NEHEKHARA
For
thousands of years they have lain within their mighty burial monuments.
Called from their sleep of death, the ancient Kings of Nehekhara
march forth from their tombs to seek vengeance on those who would
disturb their slumber. Loyal even in death, the armies of the Tomb
Kings march at the side of their lords, seeking to reclaim the kingdoms
that were once their own.
SCARAB
BEETLE
The
Scarab Beetle is an important symbol of creation, resurrection and
everlasting life in the religious mythology of Nehekhara. Small
jars and coffins containing mummified Scarab Beetles are often placed
in tombs as part of the ancient Nehekharan funeral rites to ensure
eternal resurrection.
|
Scarab
Beetle |
Wounds |
2 |
Move |
4 |
Weapon
Skill |
2 |
Ballistic
Skill |
- |
Strength |
2 |
Toughness |
2
(3) |
Armour |
1 |
Initiative |
4 |
Attacks |
1 |
Damage |
1D3 |
Gold |
25 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Scarab
Beetle |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Scarab
Beetle
Fly;
Gang Up; Swarm.
Swarm
If
a Warrior is reduced to 0 Wounds from a Scarab Beetle Attack, they
swarm over his dead body, devouring his flesh. He cannot be healed
in any way, nor resurrected from the dead. Scarab Beetles will only
Swarm a Warrior if there are 4 or more attacking him.
SCORPIONS
Waiting
motionless and camouflaged, a Scorpion will strike any prey that
comes too close. It’s two front claw-like pincers grab hold,
and with a whip of its tail, the stinger delivers a deadly dose
of poison. The Giant Scorpion has a shiny armoured shell and chitinous
claws with saw edges and knife-like bristles. Its most deadly weapon
is its venomous sting.
|
Scorpion |
Giant
Scorpion |
Wounds |
2 |
20 |
Move |
4 |
5 |
Weapon
Skill |
2 |
3 |
Ballistic
Skill |
- |
- |
Strength |
2 |
5 |
Toughness |
2
(3) |
6 |
Armour |
1 |
- |
Initiative |
4 |
1 |
Attacks |
1 |
2 |
Damage |
1D6 |
2D6 |
Gold |
25 |
450 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Scorpion |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Giant
Scorpion |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Scorpion
Gang
Up; Never Pinned; Poison.
Giant
Scorpion
Sting
(2D6).
SNAKES
Several
deadly snakes live in the deserts of Nehekhara. The Asp is a deadly
snake with a poisonous bite. A Cobra has a head as big as a man’s
hand and two deadly fangs. It can strike with a stunning speed
|
Asp
|
Cobra |
Wounds |
1 |
2 |
Move |
6 |
6 |
Weapon
Skill |
3 |
4 |
Ballistic
Skill |
- |
- |
Strength |
2 |
2 |
Toughness |
1 |
2 |
Armour |
- |
- |
Initiative |
5 |
6 |
Attacks |
1 |
1 |
Damage |
1D6 |
1D6 |
Gold |
25 |
35 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Asp |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Cobra |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Asp
Ambush,
Magic 6+; Poison.
Cobra
Ambush,
Magic 6+; Cobra Strike; Poison.
Cobra
Strike
Cobras
are blindingly fast and are able to slip past all of a Warrior's
defences with ease. If a Cobra gets 5+ on his To Hit roll, then
the Cobra causes maximum damage and ignores the Warrior's armour.
SKELETONS
Skeletons
claw themselves out of the sand to attack the living. They wield
rusty swords and axes and remnants of armour still cling to their
frame. Skeletons in Nehekhara possess great shields which have stood
the test of time and are in almost as good a condition as when the
Skeletons were killed. Skeleton Kings were, in life, Pharaohs of
great armies. Although not mummified and resurrected as Tomb Kings,
these mighty undead leaders are just as powerful and still hold
much of their original magic and intelligence.
|
Skeleton |
Skeleton
Champion |
Skeleton
Hero |
Skeleton
King |
Wounds |
5 |
13 |
26 |
40 |
Move |
4 |
4 |
4 |
4 |
Weapon
Skill |
2 |
3 |
4 |
5 |
Ballistic
Skill |
5+ |
5+ |
5+ |
5+ |
Strength |
3 |
3 |
4 |
5 |
Toughness |
3
(4) |
3
(4) |
5
(7) |
5
(8) |
Armour |
1 |
1 |
2 |
3 |
Initiative |
2 |
2 |
3 |
3 |
Attacks |
1 |
2 |
3 |
4 |
Damage |
1D6 |
1D6 |
2D6 |
3D6 |
Gold |
90 |
140 |
1600 |
3000 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Skeleton |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Skeleton
Champion |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Skeleton
Hero |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Skeleton
King |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Skeleton
Armed
with [1-2] Bows (Str 3), [3-4] Spears (Fight in Ranks) [5-6] Swords;
Fear 5; Regenerate 1D6.
Skeleton
Champion
Fear
6; Regenerate 1D6.
Skeleton
Hero
Fear
7; Magic Armour; Magic Weapon; Skeleton Magic 1; Regenerate 1D6.
Skeleton
King
Fear
8; Magic Armour; Magic Item; Magic Weapon; Skeleton Magic 2; Regenerate
2D6.
Skeleton
Magic
Skeleton
Heroes and Skeleton Kings specialise in casting Skeleton Magic.
To see what spell they cast when given the chance, roll 2D6 on the
following table. If the Skeleton is killed while he still has active
spells in play, they will immediately be dispelled.
2
FAILURE
The
Skeleton fails to cast a spell.
3
CONTROL
The
Skeleton points at a random Warrior, his hand swirling with blue
magic. The Skeleton tries to control the Skeletal frame inside the
Warrior! The Warrior must make a Willpower test of 8. If the test
is passed then he fights the magic off. If he fails the test, the
Warrior’s Skeleton is under the caster’s control. The
Skeleton moves the Warrior in a random direction. Randomly determine
which direction the Warrior moves in, then roll 1D6 for how many
squares he is moved. If he moves into something that is impassable,
then he stops instantly and suffers 1 unmodified Wound for each
point of Move he has left. If the Warrior moves into a pit or any
other hazard, then make any appropriate rolls with a -1 modifier.
