Cult of the Penitent God
Cult of the Penitent God
Also known simply as: The Penitents
"Only through agony are we seen. Only through blood are we forgiven."
Origins
No one knows when the Cult began, or if it even has a founder. Some claim it emerged days after the comet fell, like a fungal bloom in the rot. Others insist its roots stretch far deeper—an ancient death cult that waited centuries for Mordheim’s fall to reveal itself.
The Penitents believe that the comet was no accident, but a divine act of purification sent by the Penitent God—a silent, unknowable force of fire, judgment, and absolution. They preach that the Repentants—grotesque, wandering behemoths twisted by wyrdstone—are not cursed but blessed: holy angels of punishment, sent to deliver divine verdicts upon a world that has forgotten pain.
Their mission is not to save Mordheim, but to magnify its suffering. To them, agony is worship. Every scream is a prayer. Every blood offering draws them closer to their god’s attention—and eventual forgiveness.
Beliefs and Practices
- Pain is purity.
- The Repentants are divine emissaries.
- Civilization is built on lies; Mordheim is truth revealed.
- Only those who suffer without end may be reborn as “White Ones” (ascended cult champions).
They cover themselves in white robes and masks to symbolize the loss of identity—because the Penitent God sees no names, only pain. Their spiked flails, censers, and relic-staves are not only weapons—they are instruments of communion.
Some Penitents are known to self-flagellate mid-battle, chant in tongues, or set themselves ablaze in moments of divine ecstasy.
Role in Mordheim
- Highly aggressive—they believe conflict pleases their god.
- Will attack undead, cultists, priests, civilians, warbands—anyone not actively suffering enough.
- They roam in packs, often barefoot, drawn toward areas of battle, plague, or wyrdstone surges.
- Known to follow Repentants at a distance, whispering praises and offering them blood gifts.
Structure (what little there is)
The Cult has no central leader. It is a network of cells scattered across the ruined city. But within each cluster, there are roles:
- Voice of Ash – A masked prophet who "speaks" for the Penitent God, usually through convulsions or blood-written messages.
- Torch-Wardens – Those who carry the sacred flames into enemy territory. Often immolated by battle’s end.
- Whip-Fathers – Enforcers who ensure the cult's pain quotas are met.
- White Ones – The elite: survivors of seven public scourging rituals. Their touch is considered holy—and often fatal.
Rumors & Secrets
- Some say a Repentant once bowed to a Penitent—and tore apart their enemies in a silent rage.
- Others whisper that the Penitent God is not a god at all, but a sorcerous parasite that feeds on collective agony.
- It’s believed that within the sewers beneath Temple of Sigmar, a hidden shrine pulses with a wyrdstone heart—guarded by masked figures who feel no pain.
- A few survivors of Penitent raids claim they heard one of the cultists weeping before striking them down.
Gameplay Hooks & Encounter Ideas
- Ritual Interruption: A Penitent band is mid-ceremony, flaying a civilian alive. Do the players intervene—or risk becoming the next sacrifice?
- False Alliance: The Penitents offer help against undead—only to turn on the warband once enough “holy pain” has been witnessed.
- The White One: A rare elite Penitent appears on the battlefield and begins marking chosen warband members… for reasons unknown.
Let me know if you’d like to generate:
- Stat blocks for standard Penitents and White Ones
- Unique relics (e.g., a cursed flail, sacred censer)
- A full warband list for them in Mordheim rules
- A signature Penitent scenario (like a public self-sacrifice disrupting the balance of a fight)
Standard Penitents
“Pain is prayer. The more we bleed, the louder He hears.”
Type: Henchmen
Role: Swarming cultists, suicidal zealots, ritualists in motion
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 3 | 2 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment
- Spiked Flail – Counts as a flail (first round: +2 Strength, no parry)
- Ritual Chains – Off-hand chain can be used in place of a dagger (no bonus, but successful wound rolls count as Bleeding Wounds; enemy suffers -1 Initiative next round)
- Ragged Robes – 6+ armor save (stackable with Lucky or Special Saves)
Special Rules
Fanatical Devotion
- Immune to All Alone and Fear
- Never suffer penalties for fighting while below 25% strength
Pain Worship
- Whenever a Penitent takes a wound (but survives), they gain +1 Attack until the end of their next turn
- On a natural 6 to hit, they enter a trance and cannot be stunned that turn
Torchblind Frenzy (Optional variant)
- Some Penitents carry lit censers and are considered Frenzied on the first turn of combat (must charge, +1A, -1 WS)
Experience:
- Henchmen Group (earn skills only upon promotion)
White Ones
“We were burned seven times. We screamed only once.”
Type: Hero / Elite Henchman
Role: Fear-inducing enforcers, prophets of suffering, divine executioners
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 3 | 4 | 4 | 2 | 4 | 2 | 9 |
Equipment
- Blessed Flails of the Seventh Scourging – Dual-wielded flails (no parry), each ignores enemy armor on a roll of natural 6 to wound
- Censer of the Holy Breath – At the start of each combat round, all enemies in base contact must pass a Toughness test or fight at -1 WS that round
- Sacred Nails (Implanted) – Grants 5+ special save, but if the White One goes Out of Action, roll a D6:
- On 5+, he explodes in radiant wyrd-flame (all models in base contact take a Strength 3 hit, no armor saves)
Special Rules
Ascended Madness
- Immune to Psychology, Stun, and All Alone
- Always pass Fear and Rout checks
- If reduced to 1 Wound, gains +1 Attack and Hatred against all Undead or Chaos models
Aura of the Penitent God
- Undead, Possessed, or Chaos models within 6" must reroll successful Fear tests
- Allied Penitents within 6" re-roll failed charges
Unrelenting
- Cannot be knocked down—treat as Stunned instead
- Can never Run; always walks or charges (ritual pacing)
Experience:
- Counts as Veteran Elite
- Starts with 30 XP if used in custom warband design
- May learn Combat, Strength, and Academic skills (Academic represents esoteric pain-scripture)
Cult Relic Mechanic: The Offering to the Repentant
“We bleed for you, and you shall look upon us.”
Once per scenario, if the Cult of the Penitent God controls a Repentant encounter (or if one is on the field), they may attempt a Holy Offering Ritual to influence the creature.
Requirements:
- A Repentant model must be within 6"
- The cult must be in control of a captive enemy model (or a freshly killed corpse)
The Ritual:
At the end of the round, the Penitent player rolls 2D6:
Result | Effect |
---|---|
2–4 | The Repentant ignores the cultists and continues on its path—ritual failed. |
5–7 | The Repentant pauses, does not act next turn. Atmosphere grows tense. |
8–10 | The Repentant lets the cultists pass freely for the next round, ignoring them unless provoked. |
11–12 | The Repentant attacks the nearest non-Cult model, prioritizing whoever harmed the cultist last. |
- Add +1 to the roll if The Weeper is within 6”
- Add +2 if the sacrifice was a Hero model
If the Cult rolls a natural 12, they may mark a Repentant with the Sign of Flame, allowing that creature to act as a temporary ally (1 round only) before resuming its random behavior.

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