NECROMANCER
South
of the Empire, south of the Border Princes, south even of the Badlands
and Karak Azul, lies a land of which few men speak. Even those who
know it’s true name do not say the word out loud, rather they
refer to it as the Kingdom of the Dead.
It
was in the Kingdom of the Dead, or Nehekhara, as scholars refer
to it as, that Nagash, greatest of all Necromancers was born. Here,
the silent youth took great interest in all things macabre. He wandered
through the cities tombs and necropolises. He would observe the
internment process of recently dead in the city morgues. He would
watch as wounded soldiers faded slowly from life, and he vowed he
would never die himself.
Nagash
took to performing vile experiments, and soon the city shunned his
very existence. After years of hidden and secret rituals, Nagash
perfected a brew that gave limited immortality to its consumers.
With a large following of depraved noblemen, Nagash took over the
capital of Nehekhara, Khemri, and continued his dark research undisturbed.
Eventually,
Nagash was defeated, and forced out of the Kingdom of the Dead.
He found a new home amidst the World’s Edge Mountains, and
built the mighty fortress Nagashizzar, where his power increased
tenfold and he became a man made god. Using his dark powers, he
summoned armies of Undead, and even today, Nagash is a name to be
feared.
Nagash
is the greatest Necromancer ever to have lived, and Necromancers
and Liche Priests oft seek after his Nine Books of Nagash. Other
famous Necromancers include Fredrick van Hal, who wrote the Liber
Mortis, the Mad Arabian Prince Abdul ben Raschid, who wrote the
infamous Book of the Dead and Heinrich Kemler, the Lichmaster, who
was a favourite war general of Nagash’s during the great Empire
wars.
Necromancy is a feared and dangerous magical art, and any who practice
it are considered outcasts and depraved individuals. Thanks to the
research of Nagash and the other ancient Necromancers, intrigued
loners who wish to delve into the dark arts still secretly practise
in their homes, locking themselves away from the public and becoming
hermits. Those who study the dark arts do so at their own risk.
Necromancy
deals with the art of controlling the dead and other vile, unspeakable
acts. Necromancer adventurers, although usually hated and loathed
by companions, travel with groups in the hopes of recovering ancient
manuals, such as copies of the Liber Mortis, and reagents deep within
the bowels of the earth to assist in their research. Their power
over the dead often is the difference between life and death for
an adventuring party, and thus their acceptance is tolerated, if
not liked, by other party members.
STARTING
AS A NECROMANCER
The
Necromancer begins the game with 2 Spells, and 2 Rituals. Firstly,
the Necromancer chooses which categories he wishes to gain magic
from. He may choose from either Attack, Defence or Special for his
two Spells, and Attack, Special or Advocates for his two Rituals.
The Necromancer can choose separate categories for each Spell and
Ritual that he begins with. Then, he rolls 1D6 for each Spell and
Ritual in the categories that he has chosen.
If
the Necromancer wishes, instead of rolling randomly for one of his
Spells, he may take the Dark Denial spell or the Necromantic Focus
spell. If he so wishes, he can take both of these spells instead
of rolling randomly.
The
Necromancer begins the game with enough reagents to cast each of
his rituals 1D3 times.
EQUIPMENT
The
Necromancer starts the game with the Cloak of Souls and the Grimoire
Necris, his vile Necromantic book that he stores all his evil rituals
and spells in. He also begins the game with a sword.
The
Necromancer can use any items available to the Wizard. Should the
Necromancer be lucky enough to locate any of the Nine Books of Nagash
during his travels, he may immediately gain 1 point of Permanent
Luck. Note this Luck is only gained if the Necromancer finds a book,
not if another Warrior finds one and gives it to the Necromancer.
As well as gaining the ability to cast the Spell within the book,
the Necromancer has the skills to dig deeper into the ancient tome,
and can gain an additional Spell rolled as normal from the Spell
Tables (Note that he does not get to choose which category the Spell
is within, it is randomly rolled on a D3).
The
Necromancer may not use any bows or crossbows except for the Pistol
Crossbow. He may use any firearms he wishes to, however. In addition,
he may use Throwing Stars. The Necromancer can not make use of any
close combat weapons other than single-handed swords, daggers, knives
and spears. His single-minded determination to focus on his studies
has not given him enough patience to learn how to use most weapons
at all.