The Warrior is not affected by Pinning while he is under the Skeleton’s
control.
4
UNHOLY ENHANCEMENT
The
Skeleton seems to move his hands around an invisible ball, when
in the centre of this ball appears a brilliant sphere of green light,
no bigger than a man’s fist. He then shoots the ball at a
random Skeleton in play. The ball smashes through the back of it’s
targets skull and stops, where it hovers in the skull’s brain
cavity. An unholy green light emanates from the Skeleton’s
eye sockets and when it’s mouth opens. If there are no other
Skeletons in play then the caster smashes it into his own head,
with the same results. The sphere enhances the Skeleton with one
of the following attributes until it is dead.
1
+1 Toughness
2 +1 Strength
3 +1 Weapon skill
4 +1 Attack
5 +1 Damage dice
6 Roll twice on this table (re-roll any more 6’s)
The
effects of this spell are cumulative, but a Skeleton can only hold
a maximum of 4 spheres in its head.
5
STRENGTH DRAIN
The
Skeleton’s eyes glow red as he focuses on a random Warrior.
The Warrior must make a Strength test of 8 otherwise the Skeleton
drains 1 Strength from him permanently. The Strength is added to
the Skeleton’s own Strength total. Any Warrior who is reduced
to 0 Strength is instantly killed. Once the Skeleton is slain the
Strength is returned to the Warrior.
6
DARK WINGS
The
Skeleton makes two fists and punches them together, making a bolt
of green lighting shoot out and hit a random Undead Monster. If
there are none then roll for another spell. Large skeletal wings
grow from the target’s back and he lifts off the ground into
the air. The skeletal wings don’t actually help their owner
to fly physically but hold a very powerful magic enabling the owner
to fly. The Monster now has the Fly ability. This change lasts until
either the caster or the Monster with wings is killed.
7
BONE MUTATION EXPLOSION
The
Skeleton yells at a random Warrior on the same board section, clenching
his fists as they swirl with mystic energies. Suddenly, barbs grow
out of the Warrior’s own bones, piercing through his flesh
from the inside. The Warrior takes 2D6 unmodified damage. The Warrior’s
bones then return to normal, well... mostly normal.
8
SKELETAL HANDS
The
Skeleton makes quick straight movements with his hands. Suddenly
1D6 skeletal hands come from the ground underneath a random Warrior,
grabbing his legs. The Warrior is now ensnared by these hands and
cannot move. While ensnared, any Monster attacking the Warrior has
+2 To Hit. To escape the hands’ grasp, the Warrior must kick
them off by passing a Strength test of 8. Only one hand can be kicked
off per turn.
9 BLACK CURSE
The
Skeleton looks at a random Warrior in his line of sight who meets
the soulless gaze of his empty sockets. The Warrior must roll 2D6
and score under his Willpower. If this test is failed the Warrior
feels oddly drained of his will to go on and starts fighting half
heartedly, trying to find meaning in what he is doing. The Warrior
only has half of his Attacks for the next 1D3 turns (rounding down).
10
SUMMON SKELETONS
The
Skeleton summons 1D6 Skeleton Champions, which are placed on the
board immediately and can move and fight this turn.
11
POWER BURST
The
Skeleton’s eye sockets burn with an orange fire as he performs
this spell. All remaining Power on the Power Dice is instantly sucked
into the Skeleton. The Skeleton then moves his arms in a wide arc
as a burst of orange magic bursts forth from him in every direction.
Every Warrior up to 1D6 squares away from the caster is automatically
hit for 3D6 damage of unmodified Wounds damage. In addition, for
every point of Power sucked from the Power Dice add another 1D3
unmodified damage. The Skeleton can only cast this spell once per
turn. Roll again if this spell is rolled by the caster in the same
turn.
12
FLAMING SKULL
The
Skeleton reaches into a bag hanging from his shoulder and pulls
out a blackened skull. After moving his skeletal fingers across
its brow and chanting an incantation, the skull burst into a blue
flame and moves, without any assistance, out of the Skeleton’s
hand and hovers next to him. Once per turn, starting immediately,
the skull fires a blue fireball from it’s grinning jaws at
a random Warrior in it’s line of sight. With a successful
Ballistic Skill roll of 4+, the blue fireball inflicts 1D6 unmodified
Wounds damage to the Warrior. The skull stays in play until the
Skeleton is killed, but will not move of it’s own accord,
only hovering next to the Skeleton. Each skull will Attack at the
start of the Monsters' Phase, after the Skeleton has cast any more
spells. The skulls do not take up a square.
CHARIOT
The
ancient armies of Nehekhara included strong forces of chariots,
drawn by a pair of horses. These forces were considered the elite
of the army and consequently were entombed in the Pyramids of the
Tomb Kings.
|
Chariot |
Skeletal
Steed |
Wounds |
18 |
6 |
Move |
- |
8 |
Weapon
Skill |
1 |
2 |
Ballistic
Skill |
- |
- |
Strength |
- |
3 |
Toughness |
7 |
3 |
Armour |
- |
- |
Initiative |
- |
2 |
Attacks |
- |
1 |
Damage |
- |
1D6 |
Gold |
50 |
70 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Skeletal
Steed |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Chariot
Chariot;
Regenerate 1D6.
Skeletal
Steed
Fear
5; Regenerate 1D6.
Chariot
Chariots
always charge into the combat and as such, surprise the Warriors.
The steeds and their riders have Ambush, Magic A. Warriors are not
Pinned by riders in a Chariot.
Chariots
can be ridden by up to 2 of any Skeletons, Mummies or Liche Priests.
