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Khemri 3
Khemri – The Land of the Dead
Tomb Guardians
The hordes of the dead are terrible to behold
walking resolutely forward, bones rattling,
dry flesh creaking, and clutching ancient and
rusty weapons or those torn from the grip of
defeated enemies. How can you kill what is
already dead?
The first true human civilisation, Nehekhara
arose around the Imperial year -2500, in the
area now called the Land of the Dead. This
ancient kingdom was built along the river
valleys of northern Nehekhara. From the
earliest period of their civilisation, the
Nehekharans buried their dead in pyramid
cities in the desert outside their townships
and in the belief that the soul and spirit lived
on for as long as the body remained intact.
Their priests began to experiment with
mummification so that the body would be
preserved forever as would the soul giving
eternal life. The Mortuary Cult was formed to
study the arts of mummification and perform
the rituals of awakening. After many centuries
the priests discovered the secret and were
able to mummify and preserve the bodies of
their kings.
The king, his family, and trusted advisors were
entombed in great sarcophagi, which were
laid at the heart of the huge pyramids. As each
generation passed, larger and more elaborate
tombs were built as each king tried to out-do
his predecessor. Eventually, in the deserts
beyond each of the great cities, stood a
necropolis – a city of the dead. As the years
passed, these eerie cities grew even larger
than the towns of the people who had built
them. The tombs were guarded by titanic
statues and fortified like great keeps, built to
keep their inhabitants secure through all
eternity from those who would disturb their
graves. So vast and maze-like were these cities
that bridges and walkways were built to span
the gaps between the pyramid tops enabling
easier access for the priests who maintain
these sprawling conurbations.
The preservation of the body depended on
the wealth and status of that person; a farmer
would be buried in a small family tomb, while
the kings, their family, and trusted advisors
were entombed in great sarcophagi and huge
pyramids. Every Nehekharan was buried with
a number of items that they held dear; a rattle
from childhood or perhaps the tools
of an artisan. The more wealthy the person,
the more precious the items buried with him.
Not all mummies were once wealthy
merchants or mighty warriors; artisans were
highly regarded in the old Nehekharan
Empire. These people were the builders and
architects of the tombs. Indeed many were
entombed in the structures they had worked
on – a final reward from their patron.
Choice of Warriors
The Warriors of the Dead must include at least
three models. You have 500 Gold Crowns with
which to form your warband. The maximum
number of models in the warband is 15.
Heroes
Tomb Lord: Your warband must include a
Tomb Lord.
Liche Priest: Your warband may include a
single Liche Priest.
Acolytes: Your warband may include up to
two Acolytes.
Henchmen
Skeleton Warriors: Your warband may
include any number of Skeleton Warriors.
To mb Guards: Your warband may include up
to two Tomb Guards
Giant Scorpions: Your warband may include
up to three Tomb Scorpions.
Starting Experience
A Mummy Prince starts with 20 experience.
A Liche Priest starts with 8 experience.
Acolytes starts with 0 experience
Henchmen start with 0 experience
Undead Maximum
Characteristics
Maximum characteristic values for Mummies,
Liche Priests and Acolytes.
Profile M WS BS S T W I A Ld
Tomb Lord 4 6 6 5 5554 9
Liche Priest 4 6 6 4 4364 9
& Acolyte
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Khemri – The Land of the Dead
Tomb Guardian Equipment List
The following lists are used by Tomb Guardian warbands to pick their weapons:
UNDEAD EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Morning Star . . . . . . . . . . . . . . . . . . . . 15 gc
Double-handed weapon . . . . . . . . . . . . 15 gc
Flail . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
LICHE PRIEST EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Staff . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Morning Star . . . . . . . . . . . . . . . . . . . . 15 gc
Serpent Staff* . . . . . . . . . . . . . . . . . . . . 30 gc
* Liche Priests only
Missile Weapons
None
Missile Weapons
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Asp Arrows* . . . . . . . . . . . . . . . . . . . . . 10 gc
Nehekharan Javelin* . . . . . . . . . . . . . . . 10 gc
* Tomb Lords only
Armour
None
Armour
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Light Armour . . . . . . . . . . . . . . . . . . . . 20 gc
Tomb Guardian skill tables
Combat
Shooting
Academic
Strength
Speed
Mummy
x
x
x
Liche Priest
x
Acolyte
x
x
Undead Special Rules
The warriors of the Tomb Kings are already
dead and are unaffected by wounds that could
daze or cripple a living warrior. Their lack of
emotion means that they look upon Ogres
and Youngbloods with equal ambivalence.