The
Necromancer cannot wear any armour except for Furs, or use any shields.
He will not wear any other cloak apart from his Cloak of Souls.
The Cloak of Souls
This magical garment aids the Necromancer in his dark quest for
the souls of his victims by trapping them within its folds, allowing
the Necromancer to utilise them for his own nefarious purposes.
Whenever the Necromancer (not any summoned Monsters, with the exception
of the Favoured One) kills a monster that is not Undead or Daemonic,
he rolls a D6 and consults the table below; on a successful roll,
he has successfully stolen the enemy’s soul and contained
it within his Cloak.
Level |
Die
roll required |
Dark
Initiate |
5+ |
Dark
Acolyte |
4+ |
Necromancer |
3+ |
Necromancer
Lord |
2+ |
Souls
can then be used as follows, at any time and in any quantity.
The
Necromancer may expunge souls to heal his body or those around him.
For each soul used, the Necromancer or any Warrior on the same board
section as the Necromancer may gain 1D6 Wounds. The Necromancer
gains 5 Gold for each Wound healed on another Warrior in this way.
The
Necromancer may use the souls contained within the Cloak of Souls
to cause small lacerations upon his enemy. When released, the soul
lashes out at a targeted monster, causing 1 Unmodified Wound.
The
Necromancer starts the game with 1D6 souls in his Cloak of Souls.
In addition to using the Cloak of Souls to capture souls, the Cloak
also allows the Necromancer to blend into the darkest shadows, appearing
almost invisible to those near him. If the Necromancer wishes, he
may use the Cloak of Souls to hide from Monsters as they are placed
on the board. Roll 1D6 and check the table below to see if he succeeds.
If successful, the Necromancer is not counted when placing Monsters
using the One on One rule. However, if Monsters are still placed
next to him and have no other targets, they will easily spot the
Necromancer and attack him as normal. The Necromancer can only use
this ability if there are no Monsters already on the board.
Level |
Die
roll required |
Dark
Initiate |
5+ |
Dark
Acolyte |
5+ |
Necromancer |
4+ |
Necromancer
Lord |
4+ |
The
Grimoire Necris
The dark art of the Necromancer could not be practiced if it was
not for his dark spell book. It has many names. The Grand Grimoire,
the Book of the Dead, and the Grimoire Necris are among the most
ill famed titles it has received. The most famous Book of the Dead
was written by a mad Arabian Prince. Necromancers have revered his
writings across the Old World and beyond. It the hope of a Dark
Initiate to one day amass enough necromantic knowledge to rival
that of the Mad Arab’s teachings himself. The book contains
the Necromancer’s spells and rituals that he can cast.
Should
the Necromancer ever lose his Grimoire, he will not be able to cast
Spells or use Rituals until he gains a new one at the Hidden Sanctum
for 1000 Gold. Fortunately, he keeps his rough notes in a safe place
so he can write up another copy.
The
Grimoire Necris allows the Necromancer to re-roll any failed Spell
Casting attempt once per board section.
In
addition, once per adventure, the Necromancer can use the Grimoire
to summon up 1D3 Skeletons to fight by his side. The Skeletons will
immediately take their turns after the Necromancer. Any Monsters
killed by the Skeletons will give the Necromancer Half Gold.
SETTLEMENTS
Necromancers
loathe civilisation and companionship. They are loners at heart,
and the hustle and bustle of the big cities scare them. For this
reason, when a Necromancer enters a Settlement, he usually spends
most of his time in his room, silently worshipping Nagash and reading
from his book. For this reason, he only ever has to make a roll
on the Settlement table every second day he stays, starting with
his first day. This rule is not applicable if the Necromancer is
at a Sea Port. He isn’t allowed a moments peace in these drunk
filled settlements.
A
Necromancer can only visit the Alchemist’s Special Location,
and any shops he wishes to. He cannot visit the Alehouse, Gambling
House, Wizard’s Guild, or Temple. However, there is a new
Special Location available for the Necromancer to visit: The Hidden
Sanctum.