SKELETAL
STEED
Skeletal
Steeds are ghastly creatures. They were once normal horses, but
when they died their flesh decomposed. When all that was left of
them was their bones, evil Liche Priests raised them from the dead.
|
Skeletal
Steed |
Wounds |
6 |
Move |
8 |
Weapon
Skill |
2 |
Ballistic
Skill |
- |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
2 |
Attacks |
1 |
Damage |
1D6 |
Gold |
70 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Skeletal
Steed |
3 |
4 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
6 |
Skeletal
Steed
Fear
5; Regenerate 1D6.
Skeletal
Steeds can be ridden by any Skeletons or Liche Priests.
TOMB
GUARDS
Tomb
Guards are the bravest and best of the Tomb King’s elite guards.
They protect the inner sanctums of the Pyramids from enemy attacks.
Entombed with the finest weapons, they will awaken and defend their
lord if intruders violate the sacred tomb.
|
Tomb
Guard |
Tomb
Guard Champion |
Wounds |
13 |
20 |
Move |
4 |
4 |
Weapon
Skill |
3 |
3 |
Ballistic
Skill |
4+ |
4+ |
Strength |
4 |
4 |
Toughness |
4
(5) |
4
(6) |
Armour |
1 |
2 |
Initiative |
3 |
3 |
Attacks |
1 |
2 |
Damage |
2D6 |
2D6 |
Gold |
160 |
500 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Tomb
Guard |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Tomb
Guard Champion |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Tomb
Guard
Fear
5; Regenerate 1D6.
Tomb
Guard Champion
Fear
5; Magic Weapon; Regenerate 1D6.
ANUBIS
WARRIORS
Anubis
Warriors are an ancient Nehekaran race. Hunting in desert groups,
these jackal headed warriors often attack trade caravans and anything
else that may wander into their territory. They have quick reflexes
and hide out of site, where at the last minute they leap into battle,
surprising the enemy.
|
Anubis
Warrior |
Anubis
Champion |
Anubis
Hero |
Anubis
Lord |
Wounds |
10 |
18 |
30 |
38 |
Move |
5 |
5 |
5 |
5 |
Weapon
Skill |
4 |
5 |
6 |
7 |
Ballistic
Skill |
4+ |
3+ |
2+ |
1+ |
Strength |
3 |
4 |
5 |
5 |
Toughness |
3 |
4 |
5 |
5 |
Armour |
- |
- |
- |
- |
Initiative |
5 |
6 |
6 |
7 |
Attacks |
1 |
2 |
3 |
4 |
Damage |
1D6 |
1D6 |
2D6 |
3D6 |
Gold |
100 |
400 |
900 |
1400 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Anubis
Warrior |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Anubis
Champion |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Anubis
Hero |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Anubis
Lord |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
Anubis
Warrior
Ambush
4+.
Anubis
Champion
Ambush
4+; Magic Weapon.
Anubis
Hero
Ambush
4+; Magic Armour; Magic Weapon.
Anubis
Lord
Ambush
4+; Magic Armour; Magic Item; Magic Weapon.
ANUBIS
PRIESTS
Anubis
Priests have mastered the magic of the ancient Nehekharan Anubis
God.
|
Anubis
Priest |
Anubis
Priest Champion |
Master
Anubis Priest |
Anubis
Priest Lord |
Wounds |
12 |
20 |
32 |
40 |
Move |
5 |
5 |
5 |
5 |
Weapon
Skill |
3 |
3 |
3 |
3 |
Ballistic
Skill |
5+ |
5+ |
5+ |
5+ |
Strength |
3 |
4 |
4 |
4 |
Toughness |
3 |
3 |
3 |
3 |
Armour |
- |
- |
- |
- |
Initiative |
5 |
6 |
6 |
7 |
Attacks |
1 |
1 |
2 |
3 |
Damage |
1D6 |
1D6 |
2D6 |
3D6 |
Gold |
600 |
1200 |
2200 |
3100 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Anubis
Priest |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Anubis
Priest Champion |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Master
Anubis Priest |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Anubis
Priest Lord |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Anubis
Priest
Anubis
Magic 1; Magic Item.
Anubis
Priest Champion
Anubis
Magic 2; Magic Item; Magic Weapon.
Master
Anubis Priest
Anubis
Magic 3; Magic Item x 2; Magic Weapon.
Anubis
Priest Lord
Anubis
Magic 4; Magic Armour; Magic Item x 3; Magic Weapon.
Anubis Magic
Anubis
Priests specialise in casting Anubis Magic. To see what spell the
Anubis Priest casts when given the chance, roll 2D6 on the following
table. If the Anubis Priest is killed while he still has active
spells in play, they will immediately be dispelled.
2
FAILURE
The
Anubis Priest fails to cast a spell.
3
WRATH OF THE JACKAL
The
Anubis Priest brings forth an old jackal skull and throws it at
the feet of a random Warrior on the same board section. Within seconds,
an ethereal giant jackal skull appears above the Warrior, which
then bites down on him for 2D6 unmodified damage.
4
ENCHANTMENT
The
Anubis Priest lets out a great howl, summoning all of the energies
deep within himself until he is literally glowing with power! The
Priest now has +1 to a random attribute, including Damage Dice,
until the end of the combat.
5
ANUBIS BITE
The
Anubis Priest points to a random Anubis Warrior on the board section
and utters a series of yapping incantations. That Anubis Warrior
now has an extra Bite Attack that does normal damage, but at -1
To Hit. If there are no other Anubis Warriors on the board section
then the Priest casts the spell on himself.
6
JACKAL BROTHERS
The
Anubis Priest slaps his hands together and howls, bringing forth
two ethereal jackal spirits. These jackals Move and Attack with
the following statistics.
Wnds |
M |
WS |
BS |
S |
T |
Arm |
At |
Dam |
Gold |
(Dun
Level) x 3 |
5 |
4 |
- |
3 |
3 |
- |
1 |
Chill
1 |
(Dun
Level) x 200 |
The
Jackal Brothers have Ethereal 1.
