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Von Unaussprechlichen Kulten

(Of Unspeakable Cults)


In which evil cults battle each other for possession of occult items and knowledge as well as
the favour of the cruel and tenebrous gods, while attempting to avoid detection by the United
States government and thwart each other’s dastardly schemes.

Written by ‘Uncle’ Mike Atkinson


With Cameron Laurion, James Ablett, Elton Lawes & Cory Turnbull

Credits
Cover Art
Melvin De Voor

Von Unaussprechlichen Kulten Logo Art


Mike Atkinson

Interior Illustrations
Melvin De Voor & Mike Atkinson

Editing, Graphic Design & Layout


Scott MacNaughton

Play tested by…


You?
Contents
Getting Started ... 4
Basic Rules ... 5
Advanced Rules ... 18
Weapons and Special Gear ... 21
Available Lurkers ... 25
Skills ... 26
Magic And Spells ... 30
Scenarios ... 31
Log Sheets ... 38
Welcome to Von Unaussprechlichen Kulten, a new game based in the
Strange Aeons universe. Well, that’s not entirely true…not a new game
exactly…it uses most of the same rules as Strange Aeons but approaches
certain aspects of game play differently.
Whereas Strange Aeons sees players build a group of Agents and fight
them against a plethora of ever changing Lurkers, Von Unaussprechlichen
Kulten focuses on the villains, fighting mostly against each other for do-
minion over an unsuspecting world.
Players will finally have the joy of building and managing their own cult,
lovingly nurturing the worst in every member…and punishing failure
with an iron fist!
This demo packet has been released for a number of reasons…mostly
as an attempt to build the fairest, most balanced game possible. You will
be required to help out by letting us know of any spelling mistakes, rules
questions, clarifications, additions, new skills, scenarios…basically any-
thing that you and your gaming buddies think should be included.
Everyone who takes part in this test and submits feedback will receive a
playtesting credit in the finished book, and if we use your rules you’ll get
a rules credit as well!
So gather the flock and polish up the steely knives. It’s time to kill for inner
peace!

-‘Uncle’ Mike Atkinson


Getting Started
Each player will be responsible for building, organizing and maintaining a cult of despicable degener-
ates. To begin, pick one of the Cult Archetypes as a starting template. It will tell you what models are
allowable and other special rules relating to your cult of choice.
A starting cult has 40 Resource Points (RP) to utilize in the recruitment of its members. Resource
Points are usable as either Build Points or Base Points, representing the cult’s ability to persuade with
money and by other, less wholesome means…
A starting cult must be between 5 and 12 models, and can grow to as many as you can afford to main-
tain. Cults must be led by one (and only one…) Magus. Start by choosing and equipping the Magus
as you see fit. Your freshly equipped Magus will need a Congregation of depraved followers to help
him execute his foul schemes. Check the Congregation section of your Cult Archetype for allowable
choices, then purchase and equip them.
Spend any remaining RP on additional weapons and gear or any other Lurkers from your list of Allow-
able Cultists. You can also save up to 5 RP for later if you are cunning…
Tally up all the profiles (models with weapons and gear): your Total Cult Rating (TCR) should be
somewhere between 35 and 40. If so, you have built your vile cult and are now ready to fight for the
amusement of your dark masters.

Cult Archetypes
Each of the Cult Archetypes offers its own unique challenges and abilities…choose wisely from the
following options: Arcane Seekers, Death Cult, Serpent Worshippers, Dagonites and Cult De Ghouls.
We’ll likely add more in the final game, but these should provide plenty of variety for now.

Arcane Seekers
Magus: High Priest or Rogue Threshold Character
Congregation: Cultist, Cult Leader, Henchman and Rogue Threshold Agent
Allowable Cultists: Human

Death Cult
Magus: Mad Scientist, Mummy or Cult Leader
Congregation: Cultist, Cult Leader, Zombie, Henchman, Conglomerate and Witch
Allowable Cultists: Undead and Human

Serpent Worshippers
Magus: Serpentman Demagogue or High Priest
Congregation: Cultist, Degenerate, Tcho-Tcho and Serpentman
Allowable Cultists: Humanoid and Human

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Dagonites
Magus: Fishman Demagogue or High Priest
Congregation: Cultist, Degenerate, Hybrid, Fishman and Henchman
Allowable Cultists: Humanoid and Human

Cult De Ghouls
Magus: Ghoul King or Cult Leader
Congregation: Degenerate, Ghoul, Maniac and Witch
Allowable Cultists: Humanoid and Human

The Basic Rules


The basic rules of Von Unaussprechlichen Kulten are very simple and you will be playing games soon
after reading this chapter. The aim of a miniature skirmish game is to enact battles between two op-
ponents on a tabletop. In Von Unaussprechlichen Kulten, players will each control and manage a cult
of evil worshipers and fight amongst each other for various dark rewards.

What you need


Along with this rulebook there are a few other things you will need to play Von Unaussprechlichen
Kulten.

Models
Both players will need somewhere between 5-12 models to represent their starting cults. The models
used in Von Unaussprechlichen Kulten are between 25 and 30 millimeters scale and are produced by
many fine companies. Regardless of which models you choose to use you will need to represent every
profile you will be using with a model on the tabletop.
Playing Area And Scenery
Games should be played on a level surface that measures roughly 2’ x 3’; larger games with more than
15 models a side may be played on tables up to 4’ x 6’. Von Unaussprechlichen Kulten is based in a
roughly historical setting sometime after 1920 and can take place anywhere in the world. Scenery can
be as varied as you like, ranging from home built foam hills to arcane architecture to evil laboratories.
Use the pictures and photographs in this rulebook as a starting point and expand from there. The only
limit to your adventures is your imagination.

Dice
Rolling dice represents the element of chance in Von Unaussprechlichen Kulten. They will be used to
decide the success or failure of most Actions your models carry out. All dice rolls use a standard six
sided dice or D6. To be well prepared for any game circumstances it is suggested that you have at least
10 six-sided dice (10D6). Sometimes you will be asked to add or subtract from the result (D6-2), or

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roll 2 dice and add them together (2D6), or roll a D3: 1-2=1, 3-4=2, 5-6=3. If you re-roll a dice you
must always take the second result.

Strange Aeons Books


All the basic rules for Von Unaussprechlichen Kulten are provided here, but additional Lurkers, weap-
ons, skills and other various goodies from the Strange Aeons main rulebook and the expansions are
usable in game for more variety. Can you afford to say no?

Other Stuff
You will also need a tape measure marked in inches, a pencil, eraser and a photocopy of the Log Sheets
found at the end of this rulebook to record your cult’s progress. Some scenarios require Objective
Markers, Grave Markers and an Obelisk or Chained Coffin. These additional markers can be made
from paper or represented by spare pocket change, or you can purchase official Uncle Mikes World-
wide markers made expressly for Von Unaussprechlichen Kulten and Strange Aeons.

The Story So Far


1920, October 31: Somewhere in America…
The town hall was crowded and there was a certain air of fear in the crowd tonight; times had been
hard for these good people for the last few years. Crops were scarce, the winters were hard, sick-
ness…and then the others had come to rape and loot. Bad times were when folks were most will-
ing to look for unconventional answers…hard solutions to hard problems. An almost palpable
miasma of dread abounded…it was beautiful. They were ready to do anything now; they would
listen to his every command. All anyone wanted was security, comfort and acceptance in these
troubled times. He would offer those things and much more. The dark powers he worshipped
would be well sated on the souls of these frail creatures. He opened the old book and raised his
hands, the room grew still and in a booming voice he proclaimed, “Brothers, the way shall not be
easy! But we shall triumph by power of faith! Who shall be counted among the faithful?”

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Characteristics
Every model in a game of Von Unaussprechlichen Kulten is defined by a set of characteristics. All
models use the same characteristics and they will always be presented in the same order. These char-
acteristics are as follows: Movement, Dexterity, Constitution, Attacks, Wounds and Resolve. If a char-
acteristic ever drops to 0 permanently that model is considered dead and can take no further part in
games. Characteristics are explained in detail below.
Movement (M)
How far the model can move in inches with a single Move or Charge Action.
Dexterity (Dex.)
Dexterity measures a model’s hand-eye coordination, which determines its ability to shoot and
traverse obstacles on the tabletop. A model must roll its Dexterity score or higher in order ‘to hit’
a target when Shooting.
Constitution (Con.)
This characteristic is a measure of how tough an individual model is. Constitution is used to resist
damage from Shooting and Close Combat attacks.
Attacks (A)
The Attack characteristic determines how many dice a model rolls in Close Combat. Close Com-
bat weapons will not increase the number of dice rolled, but rather give a bonus to the result of the
roll. This is represented in the weapon profile as a Close Combat Bonus (C.C.B.).
Wounds (W)
A model’s Wounds characteristic indicates how many times the model can be wounded before be-
ing killed or incapacitated (removed from the table/game).
Resolve (Res.)
Self-control, determination and courage under fire; Resolve is the measure of a model’s steadfast-
ness. Models will have to test against their Resolve to remain sane in moments of great stress or
horror. Models failing a Resolve test roll on the Insanity Table and go temporarily insane.