HIDDEN
SANCTUM
It
is a known fact that Necromancers are hated and feared throughout
the Old World. To be discovered practicing Necromancy is to be the
end of an unfortunate man’s life. For this reason, Necromancers
have locations that only they know about. These locations are located
away from the hustle and bustle of the large settlements. Be they
large black ivory towers, forbidden, abandoned mines, or merely
a small cave hidden behind some bushes, a Necromancer’s Hidden
Sanctum is where he goes to learn more of the dark arts and to purchase
reagents for his nefarious rituals.
Once
the Necromancer has finished in a Settlement, he may choose to go
to his Hidden Sanctum. This takes 1D6 days, in which time the other
Warriors are free to do what they like.
It
is at the Hidden Sanctum where a Necromancer spends his Gold to
train. A Necromancer trains by donating the required amount of Gold
to the coffers of the Necromancer Lord who is present at the Sanctum,
and then spends 1 day in isolation away from the other Necromancers,
reading from the pages of such ill-famed dark tomes as the Liber
Mortis and the Cursed Book. Once finished, the Necromancer has gone
up a level. He now can gain new Spells and Rituals as stated on
his Battle-Level table in the same way as he did at the beginning
of his career. However, it is too late now for the Necromancer to
pick Dark Denial or Necromantic Focus. If he wishes those spells,
he must roll randomly from his chosen category and hope for the
best.
TRAPPED DAEMON
Within
each Hidden Sanctum, usually on a lower level such as a dungeon
or basement, there lies a room where most mortals would never willingly
enter: the room of the Trapped Daemon. Highly guarded and protected
by the most powerful of magic, a Greater Daemon of Khorne paces
about this small prison. This ancient Daemon of Khorne once walked
the Warhammer World until his great power could not be contained
within his mortal body, and Khorne himself brought the Daemon to
stand by his side as a Lieutenant in his unholy armies of Hell.
Sometime in the past, a mighty Necromancer Lord has trapped and
bound this creature, and performed a ritual that compelled it to
aid those who ask it for help. Once per visit, a Necromancer may
visit the Trapped Daemon and ask a boon of it.
At
the start of the game, the Trapped Daemon’s magical containment
spell is at full strength, holding the Daemon with no hope of escape.
However, depending on the strength (or weakness) of the Necromancer
who communes with it, it may take mighty risks and try to break
free from its bonds. It would like nothing more than to tear the
pitiful mortal limb from limb. The spell starts off at a Strength
of 10 (record this value on your character sheet, as it is likely
to change during the course of the Necromancer’s career).
Each time the Necromancer makes a roll on the Trapped Daemon table,
he must then make a roll on the Containment Spell table to see if
the Daemon has weakened his bonds enough to break free.
He
must give up 1D6x100 Gold to the Necromancer Lord’s coffers
in order to gain an audience with the Daemon of Khorne. Roll 2D6
on the table below for the consequences of this act.
The
Trapped Daemon Table
2 “Grant me your abilities, oh powerful Daemon,”
asks the Necromancer, “that I might vanquish my foes.”
“Done” growls the Daemon, grinning. “Although,
I hope your only foes are Snotlings, or you may have difficulty.
The magic field which holds me here saps my abilities constantly,
and so shall it yours!” The Necromancer now has (roll 1D6):
1
–1 Strength
2 –1 Weapon Skill
3 –1 Toughness
4 –1 Pinning
5 –1 Move
6 –1 Initiative
This
change is permanent.
3
The Daemon slowly turns to look at his visitor. “Curse you,
mortal, for disturbing my thoughts!” it growls, “I am
so close to working my way out of this accursed room. Only two more
decades and I shall have the perfect plan…” The Daemon
mumbles quietly, scratching on the dusty floor and wiping it clean,
over and over. Due to the curse, the Necromancer has (roll 1D6):
1
–1 Strength
2 –1 Weapon Skill
3 –1 Toughness
4 –1 Pinning
5 –1 Move
6 -1 Initiative
This
change lasts for the next adventure only.