7
CALL OF THE WILD
The
Anubis Priest start to chuckle and brings forth an Anubis skull
that has writing all over it, written in blood. He lifts it high
above his head and calls out to his jackal gods. Within moments,
the Priest begins changing, his muscles bulge and grow as he grows
taller and wider. Suddenly the Priest is huge and bears down on
the Warriors with his new might! For 1D6 turns, the Priest cannot
cast any spells, but gains +2 Damage Dice and +1D6 Toughness. He
loses these bonuses after the specified duration.
8
TOOTH AND CLAW
The
Anubis Priest spreads his fingers and grins cruelly, as a hail of
teeth and claws fly from his finger tips, assailing a random Warrior
for 3D6 Wounds.
9
SCARAB ATTACK
Taking
out a bag from his belongings, the Anubis Priest reaches in and
pulls out a handful of stones. He throws these over a random Warrior’s
head and yaps quickly at them. As the stones fall, they turn into
scarab beetles that attack the Warrior, inflicting 1D6 unmodified
Wounds damage.
10
SAND OF AGES
The
Anubis Priest points under the feet of a random Warrior. Suddenly,
the ground turns to quicksand and he begins to sink rapidly. Make
an Initiative test of 7. If the Warrior succeeds, he manages to
jump to an adjacent square. If there are no adjacent squares free
or he fails his roll, he gets sucked down into the quick sand. While
in the sand the Warrior may do nothing except try to escape. The
Warrior has one more turn to make it out of the sand with a -1 modifier
to his Initiative roll. If the Warrior is still in the sand at the
end of the next Warriors’ Phase, he sinks beneath the sand
where he meets his doom. Obviously, the Warrior cannot be resurrected
as the ground reforms over the top of him.
11
HOWL
The
Anubis Priest howls into the air so loudly that the Warriors are
forced to hold their ears from the pain. As a result they each lose
1 Attack next turn and Monsters are at +1 To Hit them.
12
ANUBIS IMMORTAL
The
Anubis Priest scratches strange shapes in the air in front of him
until an odd symbol appears in a yellow haze. It then dissipates
into nothing. From now on whenever an Anubis Warrior dies, a spectral
form of him rises from his corpse to fight the Warriors once again.
This new threat has the same statistics except now is treated as
being Undead and has Chill 1. A Warrior only receives one lot of
Gold for killing both the Anubis Warrior and his ghost. Once the
ghost is killed the Anubis Warrior is finally dead. This spell does
not affect the caster.
MUMMIES
Mummies
are protected by powerful magics to preserve them and cheat death
itself. They are deadly opponents, capable of delivering crushing
blows upon their enemies.
|
Mummy |
Mummy
Champion |
Tomb
Prince |
Tomb
King |
Wounds |
40 |
45 |
55 |
70 |
Move |
4 |
4 |
4 |
4 |
Weapon
Skill |
3 |
4 |
5 |
6 |
Ballistic
Skill |
5+ |
4+ |
3+ |
2+ |
Strength |
4 |
4 |
4 |
4 |
Toughness |
5 |
5 |
5
(7) |
5
(8) |
Armour |
- |
- |
2 |
3 |
Initiative |
3 |
3 |
3 |
3 |
Attacks |
2 |
2 |
3 |
4 |
Damage |
2D6 |
2D6 |
2D6 |
3D6 |
Gold |
450 |
1000 |
2800 |
3600 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Mummy |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Mummy
Champion |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Tomb
Prince |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
4 |
Tomb
King |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
Mummy
Fear 7; Tomb Rot (1D3).
Mummy
Champion
Fear 8; Magic Item; Tomb Rot (1D3).
Tomb
Prince
Fear 9; Magic Armour; Magic Item; Mummy Magic 1; Regenerate 1D6;
Tomb Rot (1D3+1).
Tomb
King
Terror 10; Magic Armour; Magic Item; Magic Weapon; Mummy Magic 2;
Regenerate 2D6; Tomb Rot (1D6).
Attacking
a Mummy with a source of fire causes an extra +1D6 Wounds damage
with each hit.
Mummy
Magic
Tomb
Princes and Tomb Kings specialise in casting Mummy Magic. To see
what spell they cast when given the chance, roll 2D6 on the following
table. If the Tomb Prince or Tomb King is killed while they still
have active spells in play, they will immediately be dispelled.
2
FAILURE
The
Mummy fails to cast a spell.
3
WRAPPINGS OF DOOM
Wrappings
of cloth fly from the caster’s body, wrapping around a random
Warrior’s neck (in line of sight). The Warrior is then pulled
towards the Mummy. Place the Warrior in a random adjacent square
to the Mummy, moving other models out of the way if necessary. The
Mummy will attack the Warrior from now on.
4
POTENT ROT
The
Mummy seems to cast nothing, but in fact, all Tomb Rot from the
caster is doubled this turn.
5
BREATH OF DECAY
The
Mummy suddenly turns to an adjacent Warrior (if none, then re-roll)
and breathes a deadly green cloud of decay at him. The Warrior is
engulfed in it and coughs continuously. Roll 1D6. On a 6 the Warrior
is unaffected by the spell. On any other number he has inhaled too
much and begins to decay from the inside! At the end of every turn
roll 1D6. On a result of 1-3 the Warrior loses -1 Toughness (down
to a minimum of 1 Toughness). On a 4-6 the Warrior is unaffected.
Continue rolling for the decay until the end of the combat, when
it wears off, and any lost Toughness is regained. Unlike other spells,
this one is not dispelled when the caster dies.
6
CLAP OF DUST
The
Mummy spreads his arms wide, and then slams his hands together in
a mighty clap. The noise of the clap is ear shattering and every
model (apart from Undead) on the board section instantly take 1D6
unmodified damage. Also due to the clap, endless dust shoots out
and covers the Mummy in a thick cloud which lasts for 1D6 turns.