Skills
Skills represent special non-characteristic capabilities models possess; the aptitudes and abilities that
set them apart from other models. Cults must earn skills by winning games. Resource Points may
never be spent on skills. A Cult Magus may earn up to 10 skills, members of the Congregation may
earn up to 5 skills each and any other Lurkers from the Allowable Lurkers available may gain 2 skills
each. Beasts and Daemons that are gained by the cult may also earn up to 2 skills each.

Special
Each model has a Special slot to help categorize them and reflect species-specific rules. They are:
Beast, Daemon, Ghost, Hideous, Human, Humanoid, Fear, Terror, and Undead.

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Beast
Feral and animalistic, Lurkers of this type may not purchase additional equipment or weapons of
any kind, nor may they cast spells.
Daemon
Residing in alternate dimensions or timelines, Daemons may be summoned by cultists through
evil rituals. Daemons may not purchase additional equipment or weapons, but may cast spells if
the scenario allows for it.
Ghost
Non-corporeal entities that refuse to move on, ghosts are bound to the earthly plane and mainly
roam the countryside around the grave where they were buried. Conventional weapons are no
use against Ghosts: Shooting and Close Combat attacks cannot be made against Ghosts unless
the model has been Blessed or the weapon used has been Blessed (relevant characteristics appear
in parentheses for these combats). Ghosts may never engage another model in Close Combat but
may fight back if their profile allows for it. Ghosts may not have skills or use weapons or equipment
of any kind. Ghosts suffer no movement penalties for any reason, nor do they block line of sight.
Hideous
Models that are Hideous force a Resolve test on models in base-to-base contact. This is done be-
fore Close Combat is fought. Models that fail a Resolve test roll on the Insanity table.
Human
Weak and insignificant in the cosmos, Humans prefer an ordered, understandable world, and
struggle to maintain their sanity when faced with the horrors of the unknown…ALL Humans are
subject to Psychology, and may purchase additional equipment and weapons and cast spells.
Humanoid
On Earth there are different species that have evolved in a similar fashion to humanity. They live
in the secret places and sing the secret songs…waiting until the stars are right. Humanoids may
purchase equipment and weapons and cast spells, but are not subject to Psychology.
Fear
Models that cause Fear force a Resolve test on any Human models in a 5” radius. Models that fail a
Resolve test roll on the Insanity Table.
Terror
Some things are mind-bendingly inhuman. Models that cause Terror force a Resolve test on any
models subject to psychology in a 10” radius. In addition, models that fail a Resolve test roll on the
Insanity Table at a –2 modifier.
Undead
Re-animated corpses brought to half-life by sinister magic or forbidden science, hungry for human
flesh! Undead may cast spells and may purchase equipment and weapons.

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Turns
Games of Von Unaussprechlichen Kulten are divided into Turns. Much like a game of Chess, one side
goes and then the other. In every Turn, the player whose Turn it is chooses one model. This ‘nomi-
nated’ model will perform two Actions of the player’s choice before the Turn is complete. The other
player will then take his Turn and so on, continuing on until one side has no more models on the
tabletop or the scenario objective is complete.

Actions
When a model is ‘nominated’ it must perform two Actions before the Turn ends and play is turned
over to the opponent. ‘Nominated’ models can perform any combination of Actions in any order. Per-
missible Actions are as follows: Change State, Charge, Move, Shoot or Other.
Change State
Models will Change State due to Injury and Insanity. There are three states: Normal, Face Up and
Face Down. It takes an Action to Change States from Face Down to Face Up and an Action to go
from Face Up to Normal. Models that are not Normal may not use the Command or Lieutenant
skills until their State changes.
Charge
Models wishing to engage the enemy in Close Combat must Charge them. A Charge is a Move
Action that brings the nominated model into base-to-base with an enemy model. A round of Close
Combat is fought immediately.
Move
A Move Action allows a model to move up to its Movement Characteristic in inches.
Shoot
If you have line of sight and are within range to any part of an enemy model (including the base) you
may Shoot at that model. Roll as many dice as the Rate indicated in the profile of your weapon.
Other
Sometimes models will need to complete a number of Actions to accomplish a goal in a certain
Scenario. Searching, attempting to commit suicide and desecrating Grave Markers all take Actions
to perform. Anything that is not a Change State, Charge, Move or Shoot Action falls into this
category. Simply spend the allocated number of Actions and follow the rules specified by the Sce-
nario.

Change State Actions…


A Change State Action may only be chosen if a model has been placed Face Down or Face Up due
to Injury or Psychology. Models may choose nothing other than Change State Actions until they are
Normal. Models may NEVER be Compelled to Change State for ANY reason. A model may not use
the Command or Lieutenant skill in any state except Normal.

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States
All models on the tabletop will be in one of three states.
Normal: The model may act as Normal with no modifiers to its characteristics. If the model was
wounded (down to 0 Wounds) but not removed from the table, treat it as having 1 Wound remain-
ing. Models that are not Normal (Face Down or Face Up) may not use the Command or Lieutenant
skills until their state changes.
Face Up: Models that are Face Up (Stunned or suffering from Stupefaction) may fight back in Close
Combat with a –1 modifier to their Attacks characteristic, down to a minimum of 1. If they win the
Close Combat, they do not roll ‘to wound’, but move out of base-to-base 2” in the direction of the
controlling player’s choice.
Face Down: Models that are Face Down (Unconscious or suffering from Catatonia) can do nothing
and are removed as a Major Injury if engaged in Close Combat by any enemy model.

Back To Normal
To return to Normal (suffer no modifiers from being Face Up or Face Down) a model must be nomi-
nated and perform one action to Change States from Face Down to Face Up, and an additional action
to go from Face Up to Normal. Face Up and Face Down models both gain a 6+ Save against all Ranged
Attacks, as their prone positions makes them more difficult to hit. If the model is Changing States
while in base-to-base with an enemy model, a round of Close Combat is fought after each Change
State Action.

Charge Actions…
Models wishing to engage the enemy in base-to-base to fight Close Combat must Charge. A Charge
is a Move Action that ends up in base-to-base with an enemy model. Resolve tests for moving in base-
to-base with an enemy that is Hideous are taken before Close Combat is fought. A round of Close
Combat is fought immediately after the test…regardless of the result.

Close Combat (‘to hit’)


Models have an Attacks characteristic that denotes how many dice are rolled in Close Combat. Close
Combat weapons have a Close Combat Bonus (C.C.B.) that adds to the highest dice rolled. Models
in Close Combat each roll their dice, apply the C.C.B. and compare totals. If these totals are the same,
then the Close Combat is considered a Draw.

Damage (‘to wound’)


Every point that the winner beats his opponent by is a ‘hit’. Roll dice equal to the number of hits, take
the highest dice rolled and add any damage bonus indicated in the profile of the weapon used. If the
total equals the target’s Constitution, a ‘Wound’ has been caused. If it exceeds the target’s Constitu-
tion, each additional point of damage causes a further Wound (if the target model has more than one
Wound in its profile) or adds +1 to the roll on the Injury Table.

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It’s A Draw
If both models roll the same total ‘to hit’ in Close Combat, or the winner simply fails to remove the
loser from the table, the result is a Draw. If either model is nominated in subsequent turns they must
remain in base-to-base and continue to fight until one is victorious. Models already in base-to-base
need not declare a Charge action to engage in Close Combat. Models involved in a Draw are not Alert.
At the start of each turn that models remain in a Draw, a Close Combat is fought prior to nomina-
tions.

Multiple Opponents
Models engaged in Close Combat may only target one enemy model at a time. A model gains +1 At-
tack for every additional friendly model (not including itself) also in base-to-base with the model be-
ing attacked. If a Draw against multiple opponents occurs, the player must choose one model to fight
Close Combat and receive bonus Attacks (at the start of the Turn).

Leaving Close Combat


Models may choose to leave Close Combat after they win ‘to hit’ and before rolling ‘to wound’. Simply
Move the winning model up to its Movement characteristic in inches away. If a model suffers from
Revulsion and breaks from Close Combat however, it is a much different story. The opponent rolls a
free Wound before any Move is taken. If the model suffering Revulsion is still alive and Normal it may
then Move out of base-to-base.

Move Actions…
Each time a nominated model uses a Move Action, it may move any distance (in inches) up to its
Movement characteristic. Move Actions may NEVER end in base-to-base with an enemy model (that
would be a Charge). A model may NEVER Move through another model’s base, but when measuring
to Move the tape measure may be bent, curved or positioned however the player sees fit.

Terrain
Players may use any terrain that they have, as games can take place anywhere in the world. Although
the table top need not be covered with terrain, there should be at least four to six pieces on a 2’x3’
board and more for a larger playing area. Terrain has been broken down into three types for ease of
play.
Open: Open ground, streets, rolling hills and any obstacle under 1” high. Open terrain has no effect
on Movement.
Rough: Rubble, boulders, walls and any obstacle from 1” to 2” tall. Models Moving into Rough ter-
rain suffer –2 Movement until no longer in base contact with the terrain.
Impassable: Lava pools, bottomless crevasses, any obstacle over 2” high with no ladders, etc. Mod-
els may NEVER enter Impassable terrain voluntarily. If they end up there by other means (Throw,
Power, falling) they automatically suffer a Major Injury.

