Insane Cultists

When Cultists move through Unstable Gates to uncontrolled Nodes, they are required to roll a d6 for each Cultist to determine whether this is successful. Whenever a ’1′ is rolled, the die is rolled again against the Gate Mishaps Table to determine what happens to the Cultist.

When a further ’1′ is rolled, the Cultist has gone ‘Insane’ and the Cultist token is flipped over to the black side to denote that it is no longer under the control of the Great Old One. Each Insane Cultist immediately attacks the remaining forces (with a 2d6 attack) prior to the normal Combat phase and the Great Old One to the right of the affected player takes control of the Insane Cultists for the Combat.

In cases where the Node is occupied by another Great Old One, this will be followed by a normal Combat Phase. If the attacking forces are destroyed by the Insane Cultists, the tokens remain on the Node. If the Node is occupied by the forces of another Great Old One, a new round of combat breaks out until either the Insane Cultists or the opposing forces are destroyed. Node Counters are flipped over as the Node is considered uncontrolled and a new Gate must be opened. Insane Cultists remain trapped on a Node until they are destroyed.