The Warriors are at -1 To Hit anyone in the cloud (which does not
move with the caster). The cloud also grants Magic Resistance 6+
to the Mummy. If the caster already has Magic Resistance then subtract
-1 from the current roll needed.
7
GAZE OF DEATH
A
random Warrior within 5 squares of the Mummy catches the gaze of
the Mummy through straps of rotting cloth. It’s undead eyes
burn with power and the Warrior is overcome by it. The Warrior instantly
attacks an adjacent Warrior with the most powerful weapon he has
(and can use at that time). If there is no adjacent Warrior then
he turns the weapon on himself, hacking and slashing at his own
body. When the Warrior attacks either another Warrior or himself
he uses his full amount of Attacks available to him. He does not
however, activate runes or other special abilities of the weapon
such as once per adventure abilities.
8
THE DARK SARCOPHAGUS
The
Mummy moves his hands in a strange pattern. A large black marble
sarcophagus forms around him. While in the Dark Sarcophagus the
Mummy is protected from any Attacks, magical or otherwise and also
regains 3D6 Wounds. However, he cannot cast spells, Move or Attack
while he is encased. At the beginning of the next Monsters’
Phase the sarcophagus dissipates.
9
HEART OF THE MUMMY
The
Mummy reaches in between it’s wrappings and into it’s
chest. He then rips from his chest what looks like his heart, a
shrivelled black chunk of meat. The Mummy then points it at a random
Warrior in line of sight and squeezes it. The Warrior feels his
chest tighten and he feels a great pain in his heart. Roll 1D6.
On a 2-6 the Warrior’s heart manages to withstand the strain.
On a 1 the Warrior’s heart is crushed also and he falls to
the ground, dead! The Warrior can only be brought back to life by
magic.
10
SUMMON UNDEAD
The
Mummy lets out a deep moan that echoes through the Pyramid. From
the ground and nearby corridors come Undead to protect the Mummy.
Roll
1D6 to see what the Mummy summons.
1
1D6 Skeletons
2 1D6 Skeleton Champions
3 1D3 Mummies
4 1D6 Mummies
5 1D3 Tomb Guard
6 1 Ushabti
Place
the new Monsters around the caster who will Guard him.
11
SURGE OF POWER
The
Mummy lets out a loud moan, causing all Mummies on the same board
section (including the caster) to inflict the Tomb Rot instantly.
Warriors also suffer Tomb Rot at the end of the turn as usual.
12
MUMMIFICATION
The
Mummy thrusts its arms out and begins to shake under the strain
of building up so much power. He then lets out a mighty yell. A
sheet of almost transparent grey magic, which reaches from the roof
to the floor begins moving out from the Mummy’s position.
The sheet of magic moves out to every square around the caster.
If it moves into a square that is occupied by a Warrior or Monster
(not other Undead) roll 1D6. On a 5-6 the model manages to jump
to an adjacent square away from the magic. If there is no free adjacent
square, or if a 1-4 was rolled, the sheet of magic passes over the
living substance, instantly mummifying it and turning it shrivelled,
black, and lifeless. Roll 1D6.
1
The target slips on the floor and can’t get up in time.
The sheet passes over him. His legs become mummified, then his
torso, then his chest and arms, and then, as he screams out “NOOOOOOOOO,”
his head. The victim has become a permanent resident of the Pyramid.
He is dead, and cannot be resurrected.
2
The target is too late to flee from the magic’s path and
is engulfed in it. The sheet of magic passes over him, shrivelling
his flesh into a black mass. The model takes 2D6 unmodified Wounds
that are classed as Fatal Damage. If any model is reduced to 0
Wounds he stays standing, a twisted statue that can never be resurrected.
3
The target manages to leap to an adjacent square after all, but
not before the sheet of magic passes over his non weapon arm.
It lies black and useless at his side and soon tears loose from
his shoulder. He takes 1D6+3 unmodified Wounds. While the victim
has only one arm he is at -2 Weapon Skill (min 1). If he ends
up with no arms he cannot Attack or use any items and can only
cast spells on a roll of 5-6. If there is no adjacent square to
leap to go to result number 2 on this table.
4
The target manages to leap to an adjacent square after all, but
not before the sheet of magic passes over his weapon arm. It lies
black and useless at his side and soon tears from his shoulder.
He takes 1D6+3 unmodified Wounds. While the victim has lost this
arm he is at -3 Weapon Skill (min 1). If he ends up with no arms
he cannot Attack or use any items and can only cast spells on
a roll of 5-6. If there is no adjacent square to leap to go to
result number 2 on this table.
5
The target manages to leap to an adjacent square after all, but
not before the sheet of magic passes over his left leg. It lies
black and useless at his hip and soon tears from its socket. While
the model has only one leg he is at -2 Move and adds 2 weeks to
wilderness travel time. If the Warrior ends up with no legs then
he is at 1 Move to represent him crawling, -5 Weapon Skill (min
1) and adds 4 weeks to wilderness travel. If there is no adjacent
square to leap to go to result number 2 on this table.
6
The target manages to leap to an adjacent square after all, but
not before the sheet of magic passes over his right leg. It lies
black and useless at his hip and soon tears from its socket. While
the victim has only one leg he is at -2 Move and adds 2 weeks
to wilderness travel time. If he ends up with no legs then he
is at 1 Move to represent him crawling, -5 Weapon Skill (min 1)
and adds 4 weeks to wilderness travel. If there is no adjacent
square to leap to go to result number 2 on this table.
At
the end of the turn the sheet of magic may continue to move away
from the Mummy. Roll 1D6. If a 5-6 is rolled then the sheet dissipates.
On any other number the sheet continues to move outwards to every
adjacent square. Continue to roll each turn until the sheet of magic
dissipates or the spell is dispelled. A model does not need to roll
again if he is still within the field as it expands. However, if
he escapes to a new square and the field chases him and engulfs
him again, then he must make another roll.