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Ladders and Such
Ladders, handholds, ropes: basically anything that a model could use to scale a sheer surface can be
considered to use these rules. If a model at the bottom of a ladder uses a Move Action it may Move up
to 6” up the ladder and be placed in base-to-base with the top edge of the surface it climbed. This may
also be done in the reverse, moving down the ladder. If there is a model in base-to-base with the top or
bottom of the ladder, it may not be climbed until the blocking model is Moved or removed from play,
thus clearing the way.

Shoot Actions…
Whenever a Shoot Action is chosen for a model, there must be line of sight to an enemy within Range.
If the model has several Ranged weapons, one must be chosen for this Turn. To Shoot follow these
steps:
–– Choose target by checking line of sight and range. Check for Cover.
–– Roll as many dice ‘to hit’ as the weapon’s Rate. Target may save if in Cover.
–– Make Damage rolls ‘to wound’.

Choose Target
All enemy models are possible targets. Any enemy model may be selected unless there are enemy
models within 5” and line of sight of the shooting model. If this is the case, the closet models must
be shot at first unless a Resolve test is passed. Enemy models within 5” but in Close Combat may be
ignored.

Line Of Sight And Range


If a tape measure can be drawn between the two models and the distance is equal to or less than the
Ranged weapon’s Range, the model may Shoot. If ANY terrain features are in between the two models,
the target may benefit from a Save, the value of which should be decided upon before the roll ‘to hit’.

Shooting (‘to hit’)


Each Ranged weapon in Von Unaussprechlichen Kulten has a Rate. To shoot, simply take as many
dice as the weapon’s Rate. Roll the dice and compare the results to the shooting model’s Dexterity: all
dice rolled that are equal to or above this value have ‘hit’ the target. If the target benefits from a Save,
it must be taken now.

Damage (‘to wound’)


All dice that successfully ‘hit’ the target are rolled again ‘to wound’. Check the weapon’s Damage and
add any bonus to the highest dice rolled. If the total equals the Constitution of the Target, a Wound
has been caused. If it exceeds the target’s Constitution, each additional point of damage causes a fur-
ther Wound (if the target model has more than one Wound in its profile) or adds +1 to the roll on the
Injury Table.

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Cover Saves
A targeted model may gain a Cover Save if there is terrain between it and the attacker, or if the model
is inside or behind a terrain piece that grants cover. For ease of play there are three types of Cover.
Light: Short walls, craters, hedges and any obstruction in line of sight. Model gains a 6+ Save.
Medium: Ruins, rocks, any terrain that covers at least half of the target from view. 5+ Save.
Heavy: Trenches, bunkers, any terrain that covers more than half the target from view. 4+ Save.
Decide which type of cover save the model benefits from, and roll one dice for each ‘hit’. Rolls that are
equal to or greater than the number required are a considered a Save, which negates the hit.

Other Actions…
Other Actions are used to cover a wide variety of situations that may arise in games. Some weapons
require the use of an Action to load or prime (Ready). Searching, checking for traps and planting ex-
plosives all take Actions to perform as well. Anything that is not a Change States, Charge, Move, or
Shoot Action falls into this category. Several Actions may be required to fulfill a scenario objective but
they need not be taken consecutively, thereby leaving the model free to Shoot or Charge as the situa-
tion demands.

Favour
You may ask yourself, “Why so much insanity and chaos? Why so much blood and suffering?” Well, the
answer is simple: To gain the favour of your ancient, merciless and quite possibly multi-eyed gods…
that’s why! “Is all the death and trepidation worth it?” You bet!
Favour points may be ‘spent’ at any time (pre, during or post-game) and may be used in the following
ways.
–– Any one dice that you roll, pre, during or post-game, may be modified to whatever number you
would like between 1 and 6.
–– Any one dice that your opponent rolls during a game may be modified to whatever number you
would like between 1 and 6.
–– To play a Favour Scenario of your choice, spend a point during the pre-game either before or after
you have rolled for scenario.

Psychology
Evil deeds done in the dark, pacts signed in the blood of the innocent, vile abominations, and that’s
just for starters. People who join cults are crazy to begin with but they get worse as time goes on. End-
less and maddening is the lifestyle and no man is safe…or sane forever.
All Human models will be required to make tests against their Resolve characteristic when any of the
following happens, as soon as it happens. This may mean several tests in one Turn. Only Normal Hu-
man models are subject to psychology; Face Up and Face Down models have their own problems.

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A Human model will be required to take a Resolve test when the following circumstances arise:
–– If a friendly model is removed from the table (due to Injury) within 5” and line of sight.
–– If there are no friendly models within 5” and at least 3 enemy models within 5” and line of sight.
–– If a model that is Hideous is in base-to-base.
–– If a model that causes Fear is within 5”. Line of sight is not necessary as the smells and sounds
emitted are often unusual enough.
–– If a model that causes Terror is within 10”. Line of sight is not necessary.
–– If the model wishes to cast a spell (the Speak Languages skill is required before this can be at-
tempted).
–– If the model is the last model of it’s faction remaining in play.
Once a Resolve test has been passed the model may continue to act as normal. A model passing a Re-
solve test has faced his fears (at least for the time being) and need not take another test again unless the
model is confronted by a new situation. If the test is failed, the model must roll on the Insanity Table
and apply the results immediately.

Insanity Table
Insanity D6 Results
Catatonia 1 Place the model Face Down (as with Injury, 2 Actions will be required to
return to Normal)
Stupefaction 2 Place the model Face Up (as with Injury, 1 Action will be required to re-
turn to Normal)
Revulsion 3-4 Model runs (breaking from Close Combat if necessary) 1 Move Action
towards its starting short edge.
Frenzy 5-6 Model makes 1 Move Action towards the closest enemy model (if not in
base-to-base already) and doubles its Attacks value for this Turn only in
Close Combat. Any further Psychology tests this Turn are automatically
passed.

Cult Unity Tests


Not the bravest members of society, most cultists will begin to think twice about a fight that is going
badly. After all, wearing a robe and chanting is fun and everything, but you got to look out for number
one!
At the start of the first Turn that your cult is reduced to 50% (or less) of its starting model total, each
member of your cult on the table (Human or not…) must make a test against their Resolve. If passed
they may act as normal, if failed remove the model as it has run away. Models removed in this way may
take no further part in that game, but may still try to gain skills and be used for Cult Management once
the scenario has concluded.

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Additionally, in the Cult Management Phase, if you fail to have the required RP to manage your cult,
unmanaged members must test against their Resolve. If failed, they leave the cult, never to return. Re-
move them from your list, along with all gear, spells and weapons they were carrying.

Running Away
It’s O.K. to be afraid and sometimes it’s even O.K. to run away and hide like some sort of whipped
dog.
You may choose (in a fit of cowardice) to run away at the start of the first Turn that your cult is at (or
below) 50%, before the Cult Unity Test. If you do, you are weak and pitiful and may gain no Favour
in the Favour Phase of this game. If you choose to take the test you will be forced to play on with the
models that remain…but may yet gain the Favour of your non-euclidean yet tenebrous god.

The Joy Of Hate


Hate can keep a man going when all hope is gone, forcing him to great acts of heroism or madness.
Models that Hate a specific kind of Lurker (Beast, Daemon, Ghost, Undead, Human or Humanoid)
are immune to any Resolve tests that occur due to the presence or actions of that type of Lurker. Hate
also overrides any sort of Phobia in relation to the Hated model. In addition, the model gains +1 At-
tack when in Close Combat with the Hated enemy model.

Leaving The Table


Sometimes models are forced to leave the tabletop due to Insanity or possibly by being Thrown or
any other reason. Unless otherwise stated in the Scenario Special Rules, a model that leaves the table,
either voluntarily or otherwise, can take no further part in the game.

Injuries
When a model has been reduced to 0 Wounds, the attacker determines the severity of the damage
by rolling 2D6 on the Injury Table. Add +1 to the dice roll for every point by which the damage roll
exceeded the wounded models Constitution and remaining Wounds.

Injury Table
Injury 2D6 Results
Stunned 2-4
Place the model Face Up (1 Action is required to return to Normal)
Unconscious 5-6
Place the model Face Down (2 Actions are required to return to Nor-
mal)
Minor Injury 7-8 Remove the model from the table (back next game…Lucky)
Major Injury 9-12 Remove the model from the table (see Major Injuries)

Face Down models (Unconscious or suffering from Catatonia) can do nothing and are removed as a
Major Injury if engaged in Close Combat.

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Face Up models (Stunned or suffering from Stupefaction) may fight back in Close Combat with a –1
to their Attacks characteristic. If they win in Close Combat, they make no roll ‘to wound’, but move
away from the enemy model up to 2”. To return to Normal (suffer no modifiers for being Face Down
or Face Up) a model must be nominated and not be in Close Combat. One Action is needed to change
states from Face Down to Face Up and another is needed to go from Face Up to Normal. Once Nor-
mal, the model may act with no modifiers from Injury, but is considered to have only one Wound
remaining. Face Up and Face Down models both gain a 6+ Save against any Ranged Attack.