4
The Necromancer sees that the Daemon is in a frenzy, swinging his
tail and beating his mighty wings as he incessantly attacks the
walls of his confinement chamber with his wickedly sharp axe. Although
the power behind the blows is tremendous, the axe makes no marks
where it lands. Despite this, the Daemon shows no sign of letting
up, and turns his attention to the Necromancer in the doorway. With
an ear-splitting roar, he swings his axe with full force against
the invisible barrier across the threshold. In spite of himself,
the Necromancer flinches and steps back from the impending blow,
only to trip over his long robe and fall backwards to the floor.
The attack of the Daemon is thwarted by the powerful Containment
Spell, so the Necromancer’s pride is the only thing which
seems to have been hurt by this display of violence. Picking himself
up and brushing off the dust on his robe, he is dismayed to find
that some of his reagents did not survive the attack as well as
he did. The Necromancer has broken 1D6 random reagents which must
be stricken from his character sheet.
5
“Come closer, mortal, I need to speak with you.” The
Daemon half-whispers, half-growls when he sees the Necromancer.
Stepping up to the doorway, confident that the Containment Spell
will keep him from harm, the Necromancer leans in to listen. As
he does so, the corner of his Cloak of Souls brushes the magical
barrier of the doorway, and a dark shadow spreads out from the point
of contact and disperses. “Careful, not so close!” laughs
the Daemon and turns away, ignoring the Necromancer. The Necromancer
has lost 1D6 Souls from his Cloak of Souls as they have been soaked
up by the magical barrier.
6
The Daemon takes no notice of the petty babble of the little man
in the doorway, and continues to search for weaknesses in the magic
field which has frustrated him for decades.
7 The Daemon’s eyes glow with an inner fire
of such malevolence that the Necromancer recoils a step, bringing
his sword up protectively despite knowing the Daemon can not escape
his bonds. “There was a time when your ilk was mere fodder
in the great battles of Khorne the Blood God, mortal wizard. You
hide behind your Cloak of Souls and strut about like what you do
makes a difference.” The Daemon of Khorne unfurls his mighty
leathery wings and bellows heartily. Just as suddenly, his attitude
changes, and the Daemon snarls ominously. “Bah, what does
it matter now anyway. Here, take these dispossessed souls away from
my Liege’s realm. They do not deserve a place in his kingdom,
pitiful rabble.” With that, the Daemon unleashes a torrent
of ghostly forms from within the folds of his wings, which fly directly
towards the Necromancer’s Cloak of Souls and disappear within
the inky depths. “I care not for your presence anymore, mortal.
Leave me to my torment in peace.” The Daemon turns his back
on the Necromancer and can not be disturbed. The Warrior has gained
1D6 Souls for his Cloak of Souls.
8
The Daemon spins around, swinging his huge Axe of Khorne in a full
arc over his head, aiming to split the skull of the impudent mortal
asking for his help. The Necromancer leaps to the side and his own
sword whips to meet the other weapon, fully expecting it to be smashed
by the sheer power behind the Daemon’s attack. The blades
never meet, however, as they both slam into the magic barrier across
the doorway. A shower of magic sparks covers both the combatants
as they pause to recover. “You fight well,” remarks
the trapped creature, “but you could be better.” The
Necromancer gains (roll 1D6):
1
+1 Initiative
2 +1 Move
3 +1 Pinning
4 +1 Toughness
5 +1 Weapon Skill
6 +1 Strength
This
change lasts for the next adventure only.
9 “You…” The Daemon frowns as
he sees the Necromancer make his way towards him, a smug look on
his face. “I require power, Daemon. Magical power beyond that
of even the High Elves. I will not back down from you this time.
Today, I will have my wish!” The Daemon laughs, a deep, evil
sound that sends shivers down the Necromancer’s spine. “Foolish,
pitiful human! Do you not know what stands before you?! I am one
of Khorne’s Chosen, a slayer of armies and conqueror of kingdoms.
I have no use for magic! I am of Khorne, you simpleton, I possess
no magic that you could understand!” The Daemon suddenly stops
his laughing and rushes headlong into the barrier, his massive clawed
hands causing sparks as he slams his body against the field. “Nevertheless,
I shall grant what you wish of me, to the best of my ability.”
The Necromancer steps back as he feels a massive surge of power
envelop his being. “It is done. Now go. Do not bother me again.”