LICHE
PRIESTS
Liche
Priests are incredibly old High Priests that have managed to stave
off death. Instead, their skin withers until they are little more
than living corpses.
|
Liche
Priest |
Liche
Priest Champion |
Master
Liche Priest |
Liche
High Priest |
Wounds |
25 |
29 |
34 |
39 |
Move |
4 |
4 |
4 |
4 |
Weapon
Skill |
3 |
3 |
3 |
3 |
Ballistic
Skill |
4+ |
4+ |
4+ |
4+ |
Strength |
3 |
3 |
3 |
3 |
Toughness |
3 |
3 |
3 |
3 |
Armour |
- |
- |
- |
- |
Initiative |
2 |
2 |
2 |
2 |
Attacks |
1 |
2 |
3 |
3 |
Damage |
1D6 |
2D6 |
3D6 |
4D6 |
Gold |
580 |
1400 |
2300 |
3600 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Liche
Priest |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Liche
Priest Champion |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Master
Liche Priest |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Liche
High Priest |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Liche
Priest
Liche
Priest Incantations 1; Magic Resistance 5+; Magic Weapon; Regenerate
2D6.
Liche
Priest Champion
Liche
Priest Incantations 2; Magic Resistance 4+; Magic Item x 2; Magic
Weapon; Regenerate 2D6.
Master
Liche Priest
Liche
Priest Incantations 3; Magic Dispel 4+; Magic Resistance 4+; Magic
Item x 3; Magic Weapon; Regenerate 2D6.
Liche
High Priest
Ambush,
Magic A; Liche Priest Incantations 4; Magic Dispel 4+; Magic Resistance
4+; Magic Item x 4; Magic Weapon; Regenerate 2D6.
Liche
Priest Incantations
The
magic of Liche Priests is based on long monotonous enchantments
that connect the mortal world to the realms beyond. These incantations
have been recorded for millennia, transcribed in Nehekhara’s
ancient hieroglyphs. Liche Priest incantations work differently
to other types of magic and to represent this, Liche Priest Incantations
cannot be dispelled or resisted using any abilities or items. Liche
Priest Incantations are recited after all other Monster spellcasters
have cast spells. To see what incantation a Liche Priest will recite
when given the chance, roll 1D6 on the following table.
1
FAILURE
The
Liche Priest fails to recite an incantation.
3
UALATP’S INCANTATION OF SWIFTNESS
With
surprising speed, the Liche Priest performs a complex series of
movements with his decaying hands. The Liche Priest and any Undead
models on the board get +1 To Hit. In addition, any Attacks made
by the Liche Priest hit automatically.
3
SEKHUBI’S INCANTATION OF VENGEANCE
The
Liche Priest reaches out with his withered hand and points at a
random Warrior within Line of Sight. A bright flash of light shoots
from the Liche Priest’s outstretched hand, hitting the Warrior
in the chest. The Warrior suffers 1D6 Strength 8 hits. Any damage
caused by this Incantation is considered to be Fatal Damage.
4
HOREKHAH’S INCANTATION OF RIGHTEOUS SMITING
The
Liche Priest’s chanting becomes increasingly louder, and he
raises his arms outward. A soft glow emanates from his body and
irradiates the board. All Monsters on the board (including those
with missile weapons and the Liche Priest himself) are infused with
energy and can make an additional Attack this turn. Any extra Attacks
that are made cause double damage on a To Hit roll of 6. If this
Incantation is cast on Monsters multiple times, as well as receiving
additional Attacks, the bonus Attacks do double damage on a dice
roll 1 better than its current value. For example, if a Master Liche
Priest casts this Incantation three times, all Monsters will get
a bonus 3 Attacks, which do double damage on a To Hit roll of 4+.
5
DJEDRA’S INCANTATION OF SUMMONING
Arms
upraised, the Liche Priest cries out the name of ancient Nehekharan
Gods. Suddenly, the dead walk once again! Roll 1D6 for every Monster
that has been killed this combat. (refer to the models on the Warrior’s
adventure record sheets to determine which Monster’s have
died). On a roll of 5-6 the Incantation causes them to rise and
continue fighting. Place the Monsters that have risen on the board
according to the one-on-one rule. If a Monster rises that was not
initially Undead, it will now have the Regenerate 1D6 special ability
and Fear 3, and is considered Undead for all intents and purposes.
If no Monsters have fallen in this combat then roll again for a
different Incantation. Only one amount of Gold is received for Monsters
that have been raised from the dead.
6
MANKARA’S INCANTATION OF URGENCY
The
Liche Priest completes the complex incantation, and promptly vanishes.
This incantation moves the Liche Priest and any allied Monsters
using missile weapons out of hand to hand combat with the Warriors.
Move the Monsters so that they are no longer adjacent to the Warriors,
moving other Monsters out of the way to make room if necessary.
In addition, the Liche Priest has gained 3D6 Wounds. After casting
this Incantation, roll 1D6. On a roll of 4 to 6, the Liche Priest
may immediately cast another Incantation. If the Liche Priest is
not in hand to hand combat then roll for another Incantation.
CARRION
Carrion
are the undead remains of ancient flying birds that live in the
mountains to the east of Nehekhara. Their broad wings darken the
sky, spreading the shadow of doom upon those dying in the desert.
In ancient times, it was believed that Carrion bore the spirits
of slain warriors to the sky to fight in endless battles against
the daemons of darkness. This led to many Carrion being buried in
the Pyramids of the Tomb Kings, ready to do battle at the will of
the Liche Priests.
|
Carrion |
Wounds |
18 |
Move |
5 |
Weapon
Skill |
3 |
Ballistic
Skill |
- |
Strength |
3 |
Toughness |
4 |
Armour |
- |
Initiative |
3 |
Attacks |
2 |
Damage |
1D6 |
Gold |
480 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Carrion |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Carrion
Carrion
Attack (Ambush, Magic A); Fear 6; Fly.
Carrion
Attack
For
each of it’s original two Attacks that hit, the Carrion may
make an additional Attack.