Major Injuries
Membership in a cult has its privileges…but long life isn’t one of them. The scars from some encoun-
ters cut deep. Few cultists remain as they once were, minds and bodies pushed to the breaking point
and beyond. Not all cult members are destined for greatness; some eventually succumb to madness
or death from being exposed to blasphemous horrors and otherworldly secrets. If a cult member dies
the cult can spend Resource Points (RP) in the Re-Equipment Phase to recruit more weak-willed
cronies.
When your Cult Magus is removed from the table as a Major Injury, roll D66 (choose one dice as the
first and one as the second) and consult the Major Injury Table.
When any model other than a Magus is removed as a Major Injury, roll D66 (one dice is nominated
as the first, one second), subtract 1 from the value of the first dice rolled, and consult the Major Injury
Table.
Models fortunate enough to survive will be able to take part in the next game, but may not participate
in any post-game activity. Any effects that modify values on the models profile (eg. -1 Attacks) are
permanent, and will continue to affect the model as long as it lives.

Death Of A Magus
If your Magus is killed in the Major Injury Phase your cult is in serious trouble. Luckily ‘trouble is your
middle name’ and there are a few options available to you before your cult disbands in total shame.
If another model in the cult has Command it will become the new Magus. If there is more than one
model with Command, the player may choose which one receives the honour of leadership. If you
have no model with Command, but adequate Resource Points to purchase one from those available
to you, you may do so.
If you can do neither of these, then your cult, dejected and afraid, will disband. You must write another
cult…or swear off playing forever more! Keep telling yourself, “It’s just a stupid game!”

16
Major Injuries Table
D66 Results
11-15 Dead (remove from sheet and re-equip if needed)
16-21 Multiple Injuries (roll D3 times on this table, rerolling any further Multiple Injuries
results)
22 Leg Wound (-1 Movement)
23 Arm Wound (+1 Dexterity)
24 Agoraphobia (Fear of open spaces. If not within 1” of a terrain feature upon Nomina-
tion, the model may only Move)
25 Crippled (only 1 Action per turn)
26 Chest Wound (-1 Constitution)
31 Teratophobia (Fear of monsters. All enemy models are Hideous and cause Fear)
32 Poor Health (Before first turn roll D6. On a 1 model unable to take part in this game)
33 Ballistophobia (Fear of bullets. Model must pass a Resolve test to use Ranged weap-
ons)
34 Head Trauma (+1 Resolve)
35 Claustrophobia (Model must pass a Resolve test to enter scenery. If failed roll -2 on
the Insanity Table)
36 Amnesia (lose 1 Skill)
41 Acrophobia (Fear of heights. Model must pass a Resolve test to climb any scenery over
2” above the tabletop. If failed roll –2 on the Insanity Table)
42 Weakened (-1 Attacks)
43 Haphephobia (Fear of being touched. Must make a Resolve test in base-to-base)
44-54 Full Recovery (No permanent effects today…lucky!)
55 Hemaphobia (Fear of Blood. Make a Resolve test if ANY model is removed from the
table due to injury within 5” and line of sight)
56-61 Hate (Model Hates the enemy model responsible for the Major Injury)
62 Hardened (The model no longer suffers the effects of Fear)
63 Horribly Disfigured (The model is now Hideous)
64-65 Basket Case (The model is immune to Psychology. No Resolve tests need be taken.
Spells may not be cast by this model)
66 Nemesis! (the model Hates the entire cult responsible for the Major Injury)

17
The Advanced Rules
Once you are comfortable with the basic rules, advanced rules can be added for greater enjoyment and
depth of play. All scenarios assume that players will be using Advanced Rules.

Alert
If a model is not nominated during its Turn it is considered to be Alert: waiting for the enemy, poised
to strike if the situation should arise. Any model that is Alert may make one Shooting attack during
the opposing player’s Turn. This Shooting attack may only be directed at a target within 10” and line of
sight. The controlling player may choose when to take the Alert Shot, either after the opposing model’s
first Action or its second. As this is meant to represent a quick, reactionary shot only one Shooting
dice may be used, regardless of the weapon’s Rate. All models start the game Alert.

Critical Hits...And Misses


Sometimes, in the heat of battle, it is possible for models to go above and beyond what they are nor-
mally capable of. Sometimes, however, it is also possible to fail more miserably than you can imagine.
Critical Hits and Misses represent this.
Critical Hits
Whenever a Shooting or Close Combat ‘to hit’ dice rolls a 6, roll another D6: if this is also a 6 then a
Critical Hit has been scored! Add +2 to the roll ‘to wound’ in addition to the weapon’s standard dam-
age!
Critical Miss - Shooting
If a 1 is rolled ‘to hit’, roll another D6, if this is also a 1 the gun jams! It takes an Action to clean a
jammed gun. Jammed guns cannot be used to Shoot again until cleaned. If the gun hits as well as jams
in the same Action, all hits are still counted and may now be rolled ‘to wound’ as usual.
Critical Miss - Close Combat
When rolling ‘to hit’, if a 1 is rolled add +1 to the opponent’s highest dice roll. If both players roll a 1
the effects cancel out. If multiple ones are rolled, the effects are cumulative.
It is possible to roll a Critical Hit in the same Action as a Critical Miss; the effects are cumulative.

Falling
Battles need not always take place on the ground floor. Multi-leveled buildings, towers, mountains
and walkways are just a few examples of terrain that can extend well above the tabletop. Falling models
roll 1D6 and add +1 to the result for every inch fallen. If the total is greater than the model’s Consti-
tution, remove the model as a Major Injury. If a model is rendered Face Down while within 1” of an
edge it will fall automatically. If a model falls onto another model, simply move the other model aside
and place the falling model in base-to-base and Face Down. If the model contacted is an enemy, these
models are considered to be in Close Combat, assuming the falling model survives the drop!

18
Jumping
Models may wish to jump gaps in scenery to gain a better position, for Shooting or to get into Close
Combat. Any gap less than 2” can be Moved (or Charged) across with no penalty or test. A gap may
be jumped across provided that the gap is no greater than 6” wide and the landing point is no more
than 1” higher from the tabletop than the starting point of the jump. A model may not jump a distance
greater than its Movement characteristic. To jump the player must roll 1D6 and equal or beat the
model’s Dexterity. If the roll is successful, place the jumping model on the other side of the gap. If the
roll fails, the model has fallen. See rules for Falling.

Destroying Inanimate Objects


Sometimes it may be advantageous to destroy a piece of terrain in order to accomplish an objective or
simply to remove cover from the table. Additionally, inanimate objects may be caught in the blast ra-
dius of Template weapons. Whatever the circumstances, refer to the Inanimate Objects Table to check
Constitution and Wounds. When the Wounds of an object have been reduced to 0, it is considered to
have been destroyed and should be removed from the table.

Inanimate Objects Table


Object Type Constitution Wounds
Wooden Crate (objective marker) 7 1
Fuel Container 8 1
Grave Marker, Stone or Brick Wall 10 2
Obelisk, Steel or Reinforced Wall 11 3

It may be useful to agree between players prior to the game as to what pieces of scenery can be de-
stroyed. The list is by no means exhaustive and players should create new categories as scenery dic-
tates.

Fighting With Two Weapons


Some players may wish to use either two Close Combat weapons or two Ranged weapons in the same
Action. To do so often sacrifices accuracy and control to gain a greater number of attacks.

…In Close Combat


If a model wishes to use two Close Combat weapons in the same Action it will gain an additional dice
‘to hit’ but suffer a –1 to its Close Combat Bonus (C.C.B.) on both weapons. If the model wins Close
Combat, either weapon (but not both) can be chosen ‘to wound’.

…When Shooting
A model may use two Handguns in the same Shooting Action. A –1 penalty to Dexterity is suffered
but both Handguns can be fired. Handguns need not both be of the same kind.

19
Bribery
At some point you may experience a modicum of success in your cult management. If so prepare for
the worst: everyone else is out to get you! Look at them, sitting there so smugly across the gaming
table. And let’s not forget about the ever-present threat of The Authorities!
In the pre-game sequence, if the Point Difference between Total Cult Ratings is above 15 the lowest
cult may choose to Alert the Authorities! You can make this not happen by simply bribing the other
cult! You may use Resource Points, weapons, gear, spells or even Favour as bribes. You may not use
models/members from your cult or Skills as bribes. Any other ideas for eligible bribes are left to the
group of players to decide amongst themselves. The bribe takes place after the other player decides
to Alert the Authorities, but before a scenario is chosen. Any bribes received may be used/spent or
equipped to the cult before the game is played…if this changes the Total Cult Rating, good, it should.
If you get a juicy enough bribe you just may be able to fight back. Obviously, once you take a bribe you
can no longer Alert the Authorities. Even for a cultist, that’d be pretty underhanded.