The Necromancer may use 1D3 Rituals next adventure at the cost of
no ingredients and with no preparation time (i.e., the Rituals can
be used automatically and the Necromancer can still Attack, Move,
etc, this turn).
10
Standing at the doorway, the large red Daemon seems to be looking
at something right in front of his face. He reaches up and, with
a claw tip, scrapes slowly down an invisible barrier across the
doorway, causing blue sparks to quiver around his finger. “Such
beautiful magic, don’t you think?” he asks. “Don’t
you wish you could make something as perfect as this prison which
has held me for countless years? Perhaps I should help you on your
way to that goal, would you like that?” The Necromancer now
has (roll 1D6):
1
+1 Initiative
2 +1 Move
3 +1 Pinning
4 +1 Toughness
5 +1 Weapon Skill
6 +1 Strength
This
change is permanent.
11 The Daemon is startled at the sound of the Necromancer’s
voice and leaps towards him violently, eyes blazing and teeth bared.
As he reaches the doorway, he hits the magic barrier with a deafening
crash and a crackle of energy and slides to the floor, exhausted.
Unable to resist the compulsion of the old ritual, he tells the
Necromancer that he is lucky that the magic held him back and that
luck shall stay with him. The Necromancer gains 1 point of Permanent
Luck.
12
The Daemon seems unnaturally amiable today, and invites the Necromancer
to sit down and tell him of the outside world, as he does not get
a chance to hear current events often. The Necromancer learns the
Daemon is quite behind the times and spends a few hours describing
all manner of new inventions, political changes and magical advances.
The Daemon, in return, tells of old magic which he suspects to be
little used nowadays and wants to keep such knowledge from being
lost. The Necromancer may choose to gain any one Spell or Ritual
which he does not already know.
Containment
Spell Table
1 The Daemon senses great weakness in the Necromancer’s
attention. With great strength of will, the Daemon slams a burst
of psychic energy at the wall containing him. Subtract 1D3 from
the Strength of the Containment Spell.
2
As he is about to leave the room, the Daemon yells in absolute fury,
starling the Necromancer, who hurriedly leaves the room. Subtract
1 from the Strength of the Containment Spell.
3
Try as he might, the Daemon makes no headway with breaking his bonds.
4
The Necromancer can almost feel the hatred emanating from the Daemon.
Fortunately, that is all that he feels.
5
The Necromancer spends a few minutes checking the pentagram and
the candles upon the ground, strengthening the bounding circle that
the Daemon resides in. Add 1 to the Strength of the Containment
Spell.
6
Deciding it best to take matters into his own hands, the Necromancer
spends many long hours chanting and drawing ancient runes of evil
upon the ground, adding many layers of magical protection to the
Containment Spell. Add 1D3 to the Strength of the Containment Spell.
If
ever the Strength of the Containment Spell should reach 0 or less,
the Daemon has burst free from his prison and before the Necromancer
has time to defend himself, he is torn asunder painfully and irreversibly.
The Necromancer is out of the game.
APOTHECARY
The
Necromancer may also visit the Apothecary’s while he is in
the Sanctum. It is in this store that he purchases reagents for
performing rituals, and it is only open to Necromancer patrons.
Roll 2D6 for Stock.
Reagents |
Stock |
Cost |
Daemon's
Bone (1D6) |
7 |
100
each |
Volcanic
Ash (2D6) |
4 |
25
each |
Vial
of Blood (1D6) |
5 |
100
each |
Brimstone
(1D3) |
7 |
250
each |
Chalk |
4 |
75 |
Candles
(2D6) |
4 |
25
each |
Dragon's
Scale |
8 |
400 |
Hydra's
Teeth (1D3) |
6 |
175
each |
Ritual
Dagger |
7 |
500 |
Mortar
& Pestle |
5 |
250 |
Focus
Stone |
5 |
150 |
Grimoire
Necris |
5 |
1000 |
Daemon’s
Bones
Gnarled and twisted, these gruesome bones were collected from various
forays into daemonic lairs by brave adventurers.
Volcanic Ash
The ancient volcanoes of Naggaroth spew forth this ash only once
every few decades. It is sold in simple leather pouches.