NEHEKHARAN
ASSASSIN
Nehekharan
Assassins are humans that have trained their entire lives to be
highly skilled fighters. They are master swordsmen and their weapons
are made even more deadly by being coated with a quick acting poison.
|
Nehekharan
Assassin |
Wounds |
14 |
Move |
4 |
Weapon
Skill |
8 |
Ballistic
Skill |
4+ |
Strength |
3 |
Toughness |
3 |
Armour |
- |
Initiative |
6 |
Attacks |
2 |
Damage |
1D6 |
Gold |
380 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Nehekharan
Assassin |
2 |
2 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
Nehekharan
Assassin
Ambush,
Magic 5+; Assassinate 6+; Dodge 5+; Poison.
SAND
GOLEM
Sand
Golems are humanoid creatures that are about the size of an Ogre.
Their bodies are completely made out of sand, and are created by
Liche Priests. Although they are large, they make little noise as
they walk, since they blend in with the sand and their feet spread
out on the ground as they walk. They are created in most cases to
guard valuable items of treasure or as a virtually unstoppable assassin.
|
Sand
Golem |
Wounds |
40 |
Move |
4 |
Weapon
Skill |
3 |
Ballistic
Skill |
- |
Strength |
6 |
Toughness |
5 |
Armour |
- |
Initiative |
4 |
Attacks |
2 |
Damage |
2D6 |
Gold |
580 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Sand
Golem |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Sand
Golem
Ambush
5+; Regenerate 2D6; Sand Golem.
Sand
Golem
A
Sand Golem is composed entirely of sand and is able to reform it’s
body after being hit. Warriors attacking a Sand Golem with non magical
weapons are at -1 To Hit.
ORGUTS
Orguts
are distant relatives of Ogres. Many centuries ago Ogres lived in
Nehekhara, although there are no writings of how they came to be
there. Throughout the years and generations of their kind, the Ogres
adapted to their environment. Their bodies changed in many ways.
Their two eyes, from the burning light, turned into one. Their bodies
packed out fat as an energy storage for the long treks of the desert.
The harsh conditions seem to have added to their evolution in other
ways such as a much greater size and strength. Because they were
so different they could no longer be called Ogres, so the Pharaohs
named them Orguts.
|
Orgut |
Orgut
Chieftain |
Wounds |
35 |
50 |
Move |
4 |
4 |
Weapon
Skill |
7 |
8 |
Ballistic
Skill |
4+ |
4+ |
Strength |
6 |
7 |
Toughness |
6 |
8 |
Armour |
- |
- |
Initiative |
5 |
6 |
Attacks |
2 |
3 |
Damage |
2D6 |
3D6 |
Gold |
750 |
1800 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Orgut |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
Orgut
Chieftain |
2 |
2 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
Orgut
Fear
8; Torture.
Orgut
Chieftain
Fear
9; Torture.
Torture
Orguts
seem to delight in torture. It is not enough to just kill a victim,
they love to inflict pain and see how much a victim’s body
can take before death. If an Orgut rolls a 6 To Hit, roll 1D6. On
a 1-3, the blow hits the Warrior squarely on the head (inflicting
normal damage) and has knocked him into a daze. On a 4-6 work out
the damage as normal. Once the Warrior is dazed, the Orgut picks
him up and takes him to the closest empty square that is not adjacent
to a Warrior, breaking all Pinning to do so. He then begins to torture
the unfortunate Warrior. Roll 1D6 for how many turns the Warrior
is dazed, then for each of these turns roll on the following table
once for each Attack the Orgut has.
Torture
Table
1
The Orgut spends the turn gathering torture implements from his
belongings (usually on his belt). Add +1 to the next roll on this
table.
2-3
The Orgut twists and stabs at the Warrior’s body in various
ways, chuckling cruelly. The Warrior takes 1D3 unmodified damage.
4
The Orgut laughs as he pushes a metal pin into the Warrior’s
gizzards. The Warrior takes 1D6 unmodified damage.
5
The Orgut pushes and pulls harshly at the Warrior’s limbs,
making them crack and tear. The Warrior suffers 2D6 Wounds.
6
The Orgut skewers the Warrior, making him wince and call out in
pain much to his torturer’s delight. The Warrior loses 1
Starting Wound, permanently.
Once
the Warrior comes out of his daze he crawls into an adjacent square.
Place the Warrior on the nearest free square.
If
the Orgut is attacked by another Warrior while he is torturing,
his attention is diverted to the attacking Warrior, leaving the
tortured Warrior to crawl away in his dazed state to the nearest
free square where he waits out the rest of his dazed state. While
dazed the Warrior is considered to be Prone.
If
another Orgut becomes pinned by a dazed Warrior, he will immediately
pick him up and start torturing him (in the Monsters’ Phase),
as long as the Orgut is not in contact with another Warrior.
TOMB
SCORPION
Tomb Scorpions are powerful creations
of the Liche Priests, giant constructs carved and moulded into representations
of the giant, mystical creatures said to guard the entrance to the
Nehekharan underworld. They are formed from a combination of stone,
wood and metal, together with the bones and shells of the long dead.
Through laborious and precise incantations, the Liche Priests join
the materials into a single form. The Tomb Scorpion acts as a tomb,
for the shell of the construct is formed around the mummified body
of an ancient Liche Priest.
|
Tomb
Scorpion |
Wounds |
30 |
Move |
7 |
Weapon
Skill |
4 |
Ballistic
Skill |
- |
Strength |
5 |
Toughness |
5 |
Armour |
- |
Initiative |
3 |
Attacks |
4 |
Damage |
2D6 |
Gold |
1000 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Tomb
Scorpion |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Tomb
Scorpion
Fear
10; Magic Resistance 6+; Sting (2D6).