Territory
Rules for gaining and managing Territory will be included in the final version of the game…

20
Weapons
There are countless kinds of weapons that can be used; for simplicity the Master Weapons List contains
generic period weapons of the 1920s. Ranged weapons are assumed to come with enough ammuni-
tion to last for an encounter and so bullets need not be purchased. Maintenance of weapons - sword
sharpening and gun cleaning - is completed between games. Once the RP have been spent and the
+BP (Build Points) have been added to the model’s profile, that model is equipped with the weapon
until it is lost/destroyed or changed during the Re-equipment Phase. Once a weapon is removed from
the model’s profile, the +BP should also be removed. All weapons have Special qualities that can have
a huge impact on the game, so when a new weapon is purchased players should read over the relevant
special rules.

Master Weapons Table


CLOSE COMBAT
Weapon C.C. Bonus Damage Special BP
Unarmed +0 1D Unarmed --------------------
Club +1 1D+2 ------------------ + 0.5 (common)
Bowie Knife +1 1D+1 AP1 + 0.5 (common)
Meat Cleaver +2 1D+2 Parry, AP1 +1
Civil War Saber +2 1D+2 Parry, AP2 +2
Spear/ Pitchfork +3 1D+1 AP1, 1 shot 6” +1

RANGED
Weapon Range Rate Damage Special BP
.22 Handgun 8” 2D 1D+1 ----------------- + 0.5 (common)
.45 Handgun 10” 1D 1D+2 ----------------- +1
Shotgun 10” 1D 1D+2 Blast, Power +1
Bolt-action Rifle 20” 1D 1D+2 AP1, Ready +1
Double Barreled 10” 2D 1D+2 Blast, Power +2
Shotgun
.30 Machine Gun 25” 3D 1D+3 Ready, 2-Man +3
Dynamite 6” 1D 1D+5 Ready, AP2, Danger- +2
ous, Template
Tommy Gun 10” 3D 1D+2 AP1, Strafe +3

ARMOUR
Type Movement Constitution BP
Light Armoured Vest -1 +1 +1
Heavy Armoured Vest -2 +2 +2

21
Selling Weapons
Until a cult has Territory all weapons must be placed on a model, adding +BP (Build Points) to the
model which in turn adds to the Total Cult Rating. It may be advantageous to sell extra or unneeded
weapons and gear…but not very. It’s a buyer’s market my friend.
Any weapon or piece of gear may be sold; the selling cult receives half (rounding down) of the BP,
which is turned into RP. This may be done in the post-game Cult Management Phase by one model
that must forfeit its roll to generate resources (and head down to the pawn shop instead…)
Some profiles come with weapons and gear that do not add BP (Build Points) to the model. These
items cannot be sold, traded between cult members or used as bribes. They must stay on the model.
Likewise, spells, skills and Favour may never be sold.

Special Weapon Rules


AP
Some weapons are Armour Piercing. If the weapon is used against a target whose Armour has a
Constitution bonus equal to or lower than the AP of the weapon, the Armour may be ignored
and the target will not gain the benefit to his Constitution score (in effect canceling the Armour’s
protection).
Blast
A blast weapon adds +1 to its Damage score when fired at a target within 6”.
Dangerous
If a model using a Dangerous weapon ever rolls a 1 during its Dexterity check, roll the weapon’s
damage against that model as if his own weapon had hit him.
One-Shot
This Close Combat weapon may be thrown 6” as a Shooting Action. It must be retrieved before it
can be used or thrown again. Place a marker on the table (toothpicks or model spears work well).
Any model may pick up the weapon by moving into contact with the marker; no Action is needed
to pick up the spear. Keep in mind, once a model has thrown this weapon they will be Unarmed
unless they are equipped with an additional Close Combat weapon.
Parry
When the parrying model is fighting, they may force their opponent to re-roll any one Close Com-
bat die ‘to hit’ (normally the highest). If two models engaged in Close Combat both have a Parry,
then this special ability is cancelled. If one of the models has more than one Parry, it may use its
remaining Parry normally.
Poison
A model wounded by a poisoned weapon suffers a cumulative –1 Con penalty every Turn until it
is removed from the table. The effect is not permanent.

22
Power
If a target wounded by a weapon with Power is not removed from the table, it will be pushed back
D3 inches directly away from the model using this weapon.
Ready
A Ready weapon may only be fired if an Action is performed immediately prior to shooting. This
action may not be “carried over” between Turns. An Alert model may not use a Ready weapon.
Strafe
A model with this weapon may choose to shoot multiple targets within 10” of each other per Ac-
tion. Before rolling ‘to hit’, simply declare which models in range and line of sight are targets and
split the dice between them.
Template
Before rolling ‘to hit’, place the Template on the target area (the Template used for Von Unausspre-
chlichen Kulten is the same size as a compact disc). Specific models need not be targeted and mul-
tiple models can be caught in the blast. Roll ‘to hit’, and if successful roll ‘to wound’, any models or
pieces of destroyable scenery partially or fully under the Template. If the ‘to hit’ roll is unsuccessful,
the opposing player may place the template D3” from where it was originally placed, rolling ‘to
wound’ anything fully or partially under the Template.
2-Man
This weapon requires 2 models (in base–to-base) to be operated effectively (with no penalty). One
model may Shoot the weapon unaided but at a +2 to the Dexterity roll ‘to hit’.
Unarmed
A model with no Close Combat weapons must defend themselves as best they can. Unarmed mod-
els will automatically suffer a ‘hit’ before Close Combat is fought (if facing an opponent who is
armed; two unarmed models would fight as normal). There is no need to roll ‘to hit’; simply roll
for damage as usual. If the model has not been removed from play Close Combat continues as
normal.

Special Gear
When being in charge just isn’t enough! Cult leaders throughout time have relied on many items to
separate themselves from the mindless flock. From the ‘biggest hat’, ‘shiniest shirt’ or ‘holiest of holies’,
many tried and true pieces of Special Gear can help keep the easily led well underfoot and the head
honcho looking good! The cult Magus may purchase up to 3 pieces of Special Gear at +2RP (Resource
Points) each, any other models with Command may purchase 1 piece of Special Gear at +2RP. Each
piece of Special Gear adds +2BP (Build Points), may not be lost/destroyed and may never be used by
Threshold.

23
Ceremonial Blade
Spilling sacrificial blood isn’t a job you want to screw up. Thankfully the razor edge of the Ceremo-
nial Blade slashes through the toughest opponent and the rubberiest virgins alike!
Choose 1 bladed Close Combat weapon: this weapon gains AP3.
Collar of Subjugation
A mystical Gypsy collar inscribed with glyphs and runes to control the will of any wild creature.
The cult may now include 1 Beast (purchased as normal). The beast may be used as normal as long
as it stays within 10” of the model with the Collar. If the model is removed from the table or the
Beast is further than 10” from its master, it will Frenzy. The Beast will continue to Frenzy at the
start of each player’s Turn until it is removed. The Beast is then lost to the cult: remove it from the
list.
Ephod
An ancient breastplate of linen inset with jewels, said to grant the wearer the ability to commune
with the spirit world.
The cult may now include up to 3 Ghosts (purchased as normal and used as normal). If the model
wearing the Ephod is removed from the table, all Ghosts under its control will be dispelled from
the table at that time.
Evil Idol
A chunk of meteoric stone carved into an obscene effigy of your favorite tenebrous deity can spell
doom for those pesky unbelievers!
A model equipped with an Evil Idol may use it once a game to force the opponent to re-roll any one
dice. The Evil Idol may not be used in the Post-Game Sequence.
Mitre
An adornment for the head meant to signify enlightenment and possibly channel spiritual ener-
gy…but let’s face it, the guy in charge is always the guy with the biggest hat.
All members of the cult within 10” (excluding the wearer) gain a –1 bonus to Resolve while within
the radius.
Raiment
If the clothes make the man then the Raiment makes the Magus. Robes of office, weird scarves and
shocking one-pieces help to let everyone know you are serious! Plus, they just may stop a bullet
with that dense weave.
Wearing the Raiment grants the model a 6+ save against all hits. The Raiment cannot be worn over
Armour (excluding natural Armour, such as a Fishman has).
Scepter
Teaching your cult to respond to the waving of a Scepter can be a real time saver on the battlefield,
and who doesn’t want to cultivate that ‘kingly’ look of god-given superiority?
Once per game the Scepter can be held aloft: the model with the Scepter gains 15” range for Nomi-
nations in this Turn only.

24
Available Lurkers
For the purposes of this test packet no new Lurkers will be presented. All Lurkers from the Strange
Aeons rulebook and expansions may be used at the same BP and with the same statistics and profiles
as shown.
The wording in a few entries will be changed in the final version of Von Unaussprechlichen Kulten. For
now, consult the Additions and Omissions below; they supersede the wording in the original entry.