Vial
of Blood
This corked vial contains the blood of late Necromancers, defeated
in battle. The blood still contains remnants of the power wielded
by these forerunners.
Brimstone
A fundamental reagent for many rituals, this blood-red rock is sold
in small chunks.
Chalk
An essential for any pentagram-drawer, this chalk is specially prepared
for the vile rituals that a Necromancer performs. One piece draws
one pentagram before it is used up.
Candles
Either black or red, these candles are a vital necessity when dealing
with daemons, for the Necromancer’s own protection.
Dragon’s
Scale
The scales of a Dragon are used for rituals that offer protection
for the Necromancer. Expensive and hard to come by, they are, however,
an necessity for any Necromancer worth his salt.
Hydra’s
Teeth
Straight from the venomous jaws of an ancient Hydra, the teeth are
particularly good in summoning and controlling skeletons, but are
also useful in rituals involving all manner of Undead and Daemonic
forms. When a Warrior purchases Hydra’s teeth, he purchases
a pouch full of them, enough to use in one ritual.
Ritual
Dagger
Its snake-like curves glinting in the lantern-light, the ritual
dagger is beautiful yet deadly. The delicately carved ebony handle
prevents the wielder from using it constantly, so it must be kept
for solemn, careful rituals. Unlike most reagents, the ritual dagger
is not destroyed or used up when a ritual is performed, so it can
be reused over and over.
Mortar
& Pestle
A favoured utensil among wizards, necromancers and alchemists, this
handy set makes mixing and grinding a breeze. Made of black marble,
it can be used for any number of Ritual preparations, and is not
destroyed after being used.
Focus
Stone
This rough, greenish stone can be used to store a pre-prepared Ritual
within it. The Necromantic Focus Spell must be cast on it for it
to work.
Grimoire
Necris
As well as the above reagents, a Necromancer can purchase from the
Apothecary a replacement Grimoire Necris, in case his original is
ever lost. He may only ever have 1 Grimoire Necris at a time.
UNEVENTFUL
DAYS
The
Necromancer attracts all sorts of unwanted attention from the townsfolk.
Because of this, no day is ever uneventful. If the Necromancer rolls
an Uneventful Day, he must roll 1D6 on the following table to see
what happens to him.
1
Someone must have recognised the Warrior as a Necromancer! A huge
armed retinue of horsemen lead by a Priest of Sigmar and a Witch
Hunter circle the Necromancer and confront him. Roll 1D6.
1
The Necromancer is burnt at the stake as a heretic. The Warrior
is out of the game.
2
As the Necromancer is about to be beheaded by the Executioner’s
axe, the leering crowd parts and the Necromancer’s fellow
Warriors come riding forth on magnificent steeds and perform a
heroic rescue just in the nick of time! The Necromancer, grateful
for his freedom, flees the settlement immediately. If there were
no other Warriors in the settlement at the time this event was
rolled, then unfortunately the Necromancer is beheaded. He is
out of the game.
3
The Necromancer is sentenced to be drowned to death! Fortunately,
the Necromancer manages to bargain his freedom by handing over
his Grimoire Necris to officials so they can study it and use
it to catch bigger fish. The Necromancer is set free but has lost
his Book. Another must be purchased from the Hidden Sanctum’s
Apothecary.
4
The Necromancer manages to convince the authorities that they
are mistaken, and that his bag of Necromantic Reagents is for
other purposes besides evil. Unfortunately, they are not quite
so sure, but with no proof, they are satisfied with confiscating
1D6 random Reagents the Necromancer has.
5
The authorities surround the Necromancer and make to arrest him.
However, the Necromancer pulls his Cloak of Souls up over his
head and makes a run for it into a dark alley way. For what seems
like hours, the Necromancer manages to avoid the militia. However,
in doing so, the Necromancer has lost 1D6x50 Gold.
6
“You there! Necromancer?!” The Priest of Sigmar addresses
the panic stricken Warrior as he realises he has been discovered.
“Have you seen a Necromancer go by this way recently?”
Silently thanking Nagash for his good fortune, the Warrior stammers
something along the lines of the negative, and continues on his
way, his Cloak of Souls pulled up tightly about his person.
