As promised, my thoughts on the Possessed. I wasn't implying anything by doing the Sisters first, I just personally like them better. I think the key points to include to maintain the flavor of the Possessed is mutations, chaos magic, and beastmen. Leader: Magister Basic Troop: Brethren I think the brethren should have two upgrade paths. A skill called Darksoul, that works much like Fanatic does for the Witch Hunters, by making the unit immune to leadership, and unable to become a leader. (for the possessed version of the skill it shouldn't give extra strength, but it also shouldn't prevent the use of armor) And as their second upgrade path, they should be able to get mutations. Note that a darksoul in tabletop can't have mutations, so this should be mutually exclusive in Warband Skirmish. I think that the Possessed and the Beastmen should be hired swords. They have great starting stats, and the potential to get extremely powerful, so I feel like they should play somewhat like an ogre or a vampire. Maybe limit the Possessed to 1 per band, and make it your first hire like a vampire or a warrior priest, but allow multiple beastmen since the limit for them in tabletop was 3, and they feel like herd animals. I see the beastmen playing sort of like a Freelancer or a Pit Fighter, except I would allow them two stacks of resilience, and only light armor. That might be just me. I also think that one of the key points about chaos magic, and chaos in general, is that it's a bit unpredictable, and sometimes bad for you. I'd like to preserve this by making all sources of mutations random. Either a skill advance that gives you a random mutation, or an item like the tome of magic that gives you a random spell. In tabletop you had to choose your mutations and pay for them at character creation, but we can't customize new hires in the tavern in this game, and I think making them random when you get them is more fun, and in the spirit of the Chaos of it all. As far as how many mutations you can have, i would personally think that three is enough for a Brethren, but Possessed should start with three and be able to get three more from leveling up. I also think it's important to represent each mutation visually, especially since possessed don't get gear otherwise, and it would allow you to see how your Possessed would play at a glance in the tavern. Here are some thoughts on how they should look: Demon Soul: Red glowing eyes. or horns on the head. Great Claw: replaces main hand arm, and gives +10 strength. Cloven hooves: replaces feet and legs with satyr/goat appearance (could reuse beastman feet?) Tentacle: replaces offhand arm (if the 1 attack reduction mechanic can't be added then i see this working as an automatic parry once each turn, so replacing the arm that holds bucklers makes sense to me) Blackblood: skin should be darkened to grey like the zombie variant Spines: I think it would be fine to reuse the back spines that are on some of the ghouls in the undead. Scorpian Tail: tacked on to the butt, but curled up high over one shoulder. (this would prevent the use of capes on armor, is that okay?) Extra Arm: I think this should be omitted, partially because i think it would look awful, and partially because this game doesn't have standard rules for dual wielding. Hideous: I'm not sure this needs a graphic, but if it changed their animations to match the ghoul or the zombie, it might work well. either that or spikes on the face. What I like about setting it up like that, is that none of the effects would replace each other, so you could potentially get almost all of them on one possessed hired sword, and he would look extremely cool. the chaos rituals magic will be a bit more challenging from a mechanics perspective, because they really require several features that are not currently in the game. Especially being stunned without taking damage, and taking control of someone else's warriors. Also some spells like Dark Blood rely on an injury table that includes a "knocked down" result that doesn't exist in warband skirmish. Could they safely just use the stunned result? Also for the Lure of Chaos spell they'll need to completely build a new method for opposed leadership checks. Do you guys think it would work well if they handled it like a WS roll to hit? I personally might lower the effectiveness of Eye of the Gods so that it can be recast in longer games. Maybe the bad result could be stunned instead of killed, and the positive results could have a duration, 1 to 3 turns? What do you guys think? Did I miss anything you think is important to make them feel like the Cult of the Possessed? Would you handle mutations differently? Don't like the randomness? the other problem i don't really know how to solve is replacing a dead magister. Should you have to hire a new one, like the necromancer in the undead? Could you promote a brethren? If you promote a brethren would it have to be an unmutated one? Or could you have a mutated wizard leading your warband? Which also raises the question, are you allowed to mutate a magister that doesn't already have mutations?