Additions and Omissions


Strange Aeons Rulebook page 32, should read:
Dark Sorcerer: When purchased, the High Priest begins the campaign with 3 spells, rolled ran-
domly from the Evil Spell Table. Doubles may be kept or re-rolled as the player wishes. Additional
spells may be purchased randomly from the Evil Spell Table for 3RP (Resource Points) each.
Strange Aeons Rulebook page 33, add to the Fishman entry:
Demagogue (+6BP): Leader of a cult or simply a feared and powerful prince of evil. A Demagogue
has the same stats, skills and equipment as a Fishman, but gains the Command and Speak Languages
skills. When purchased, the Fishman Demagogue begins the campaign with 1 spell, rolled randomly
from the Evil Spell Table. Also, additional spells may be purchased randomly from the Evil Spell
Table for 3RP (Resource Points) each.
Strange Aeons Rulebook page 34, should read:
Demagogue (+4BP): A Demagogue has the same stats, skills and equipment as a Serpentman, but
gains Command. Additional spells may be purchased randomly from the Evil Spell Table for 3RP
(Resource Points) each.
In addition, Venomous Bite should have Poison added.
Shocking Tales Issue #1 page 22, replace the Reagent Table with:

Reagent Table
D6 Results
1-2 Failure! Remove Zombie with a Major Injury…
3 Inert! No effect…nothing happens. The Zombie is unaffected.
4 Slight Success! Modify one Characteristic up or down by a value of 1.
5 Metabolic Boost! The Zombie receives a +3 bonus to Movement for the rest of
the game.
6 Mutation!!! Replace the Zombie with a Blasphemous Construct! The first Action
of a newly mutated Construct will be to use Deadly Rage, regardless of who or
what is (or isn’t…) in base-to-base contact with it.

All results rolled on the Reagent Table are non-permanent and effects will only last for the game, after
which the model reverts to its original profile.

25
Skills
Skills are a representation of unique abilities that individual models within your cult may possess.
Cults may gain skills in the Post-Game; these skills add +1BP (Base Point) per skill, which is added
to the base cost of the model. No Lurker model may ever gain more than one skill per game. The Cult
Magus may gain up to 10 skills, members of the Congregation may gain up to 5 skills and any Allow-
able Cultists may gain up to 2 skills.
Players in control of The Authorities may purchase up to 5 skills per model when building a list to
the same Total Cult Rating. All skills purchased for The Authorities in this way also add +1BP (Build
Point) to the base cost of the model. In addition, characteristics may be increased or decreased by
no more than 2 points per Lurker or Threshold model. Some skills have a Requirement, which must
be met before that skill can be taken unless the required skill appears on the basic profile of a Lurker
and can then be considered as an innate ability or species adaptation. Regardless, no model may be
modified beyond the Maximum Characteristics presented below. Lurker profiles which already ex-
ceed these amounts may never be altered.
Humans
M Dex. Con. A W Res.
8 2+ 8 4 4 2+

All other Lurkers


M Dex. Con. A W Res.
10 2+ 8 6 6 2+

Skill List
Accurate Bookish
No Requirements Requirements: Resolve 3+ or better
After spending an Action the model gains a +1 Always nose first in a good occult reader and an
bonus to Dexterity on all ‘to hit’ rolls next Ac- eager study in the black arts. The model receives
tion. Only applies to Ranged weapons with a a -1 modifier to its Resolve when casting spells.
Rate of 1D.
Champion
Arcane Master No Requirements
Requirements: Bookish
Mindless death and destruction please your an-
Hours spent studying dusty old books and cient gods. If the champion removes three en-
memorizing bizarre incantations have made emy models from the table (Minor or Major In-
your mind nigh impervious to the perils of jury) the cult will gain a –1 bonus to the Favour
spellwork. The model no longer need take any roll after game.
Resolve tests when casting spells.

26
Characteristic Increase/Decrease Duck
No requirements No Requirements
The model may increase its Movement, Con- The model has a +1 to all Cover Saves against
stitution, Attacks and Wounds and decrease its Shooting attacks, taken after the roll ‘to hit’.
Dexterity and Resolve. Only one characteristic
Fearless
may be changed per BP, but they may be select-
ed multiple times. This skill may not be used to Requirements: Resolve 3+ or better
increase a Characteristic more than twice, or be- Displeasing your gods is worse than anything
yond the allowable maximum. you could ever imagine; think about that before
being afraid! The model no longer suffers the ef-
Conspirator
fects of Fear.
Requirements: Human Lurkers only
Fresh
Being involved in a low-level government con-
spiracy can be beneficial in times of trouble. Requirements: Undead Lurkers Only
Whenever your opponent decides to Alert the As far as cadavers go you are just a baby…only
Authorities, they must remove 1D6+4 RP from hours old to your new un-life. Due to all the
the RP available for building the list. parts still functioning fairly well the model gains
+2 Movement. Fresh Undead may not also be
Crack Shot
Pestilent.
Requirements: Dexterity 3+ or better
Government Backer
Once you can shoot straight, its time to shoot to
kill! The model may add +1 to its roll ‘to wound’ Requirements: Conspirator
on all Ranged weapons. The cult clandestinely maintains and funds
a branch of the government. If the Thresh-
Destroy Weapon
old Agency is rolled when your opponent has
Requirements: 3 Attacks or more Alerted the Authorities it will be reduced to
If the model wins a round of Close Combat, 50% starting RP.
instead of rolling ‘to wound’ it may destroy
Heroic
the opponent’s weapon. Only one weapon can
be selected per round of Close Combat. Only No Requirements
weapons found on the Master Weapons List can The model may take 3 Actions in one Turn,
be destroyed, and yes, this includes Armour. once per game.
Weapons destroyed in this fashion are perma-
nently removed from the list. Hostage Taker
No requirements
Dodge
If the model with this skill is on the table at the
Requirements: Dexterity 3+ or better
end of the game, all injured enemy models stand
The model has a 5+ Save against all Shooting at- a chance of being captured. At the start of the
tacks, taken after the roll ‘to wound’. This Save Favour Phase roll 1D6 for each injured enemy
may taken be in addition to any Cover Saves the model: 1-5 the model escapes capture, on a roll
model is eligible to make. of 6 the model is captured.

27
Improved Command Mesmerize
Requirements: Command Requirements: Serpentman Only
When using the Command special ability one As long as the Serpentman is not using Trans-
more model may be ‘nominated’ to take Ac- form, it may Mesmerize any Human model
tions. This allows 3 models to be ‘nominated’ within 6”. Both models (predator and prey…)
by the model with Improved Command. roll 1D6 and add the result to their Resolve.
If the Serpentman has a lower total the target
Indoctrinator
model will lose 1 Action the next Turn in which
Requirements: Hostage Taker it is Nominated.
Captured enemies can be reprogrammed to see
Parry
things your way…sometimes. The Indoctrina-
tor may attempt to convert a captured enemy or Requirements: 3 Attacks or more
Civilian at the expense of generating Resource The model gains an extra Parry in Close Combat
Points in the Cult Management Phase. This may regardless of what weapon it has. If the weapon
be done to only one model a game. The captured being used has a Parry then they will stack, al-
model must pass a Resolve test or join the new lowing for 2 parries per round of Close Com-
cult. If the test is failed it is assumed the model bat.
dies rather than compromises.
Pestilent
Inspire Requirements: Undead Lurkers Only
Requirements: Command You are rotten to the core. Flesh falling off in
Friendly models within 10” may use this mod- clumps, always surrounded by a cloud of flies…
el’s Resolve, if it is better than their own. a pretty hard guy to be around. All enemy mod-
els within 5” suffer a +1 penalty to Resolve while
Jump Up
in this radius. Pestilent models cannot also be
Requirements: Dexterity 4+ or better Fresh.
The model only needs to spend one Action to
Read Languages
go from Face Down to Normal, instead of the
usual two. No Requirements
Once per game in the Cult Management Phase,
Lieutenant
the model may translate one Scroll into a spell.
Requirements: Agents only This is done at the expense of rolling for Re-
The model may ‘nominate’ an additional friend- source Points. See Magic and Spells for more
ly model within 5” to take Actions. This must be details.
used at the start of the Turn when nominations
Rugged
are made.
Requirements: Resolve 3+ or better
Lightning Fast
Long experience with the eldritch powers has
Requirements: Dexterity 4+ or better innured this model to the worst of what the
The model may ignore the Ready special ability world (ours or others) has to offer. The model
on weapons. An Alert model may still never use no longer suffers the effects of Hideous.
Dynamite and Bolt Action Rifles.

28
Scholar Thunderous Charge
Requirements: Read Languages Requirements: Parry
Once per game in the Cult Management Phase, When the model Charges into Close Combat it
the model may translate either one Ancient loses one dice ‘to hit’ but adds +2 to every dice
Tome or one Evil Tome. This is done at the ex- rolled. This is in addition to the Close Combat
pense of rolling for Resource Points. Bonus of the weapon being used.
Smart Tough
No Requirements No Requirements
Once per game the model may be ‘nominated’ The model may deduct –2 to the roll on the In-
to take its Actions. It does not need to be in jury Table whenever it takes its final Wound.
nomination range of a model with Command or
Transform
Lieutenant and may be nominated in addition
to other models in that Turn. Requirements: Serpentman Only
By some sinister means the Serpentman can
Speak Languages
cloud the minds of men and make itself appear
No Requirements human. At the start of any Action the Serpent-
A model with this skill may cast Spells. See Mag- man may Transform into a Human model and
ic and Spells for more details. no longer be Hideous. Obviously, it may also
Transform back again at the start of another Ac-
Suicidal
tion.
Requirements: 1 or more Phobias
Violator
When the model fails a Resolve test add +2 to
the roll on the Insanity Table. Add an additional Requirements: Humanoid, Undead, Daemon
+1 for each new Phobia gained after this skill and Beast Lurkers only
has been chosen. The things you do to the ones you hurt can be
quite, quite horrible. If the violator removes a
Surefooted
model from play the Resolve test radius will be
Requirements: Resolve 3+ or better increased from 5” to 10”.
The model will never fall when Face Down with-
in 1” of an edge and may re-roll when attempt-
ing to jump over a gap.
Throw
Requirements: Parry
If the model wins a round of Close Combat,
instead of rolling ‘to wound’ it may Throw its
opponent D6” in a chosen direction. Thrown
models will always land Face Up (Stunned).