These special rules apply to all warriors in the
warband that have the special rule Undead.
Cause Fear: All Undead warriors cause Fear .
Immune to Psychology: All Undead warriors
are immune to psychology and never leave
combat.
No pain: All Undead warriors treat a Stunned
result as Knocked Down.
May not run: No Undead warrior may run,
but may charge as normal.
Immune to poison: No Undead warrior is
affected by poison.
No Brain: Skeletons are not alive, thus they
never gain experience.
Note: Tomb Lords don’t actually learn new
skills, rather they remember the skills they
knew when they were alive. Liche Priests and
Acolytes are also Undead but they have
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Khemri – The Land of the Dead
retained a form of living mind and are capable
of learning from their experiences.
Flammable: The Tomb Lord is as dry as
tinder and wrapped in bandages soaked in
highly flammable resins and preservatives. A
hit from a fire-based attack will cause double
the normal number of wounds on it.
Do not Drink: Undead models do not need
food and water. However any living animals
that accompany the Mummies follow the
water rules as normal.
Home Ground: The Tomb Guardians live in
the Necropolises and have no trouble locating
the hidden tombs in search of weapons and
armour to help them defend their homes. A
To mb Guardian warband always roll one extra
dice in the Exploration phase.
SPECIAL RULES
Mounting – A charioteer may mount and
dismount a chariot in the same way as a
ridden steed.
Movement – A Skeleton Chariot normally
moves at 8" and may not run. However, it may
double its normal move when charging.
Difficult Ground – If a chariot moves over
difficult ground it suffers D3 Strength 4 hits. If
the chariot is charging over difficult ground, it
suffers 2D3 Strength 6 hits.
Steeds – If one steed dies, the chariot is
reduced to half movement but may still charge
(also at half normal charge distance). However
impact hits will no longer be effective. If both
steeds die, the chariot is immobile and the
charioteer must fight on foot.
Combat – Chariots are feared for their
devastating charges that make use of their
horrible scythed wheels that will cut down
any warriors in their path. A charioteer is
allowed to charge any enemy warrior that he
can see who is in the open, he is not forced to
charge the closest warrior. If the chariot
moves more than half its normal move, it may
make impact hits. Anyone directly in the path
of a charging chariot is permitted an Initiative
test to dodge out of the way and avoid being
hit. The charioteer must roll to hit as normal,
a successful hit causing a single wound at
Strength 4 with a -2 armour save. At the end
of the charge move, the charioteer may fight
any enemy models in base contact, as if he
had charged normally.
In combat, enemy warriors in contact may
elect to strike the chariot or its driver. If
hitting the chariot, the attacker must still
make a to hit roll against the charioteer. If in
base contact with only a Skeletal
Steed, then only the steed can be
hit.
Shooting – A chariot is a large
target and a warrior gains +1 to
hit when shooting at a chariot.
If the chariot is hit, roll a D6 to
see where it is hit: 1-2 steed,
3-4 chariot, 5-6 charioteer.
Special Equipment
Nehekharan Javelins
These warriors throw javelins equipped with a
becket; a string wound around the javelin.
When it is thrown, the javelin spins like a
bullet increasing its accuracy.
Range: 8" Strength: As user
Special Rules: +1 to hit
Asp Arrows
Made from the mummified remains of
poisonous snakes, these are guided through
the air by ancient magic.
Special Rules: +1 to hit.
Serpent staff
The highest Liche Priests of their order carry
staffs adorned with a serpent head as their
badge of office. The staff is used with two
hands and may be used to Parry . However,
the Liche Priest may forgo all his normal
attacks and parries in a round to use the
power contained within the staff. A single
word of command brings the serpent to
life to attack their enemy. The staff always
attacks first in close combat and makes a
single attack with WS4 and S4.
0-1 Skeleton Chariot Cost:
200+10D6gcs
A Skeleton Chariot is made from the bones of
the dead, pulled by two Skeleton Steeds and
ridden by a member of the warband.