2
After a day’s shopping, the Necromancer retires to his room
to study his Grimoire Necris. Upon opening up his door, he is shocked
to see the inn’s cleaner standing over his desk, perusing
the dark writings within. She turns with a horrified look towards
the Necromancer and after muttering an apology, flees from the Necromancer’s
glowering gaze before he has a chance to react. The Necromancer
must hope the servant does not tell the authorities of what she
has seen, or he must leave the Settlement immediately. If he decides
to stay, he must roll 1D6 at the beginning of every day. If the
result is a 1, it seems the servant woman has been talking with
the city militia, and the Necromancer is confronted! See result
1 above.
3
The Necromancer goes about his business and has quite a productive
day.
4
Apart from unusually large crowds, the day goes by uneventfully.
The Necromancer eventually finds out that a rather famous band of
Warriors are in town and are attracting a crowd of fans wherever
they go. Shaking his head and going back to his room, the Necromancer
decides to have a quiet night in.
5
Today is the annual Wizard’s Convention, and the town is full
of all sorts of magical practitioners. The Necromancer has no trouble
blending in with the crowds, and even manages to go to a few public
lectures and learn a few things. The Necromancer can visit one particular
Wizard who seems to be holding a private conference in an out-of-the-way
alley, and if he pays 1D6 x 500 Gold, he ends up with a new Spell
from a category of his choosing.
6
The Necromancer is about to head back to the inn, when he spots
a dark shadowy form beckoning to him from the shadows. Drawing his
sword, the Necromancer steps over to see what this strange soul
wants. It would seem that this man is a fellow Necromancer and has
been watching the Warrior for some time now. After a few hours of
interesting discussion, the two Necromancers part company, but not
before the Warrior has learnt some very useful information about
controlling Daemons. The next time the Warrior rolls on the Trapped
Daemon table, he may add +1 to the result if he wishes. He may decide
this after rolling the dice. In addition, the Daemon Containment
Spell is strengthened by 1D3 next time the Necromancer visits the
Trapped Daemon.
SPELLCASTING
To
cast a Spell, the Necromancer relies on the Winds of Magic in a
similar way to the human Wizard. In the Power Phase, when the dice
is rolled to determine magical power, this dice roll also indicates
how easy the Necromancer finds it to cast Spells.
Power
Roll |
D6
Score to cast spell |
1 |
6 |
2 |
5 |
3 |
4 |
4 |
3 |
5 |
2 |
6 |
2 |
A
Necromancer can attempt to cast a certain number of Spells each
turn depending on his Battle-Level.
Level |
Number
of attempts per turn |
Dark
Initiate |
1 |
Dark
Acolyte |
2 |
Necromancer |
3 |
Necromancer
Lord |
4 |
As well as the ability to cast Spells, a Necromancer can perform
Rituals. A Ritual is a more complex sort of magic, but when performed
correctly, can have devastating effects. Unlike Spells, which can
be cast on the fly, a Ritual takes time to set up and prepare. For
example, a Necromancer might want to summon a hoard of zombies.
This requires time to draw a summoning pentagram with blood upon
the ground, set up red and black candles at each point of the pentagram
and to chant the correct phrases. Then, and only then, can the Necromancer
hope to be able to maintain concentration as he raises the desired
creatures from the earth to do his bidding.
Next
to each ritual there are two things: A number which represents how
many turns the Ritual takes to perform, and a list of the reagents
needed to be able to do the Ritual. When a Necromancer wishes to
perform a Ritual, he may do nothing else for those turns. At the
start of his turn, he must declare that he is performing a Ritual,
and cross off any reagents that he must use. If a Ritual takes 3
turns to perform, at the start of the 4th Warriors' Phase the effects
of the Ritual come into play, and the Necromancer may take his turn
as normal, casting Spells, attacking, using items, starting a new
Ritual, etc.
If
the Necromancer takes damage during this time of Ritual, he must
make a Willpower Test of 7 to see if he loses his concentration.
If he fails, the Ritual is disturbed and cannot be finished. The
reagents are wasted, and the Necromancer must start the Ritual from
scratch if he still wants to perform it. He must take this test
each time he receives damage of any sort.
SPELLS
AND RITUALS
When
training, a Necromancer is entitled to make rolls on the Spells
and Rituals tables, after gaining the amount of experience needed
to level up.