29
Magic and Spells
Although many new spells will be available in the final version, players should use the spells from the
Strange Aeons rulebook for the time being. Players should also note that although spells may be pur-
chased (by spending RP) they do not add to the BP of the model and so have no effect on the Total
Cult Rating.

Pre-Game Sequence
Before a game of Von Unaussprechlichen Kulten can begin, both players should compare Total Cult
Ratings and consult the Cult Differential Table.

Cult Differential Table


Point Difference Bonus to lowest Cult
0-5 None
6 - 10 +1 RP
11 - 15 +2 RP
16 - 20 +3 RP, +1 Favour
21 - 25 +4 RP, +2 Favour
26 + +6 RP, +2 Favour

If the Point Difference between cults is above 15, the lowest cult may choose to Alert the Authorities.
If this is done the cult will receive no bonus.
After this is done a scenario is all that is needed to play. There are two ways to generate a scenario. The
first is simple: Both players roll 1D6, add them together and check the Basic Scenario Table.

Basic Scenario Table


Scenario 2D6
Surprise Attack! 2-3
The Chained Coffin! 4-5
Fight! 6-7
Steal the Artifacts! 8-9
Get ‘Em! 10
The Summoning! 11
Cult with lowest TCR chooses Scenario 12

The second requires the player to ‘spend’ Favour equal to the Requirements of the Favour Scenario he
wishes to play. Any available Favour Scenario may be chosen but the same game may not be played

30
twice in a row. Regardless of which Favour Scenario is chosen, ‘spent’ Favour should be removed from
the total on the Log Sheet. Favour Scenarios can be found after the Basic Scenarios in this rulebook.

Basic Scenarios
Fight!
Weeks had been spent training under the harshest conditions to weed out those unworthy of doing the great god’s
bidding. Then days of weapon study and meditation, finally hours of planning and now, only minutes left to go.
The two cults approached each other, ready for dealing death!
Set Up: Players place scenery to mutual satisfaction and then roll 1D6 each: highest chooses short
board edge and sets up first. Then the other player sets up on the opposite side. Both cults may set up
within 5” of the chosen short board edge.
Special Rules: No Special Rules.
Starting the Game: Both players roll 1D6 each, highest roll may choose to go first or let the opponent
have first Turn.
Ending the Game: The game continues until all the models in one cult have been totally removed
from the table.

Surprise Attack!
Biding your time to attack a bigger foe once the odds are on your side is an evil way to get ahead. Waiting until
the time is just right, you spring upon them when they are weakest; somewhere out of the way; somewhere where
no help will arrive!
Set Up: The cult with the lowest TCR sets up the table, chooses sides and decides who sets up first.
Special Rules: The cult with the highest TCR must roll on the Surprise Table before setting up to see
what nasty surprise will affect their cult.

Surprise Table
What’s the Surprise? 1D6
Remove 1 model of your opponent’s choice 1
Remove 1D6-2 models of your choice 2-4
Remove 1D6 models of your choice 5
Nothing bad happens. Some surprise... 6

Models removed in this way are unusable for this game and post-game sequence, but are not removed
from the cult permanently.
Starting the Game: The cult with the lowest TCR chooses who goes first.
Ending the Game: The game continues until all the models in one cult have been totally removed
from the table.

31
Steal The Artifacts!
The ancient and arcane secrets of ages past sure seem to show up an awful lot. Or perhaps they seek out willing
hands to use them…or to be used? Many and varied are the rewards of grubbing around in libraries and dilapi-
dated ruins for a chance at some foul, tattered spell scrolls or other unhallowed windfall.
Set Up: Players place scenery to mutual satisfaction. In addition, D3+1 (rolled by the cult with the
lowest TCR) Objective Markers are placed within 10” of the center of the board, yet at least 10” from
deployment zones. Both players place objectives, again, starting with the lowest TCR cult. Players
then roll 1D6 each, highest chooses short edge and sets up within 5”. Then the other player sets up on
the opposite side also within 5”.
Special Rules: Any Human, Humanoid or Undead model may spend two Actions to search an Ob-
jective Marker in base-to-base. Roll on the Artifact Table to see what you find.

Artifact Table
What’s in the Box? 1D6
Nothing Useful 1-3
Scroll 4
D3 Resource Points 5
Ancient Tome 6

Alternately, the Objective Marker may be dragged with a –2 Movement penalty when in base-to-base.
If the Objective Marker is dragged off the table via the player’s short board edge it may be searched
after game with no penalty.
If the maximum number of Objective Markers (4) is rolled, a small detachment of Threshold Opera-
tives will be sent out to investigate. At the start of Turn 5 (and every Turn after until you roll a 6…)
roll a dice; if a 6 is rolled place 2D6+10 RP worth of Threshold Operatives in base-to-base with a ran-
domly determined board edge. They will have an immediate Turn (before the player who’s Turn it was
going to be…) and be treated like another cult for purposes of game play. Preferably they should be
used by an ‘impartial’ third party. If not, assume that they will always attack the closest Lurker model.
Starting the Game: Both players roll 1D6, highest scoring goes first.
Ending the Game: The game continues until all the models in one cult have been totally removed
from the table. Objective Markers still on the table may be searched by models in the Cult Manage-
ment Phase but only at the expense of generating Resource Points.

The Chained Coffin!


In every out of the way cemetery on every darkened hillside thicket lies a place so unnaturally evil it would strip
your soul bare. The resting place of some blasphemous necromancer? A stash of vile tomes? All you need to do is
find it…and dig it up! But be warned! These places are often daemon haunted!
Set Up: Players place scenery to mutual satisfaction. In addition, 1D6+3 (rolled by the lowest TCR
cult) Grave Markers are placed within 10” of the center of the board, yet at least 5” from deployment
zones. Both players place Grave Markers alternately, starting with the lowest TCR cult. Players then

32
roll 1D6 each, highest chooses short edge and sets up within 5”. Then the other player sets up on the
opposite side also within 5”.
Special Rules: Models in base-to-base with a Grave Marker may spend 2 Actions to desecrate it.
Once a Grave Marker has been desecrated roll on the Grave Table.

Grave Table
What’s in the Grave? 1D6
A Mouldering Corpse: nothing useful 1
A Middle-Class Corpse: assorted items worth D3-1 RP 2-4
Haunted! Place a Restless Spirit in base-to-base 5
The Chained Coffin!!! Place the Chained Coffin marker 6

On a result of 1-4 or 6, the Grave Marker is removed from the table, On a roll of 5 the Marker is left on
the table and must be removed as usual, but may not be searched again. Once the Chained Coffin has
been found, treat all further rolls of 6 as a result of 5.
The Chained coffin is very heavy and inflicts a –3 Movement penalty on models in base-to-base. Also,
it is chained shut and may not be opened until safely in the cult’s deployment zone, where it must be
smashed open: the Coffin has a Constitution of 7 with 3 Wounds. Once it has been opened, roll on the
Chained Coffin Table. If a model carrying the coffin is Charged, the coffin is dropped.

Chained Coffin Table


What’s in the Chained Coffin? 1D6
An Occultist’s Corpse: D3 Scrolls 1-2
Fiendish Lair: Shambler! 3-4
Fiendish Lair: Night Stalker! 5
A Master Occultist’s Corpse!!! An Evil Tome 6

If a Fiendish Lair result is rolled, place the specified type of Lurker in base-to-base with the coffin. It
will immediately charge the nearest model. This creature must be destroyed before the game can end.
These creatures will be treated as a third cult, and may be played by an impartial third party or by the
opponent of the model who smashed the coffin.
Starting the Game: Both players roll 1D6, highest scoring goes first.
Ending the Game: The game continues until only one cult remains on the table. Finding/searching
the Chained Coffin will not end the game. Grave Markers remaining on the board at the end of the
game cannot be searched.