CASKET
OF SOULS
Within the tombs of the mightiest
kings there lies a casket inscribed with hieroglyphs of malediction
and warning. Within this sacred casket reside the souls of those
who have committed the sacrilege of inciting the Tomb King’s
rage. The spirits of those condemned have been ensnared by the dire
power of the casket and trapped within for eternity. Powerful inscriptions
ensure that these souls may never leave their prison until the moment
comes when the casket is opened. If the seals are broken and the
lid opened, blinding light spills from the casket as countless lost
souls scream into the air, seeking freedom from the madness and
torment of their confinement.
|
Casket
of Souls |
Wounds |
30 |
Move |
- |
Weapon
Skill |
1 |
Ballistic
Skill |
- |
Strength |
- |
Toughness |
6 |
Armour |
- |
Initiative |
- |
Attacks |
Special |
Damage |
Special |
Gold |
1000 |
Casket
of Souls
Casket of Souls; Light of Death;
Terror 12.
Casket
of Souls
Place
the Casket of Souls as if it was armed with a missile weapon. A
Casket of Souls will always be accompanied by a Liche Priest (rank
dependant on Dungeon Level) and 2 Tomb Guard Champions. Place the
Liche Priest behind the Casket, and the Tomb Guard Champions at
the front 2 corners. Warriors cannot Attack the Casket if they are
pinned by either the Liche Priest or the Tomb Guard Champions.
Light
of Death
When
the Casket of Souls is opened, the souls within the magical casket
are unleashed. They erupt in a great burst of light that sears the
eyes and flesh of unbelievers who look upon it. When the Casket
is first placed, it will contain 30 souls. As damage is inflicted
upon it, the number of souls will decrease. The Casket will always
have a number of souls equal to the amount of Wounds it currently
has. At the beginning of the Monsters’ Phase, after any spells
have been cast and if the Liche Priest is still standing, he will
open the Casket of Souls. The Light of Death from the souls will
pour through the Pyramid. Each soul will cause 1 unmodified Wound
to the Warriors, divided evenly between them. eg. If there are 24
souls released, the Warriors will need to divide 24 unmodified Wounds
evenly between them. Souls can affect Warriors anywhere on the board.
USHABTI
Carved
into the likenesses of the many Gods and Goddesses of Nehekhara,
the Ushabti stand as guardian statues in the Pyramids of the Tomb
Kings. They are almost three times the height of a man and wield
mighty ritual blades. Liche Priests imbue the Ushabti with tremendous
power, animating them in combat.
|
Ushabti |
Wounds |
40 |
Move |
5 |
Weapon
Skill |
4 |
Ballistic
Skill |
- |
Strength |
6 |
Toughness |
4
(6) |
Armour |
2 |
Initiative |
3 |
Attacks |
3 |
Damage |
3D6 |
Gold |
1350 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Ushabti |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
Ushabti
Fear
10; Ignore Blows 5+.
BONE
GIANT
Constructed from all manner of elements
to resemble an immense warrior of Nehekharan legend, Bone Giants
are mighty beings of immense stature. Armed with enormous weapons
and armour, it is a Bone Giant’s task to guard the ancient
Pyramids of the Tomb Kings from invaders.
|
Bone
Giant |
Wounds |
40 |
Move |
5 |
Weapon
Skill |
4 |
Ballistic
Skill |
- |
Strength |
6 |
Toughness |
4
(6) |
Armour |
2 |
Initiative |
3 |
Attacks |
3 |
Damage |
3D6 |
Gold |
1350 |
ENEMY'S
WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Bone
Giant |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Bone
Giant
Terror
12; Bone Giant Attacks; Ignore Blows 5+; Ignore Pain 10; Large Monster;
Never Pinned.
Bone
Giant Attacks
Bone
Giants are huge and unpredictable creatures and it is by no means
certain what form of attack they will make. A Bone Giant will attack
a random Warrior up to 2 squares away each turn. At the start of
each Monsters’ Phase roll 1D6 on the following table for each
Bone Giant on the board to determine what it does this turn.
1
Squeeze
The
Bone Giant squeezes the Warrior with his mighty fist. The Warrior
takes 6D6 Wounds.
2
Throw
The
Bone Giant picks up the Warrior and hurls him at his companions.
Take a Warrior counter to see which Warrior is targeted. Roll 7D6
and separate those that have an even score from those that have
an odd score. The Warrior being thrown suffers a number of Wounds
equal to the sum of the even dice, while the targeted Warrior suffers
a number of Wounds equal to the sum of the odd dice. Neither Warrior
gets any modifiers for Toughness or armour. The thrown Warrior is
placed Prone in the square originally occupied by the target Warrior.
The target Warrior is pushed into an adjacent square, shuffling
other models around as necessary.
3
Smash Against the Roof
The
Bone Giant grabs the Warrior by the feet to get a good swing and
begins to smash him repeatedly against the roof of the cave. The
Bone Giant smashes the Warrior against the roof 1D6 times, inflicting
7 Wounds with no modifiers for Toughness or armour each time.
4
Chew
The
Bone Giant begins to chew on the Warrior with teeth the size and
shape of old tombstones. The Warrior suffers 1D6 Wounds, with no
modifiers for Toughness or armour. If the score on the dice is 2-6
the Bone Giant continues to chew the Warrior next turn, even if
he is at 0 Wounds or less. Roll another 1D6 for Wounds. This process
continues until the roll for Wounds is a 1 at which point the Bone
Giant finds a gristly bit, loses interest and drops the Warrior
in the square he got him from. Place the Warrior Prone. If the Warrior
is reduced to -50 Wounds the Bone Giant swallows him whole, effectively
taking him out of the game.
5
Swing with Weapon
Because
of his reach the Bone Giant hits all of the Warriors up to two squares
away. Roll 3D6 for each eligible Warrior. Each dice that scores
a 4, 5 or 6 causes that many Wounds with no modifier for armour.
Any dice that scores 1, 2 or 3 misses as the Warrior manages to
avoid the mighty weapon.
6
Attack with Weapon
The
Bone Giant makes 1D6 Attacks against the Warrior.
Nehekhara Bestiary © Ben
Head and Andrew Brockhouse.
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