait. The scythe is considered to be an illegal weapon. Any priest who wields one, may find themselves banned from the game at the end of a drive.
Priests of Morr sometimes get dream like visions of the game. This gives them an edge and in order to reflect this, they have the Premonition trait.
Black Guard
The role of the Black Guard is to protect the priests. They wear obsidian black plate mail armour which has raven imagery carved into it. It is padded, so they move in an eerily silent way.
Block is a starting roster skill due to their combat training. And as their main role is to defend the priests, Stand Firm is another relevant skill.
Knights of the Black Rose
These knights are clad in black plate armour, which is adorned with skulls. In fact, the helmet is crafted into a skull. The only part of their armour which is not black, is their gloves. They are red to represent the dripping blood of their enemies.
Their appearance is so dreadful, that there are stories told where they routed a phalanx of pikemen just by charging at them.
Knights of the Raven
The Raven Knights are committed to destroying all undead creatures. They actively hunt them down. They have no fear tackling the most vile looking opponents and some have even suggest that they are mentally insane compared to the other Morrians.
As knights, they have Block as a starting skill. And Dauntless to show they fear no man, dead or alive, or even undead.
Cult of Morr | ||||||||||
Positional | MA | ST | AG | AV | Normal | Double | Skills | Price | ||
0-16 | Cultist | 6 | 3 | 3 | 8 | G | ASP | 50K | ||
0-2 | Priest with scythe | 6 | 3 | 3 | 8 | GA | SP | Scythe (Claw), Premonition (Pro, Side Step), No Hands, Secret Weapon | 50K | |
0-2 | Priest | 6 | 3 | 3 | 8 | GA | SP | Premonition (Pro, Side Step) | 80K | |
0-2 | Black Guard | 5 | 3 | 3 | 9 | GS | AP | Block, Stand Firm | 90K | |
0-2 | Knight of the Black Rose | 5 | 3 | 3 | 9 | GS | AP | Block, Foul Appearance | 80K | |
0-2 | Knight of the Raven | 5 | 3 | 3 | 9 | GS | AP | Block, Dauntless | 90K | |
Rerolls | 60K (120k after team creation) | |||||||||
Apothecary | Yes |
I wanted to create a unique team which honoured the lore regarding the Cult of Morr and try to reflect the types of different orders.
Another element to the team includes the option to hire a priest with a scythe. The coach may want to have a scythe player to help remove high AV players. But in an initial set-up, it is probably not wise as it is considered an illegal weapon.
Another option is to take a priest with a scythe as a mercenary inducement. Giving them an edge against teams with higher armour and higher TV.
With all the access to strength skills and high AV, it is likely this team will be on the violent end of the spectrum with the priests acting as ball carriers. After playtesting, I suspect this team could be tier 1.
Created by Apus