33
Get 'Em!
Once in a while you will come across some lost tourists, drunken college students or other unfortunate regular
folks. Nothing says devotion like a little human sacrifice and nothing says human sacrifice like humans. Pretty
maids, all in a row, just waiting for you to slip the black bag over the head and do as you like.
Set Up: Players place scenery to mutual satisfaction. In addition each player rolls 1D3 and places that
many Civilians at least 12” from board edges and at least 5” from any other Civilian. Players then roll
1D6 each, highest chooses short board edge and sets up first. Then the other player sets up on the op-
posite side. Both cults may set up in base-to-base with their chosen short board edge.
Special Rules: At the start of your opponent’s Turn (before Draws and Nominations) you may se-
lect one Civilian (that hasn’t been grabbed) and take one Change State action or one Move Action in
any direction, but not into base-to-base with another model. Models moving into base-to-base with
a Civilian simply Grab ‘Em and may now Move (along with the Civilian) at a –1 Movement penalty.
Shooting is difficult and models with a grabbed Civilian suffer a +2 penalty to Dexterity. If shot at, the
hit must be randomized between the models. Civilians have the following profile:
Civilian
M Dex. Con. A W Res. Skills
5 5+ 5 1 1 5+ None
Weapons: Unarmed
Special: Human
If the Civilian goes Face Up or Face Down an additional –2 Movement penalty will be incurred. Mod-
els will drop a Civilian when Charged or at any time they wish.
Once the grabbed Civilian (and accompanying cult member) move off the table via the short board
edge the Civilian is captured. Civilians may be used in the following ways in the post-game.
Sacrifice!: in the Favour Phase to add a –1 bonus to your Favour roll.
Indoctrinate!: in the Cult Management Phase, if you have the skills.
Raise!: Death Cults may kill Civilians and gain a Zombie for no RP (the Zombies BP still adds to
the TCR).
Breed!: Dagonites may attempt to breed with them. Roll 1D6 for each Civilian: 1-4 They die, 5 Par-
tial Success: Gain a Hybrid, 6 Success!: Gain a Fishman! (No RP but add the BP to the TCR)
Starting the Game: Both players roll 1D6, highest scoring goes first.
Ending the Game: The game continues until all the Civilians have been removed from the table. If
one cult is eliminated, the winner may roll 1D6 for each Civilian still on the board. 1-4 they get away,
5-6 they are captured.

34
The Summoning!
The night would not be denied its prize! The sacred rites had been proclaimed and the sacrifices had been made…
now to summon and command a creature of pure daemonic evil! But what if something were to go wrong? It was
already too late...
Set Up: Players place scenery to mutual satisfaction. In addition, 3 Obelisks are placed in a triangle.
They are placed anywhere on the board (excluding deployment zones) and must be at least 10” apart.
Both players place Obelisks alternately, starting with the lowest TCR cult. Players then roll 1D6 each,
highest chooses side and sets up within 5”. Then the other player sets up on the opposite side also
within 5”.
Special Rules: The space between Obelisks is called The Black Triangle; any model that dies within
this space will generate 1D6+3 BP towards the Summoning of Daemons.
At any time (by using a Summon Spell…if you have one) once the death-generated BP (Build Points)
are sufficient you may summon any Daemon of the allowable BP. Those Build Points are then removed
from the total so far accumulated by the Triangle.
If no Summon spell is available, a Godling will be Summoned automatically at the start of the Turn
after 30 BP have been generated. Place it somewhere within The Black Triangle. It would be best if an
‘impartial’ third player controlled it, but if not players should roll 1D6 each at the start of each of the
Godling’s Turns to see who is in control for that Turn.
Starting the Game: The cult with the lowest TCR chooses who goes first.
Ending the Game: The game continues until all the models in one cult have been totally removed
from the table…unless the Godling has been summoned. If so the game continues until the Godling
is removed, or everyone else is either crazy or dead!!! (Removed from the table…)

Favour Scenarios
No Favour Scenarios are provided with this demo packet. Don’t worry though, plenty of disturbing
things in the works…

Alerting the Authorities


A cult wishing to Alert the Authorities may play as members of Local Law Enforcement and the
Threshold Agency rather than allow their pitiful cult to take another embarrassing beating. Full rules
are not provided but players should use the Threshold rules from pages 25-28 of the Strange Aeons
Rulebook. The list will be built to the same Total Cult Rating of the highest cult. A simple conversion
will allow you to use Special Agents:
1 Map Piece=2RP (Resource Points)

35
Post-Game Sequence
Once the game is over there are still some loose ends to be tied up. Who was injured? What was
learned? And what was it all for? To keep it simple the Post-Game Sequence is always composed of
the same steps.
1. Major Injury Phase
2. Skill Phase
3. Favour Phase
4. Cult Management Phase
5. Re-Equipment Phase

1. Major Injury Phase


Cult life is hard; injury and madness are a way of life for the faithful. Any model removed from the
table with a Major Injury must roll on the Major Injury Table for permanent effects. See Major Injuries
in the Injuries section. Hostages may be rolled for at the end of this phase.

2. Skill Phase
You don’t have to be a hero to learn something. Any model that survived (was not removed from the
table due to injury) may roll for the chance to gain a skill. Players receive a dice for each uninjured
model in the cult. Roll all dice, on a 6 a skill has been learned. You may assign the skill(s) to any unin-
jured model, though each model may learn only one skill per game. Skills add +1 BP (Base Point) to
the model’s profile.

3. Favour Phase
Gaining the favour of nebulous, ancient and utterly evil deities is difficult…but rewarding. Both play-
ers may roll one dice each. On a roll of 6 a point of Favour has been attained for some diabolical act
that transpired in the game.
The winning player gains a –1 bonus to this roll, making his roll a 5 or better. Cult models of any type
may be ‘sacrificed’ to add an additional –1 bonus per model. Sacrificed models (and their points) are
removed from the list permanently. If a member of the cult is sacrificed, you may retain their weapons
and gear.

4. Cult Management Phase


Looking after the needs and wants of depraved madmen and monsters can take a bit of management.
If the Magus survives the game without injury he generates 1D6 RP. Additionally, players receive a
dice for each uninjured model in the cult (beside the Magus). Roll all dice, on a 4-6 a single Resource
Point has been generated per successful result. Once all available models have generated points check
the Upkeep Table to see what amount of RP must be paid to manage the cult.

36
Upkeep Table
Number of Cult Members Required RP
1-5 1
6 - 10 2
11 - 15 4
16 - 20 6
21 + 10

If you do not have enough RP to pay the required amount each model that is unmanaged must take a
Resolve test. If failed they leave the cult with all weapons, spells and gear they were carrying.

5. Re-Equipment Phase
Any available RP can now be saved or spent as the player wishes to re-equip his cult. It may be a good
idea to bank a point or two to ensure your cult doesn’t have to make a Cult Unity Test when you go
broke! Then again, it may be just as wise to spend it all on weapons of destruction! Once you are fin-
ished utilizing your funds simply re-tabulate your Total Cult Rating and await your next battle.

Your Mission...
Should you choose to accept it, which you darned well better seeing as we gave this to you for free!
Ahem, err, anyhow. Our mission at Uncle Mike's Worldwide is to make the absolute best horror skir-
mish game we possibly can, and a big part of that is ensuring that our game is as fun as it can possibly
be for you, the player. So, play the heck out of your cult! Let us know what worked, what didn’t work,
what you loved, and what you think needs improvement. Have ideas for a scenario, a cult archetype,
anything you don’t see here? We’d love to see it, and if we elect to include it in the final game, you’ll
receive a writing credit. Even if you don’t submit content, we’ll credit you as a playtester if you provide
us with feedback.
“Where do I contact you, o furtive and shadowy game designer?” you may ask. Well, you can either
pop off an email to kulten@strange-aeons.ca, or join in the discussion on our sub-forum at Lead Ad-
venture Forum. Look for us under Call of Cthulhu -> Strange Aeons, or click this handy link.
http://www.lead-adventure.de/index.php?board=45.0
Oh, don’t try clicking if this is a printed copy of the rules. It won’t work, and you’ll look silly.

37
Total

________ Cult Log Sheet Cult


Rating

Magus: Special: Cost:


M Dex Con A W Res Weapons, Gear & Spells

Injuries Skills

Congregant/Cultist: Special: Cost:


M Dex Con A W Res Weapons, Gear & Spells

Injuries Skills

Congregant/Cultist: Special: Cost:


M Dex Con A W Res Weapons, Gear & Spells

Injuries Skills

Congregant/Cultist: Special: Cost:


M Dex Con A W Res Weapons, Gear & Spells

Injuries Skills

Congregant/Cultist: Special: Cost:


M Dex Con A W Res Weapons, Gear & Spells

Injuries Skills

Congregant/Cultist: Special: Cost:


M Dex Con A W Res Weapons, Gear & Spells

Injuries Skills

Congregant/Cultist: Special: Cost:


M Dex Con A W Res Weapons, Gear & Spells

Injuries Skills

©2010 Uncle Mike’s Worldwide - This page may be photocopied for personal use
Congregant/Cultist: Special: Cost:
M Dex Con A W Res Weapons, Gear & Spells

Injuries Skills

Congregant/Cultist: Special: Cost:


M Dex Con A W Res Weapons, Gear & Spells

Injuries Skills

Congregant/Cultist: Special: Cost:


M Dex Con A W Res Weapons, Gear & Spells

Injuries Skills

Congregant/Cultist: Special: Cost:


M Dex Con A W Res Weapons, Gear & Spells

Injuries Skills

Congregant/Cultist: Special: Cost:


M Dex Con A W Res Weapons, Gear & Spells

Injuries Skills

Congregant/Cultist: Special: Cost:


M Dex Con A W Res Weapons, Gear & Spells

Injuries Skills

Resource Points Favour Wins Losses

©2010 Uncle Mike’s Worldwide - This page may be photocopied for personal use

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