Profile
M WS BS S T W I A Ld
New Skill
Drive Chariot (academic)
Chariots are very difficult to control and a
warrior must have this skill to drive a chariot
effectively in combat. A charioteer without this
skill cannot charge.
Chariot
8 2 2 3 3121 5
8
Steed
– – – 4 4 3 – – –
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Khemri – The Land of the Dead
Heroes
1 Tomb Lord
150 gold crowns to hire
The legions of the dead are led by Tomb
Lords, trusted officers and captains in the
Nehekharan armies. But not all Tomb Lords
were soldiers in life and some were the great
engineers and artisans who constructed the
Necropolises and were granted
mummification for their accomplishments
Profile M WS BS S T W I A Ld
Mummy 4 4 3 4 5332 8
Weapons and armour: The Tomb Lord may
have equipment from the Undead Equipment
list.
0-1 Liche Priest
55 gold crowns to hire
The Mortuary Cult perfected their magic over
a thousand years until the Cult could cheat
death itself. The priests now hold a unique
kind of power, standing by the Tomb King’s
side – they alone are able to invoke the power
that allows the Tomb King’s armies to march
to war.
Profile M WS BS S T W I A Ld
Priest 4 2 2 3 3131 7
Weapons and armour: The Liche Priest may
have equipment from the Liche Priest
Equipment list. Note he may not wear armour
as it interferes with his spell casting.
SPECIAL RULES
Leader: The Tomb Lord is the warband’s
Leader and follows all the rules for Leaders.
Undead: The Tomb Lord is undead and
follows all rules for the Undead.
SPECIAL RULES
Wizard: The Liche Priest is a Wizard and uses
Liche Priest scrolls (see the Liche Priest
section for more details).
Undead: The Liche Priest is undead and
follows all rules for the Undead.
0-2 Acolytes
20 gold crowns to hire
The Mortuary Cult has
been a very large
influential priesthood in
the Land of the Dead
for centuries. Acolytes to
the Cult have to study
long and hard (even
beyond death!) before they
can assume the mantle of Liche
Priest. During their apprenticeship to the
Liche Priests, Acolytes have to perform all of
the menial tasks as well as protect their
masters from harm.
Profile M WS BS S T W I A Ld
Acolyte 4 2 2 3 3131 7
Weapons and armour: The Acolyte may have
equipment from the Liche Priest Equipment
list.
Undead: The Liche Priest is undead and
follows all rules for the Undead.
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Khemri – The Land of the Dead
Henchmen (bought in groups of 1-5)
Skeleton Warriors
20 gold crowns to hire
With the coming of Nagash and his great
ritual, the inhabitants of the Necropolises
were brought back to the land of the living.
The kings and lords once more command
their legions, but this time the legions are
made up of skeletons rather than living
soldiers.
Profile M WS BS S T W I A Ld
Skeleton 4 2 2 3 3121 5
Weapons and armour: Skeletons may have
equipment from the Undead Equipment list.
SPECIAL RULES
Undead: Skeletons are undead and follow all
rules for the Undead.
0-2 Tomb Guardians
30 gold crowns to hire
As the kings and lords were awakened, so too
were their bodyguards, the Tomb Guards;
faithful in death as they were in life. Often
armed with the best armour and weapons,
they are always at their lord’s side.
Profile M WS BS S T W I A Ld
Guard 43243131 5
Weapons and armour: To mb Guards may
have equipment from the Undead Equipment
list.
0-3 Tomb Scorpions
15 gold crowns to hire
Vast nests of scorpions infest the ancient
Necropolises of Khemri, dwelling in the dark
cracks and niches of the tombs, aggressively
defending their home. Liche Priests can
summon these poisonous creatures and direct
them to attack any invaders.
Profile M WS BS S T W I A Ld
Scorpion 5 2 – 2* 2141 4
Weapons and armour: Scorpions don’t use
weapons or armour.
SPECIAL RULES
Undead: The Tomb Guards are undead and
follow all rules for the Undead.
SPECIAL RULES
Living: Scorpions are living beings and are
affected by Psychology as normal. However as
they are small desert creatures they do not
need water.
Animals: Scorpions are animals and do not
gain experience points.
Scorpions sting*: Scorpions attack using the
poisonous sting in their tails. This attack is
worked out exactly as if the scorpion was
attacking with Black Lotus as explained on
page 52 of the Mordheim Rulebook.
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