After
deciding what sort of Spell or Ritual the Warrior should get, roll
1D6 on one of the following categories when a new Ritual or Spell
is gained. If the Necromancer gains a Spell or Ritual he already
has, roll again.
SPELLS
Attack
1 Chill Touch
2 Chains
3 Exhalation of Swarms
4 Column of Blood
5 Lacerations
6 Daemonic Punishment
Defence
1 Petrify
2 The Blind Mute
3 Withered Bonds
4 Dark Denial
5 Unholy Chorus
6 Sorrow
Special
1 Flesh Wall
2 Bone Vice
3 Vision of Tzeentch
4 Abundance
5 Necromantic Focus
6 Vanhel’s Portal
RITUALS
Attack
1 Kadon’s Malevolent Spirits
2 Infernal Hand
3 Conflagration
4 Wither
5 Spectral Wrath
6 Dark Blood of Nagash
Advocates
1 Summon Daemons
2 Favoured One
3 Banish Undead
4 Raise Undead
5 Control Undead
6 Tzeentch’s Evisceration
Special
1 Elixir of Blood
2 Mask of Death
3 Shadow Armour
4 The Black Coach
5 Soul Harvest
6 Quagmire
SPELLS
ATTACK
1
Chill Touch
The Necromancer shouts a syllable of arcane might, and extends
his hand outwards, palm facing up. Within seconds, his hand is covered
in terrible blue flames, licking about his flesh as if in some sort
of horrific dance.
As
well as his normal Attacks, the Necromancer gains a Chill Attack
against his opponents. This attack hits with a –1 To Hit penalty.
The Necromancer cannot cast this Spell on himself if he is already
under its effects.
Level |
Chill |
Length |
Dark
Initiate |
1D3 |
1
turn |
Dark
Acolyte |
1D6 |
1D3
turns |
Necromancer |
2D6 |
1D6
turns |
Necromancer
Lord |
2D6 |
Rest
of combat |
2
Chains
With a howl of battle lust, the Necromancer tears open his robe
with a violent heave, exposing his bare chest and stomach. As if
some living creature is withering beneath the surface of his flesh,
his skin buckles and heaves with a sickening sound of breaking bone.
With a final toss of his sweat beaded head, the Necromancer cries
in agony as solid metal chains complete with blood stained hooks
burst forth from his body, splattering the ground with blood. The
chains shoot across the room with a mind of their own as if they
were some sort of macabre snake and embed themselves into the enemy’s
body. Firmly focused on the grim task before him, the Necromancer
moves his hands in sharp, violent motions, sending the chains dancing
macabrely around the room, dragging the agonised monsters with them.
This Spell allows the Necromancer to shoot chains from his body.
He can shoot a certain number of chains based on the table below.
Level |
No of chains |
Dark
Initiate |
1 |
Dark
Acolyte |
2 |
Necromancer |
3 |
Necromancer
Lord |
5 |
The
Necromancer can choose targets that are anywhere in his Line of
Sight. The chains shoot out and hook themselves onto the Monster,
causing 1D3 Unmodified Wounds automatically if the target has no
Armour. If a target has Armour, roll 1D6. If the result is a 1 or
a 2, the chain has failed to penetrate and dissipates to metallic
mist. If the roll is anything else, the chain has penetrated and
caused the 1D3 Unmodified Wounds as normal.
For
each monster successfully chained, the Necromancer can drag and
fling him around the room, slamming him into walls and other monsters.
Roll 1D3 for each Monster chained. This is the number of squares
that the Necromancer can move him. Slamming a Monster into a wall
or another Monster counts as 1 space. If slamming a Monster into
a wall, it causes 1 Unmodified Wound the first time, 2 Unmodified
Wounds the second time, and 3 Unmodified Wounds the third time.
If slamming a Monster into another Monster, both Monsters take 1
Unmodified Wound the first time, 2 Unmodified Wounds the second
time, and 3 Unmodified Wounds the third time. If slamming two Monsters
into each other using two chains, each Monster takes 2 Unmodified
Wounds the first time, 3 Unmodified Wounds the second time, and
5 Unmodified Wounds the third time. Once he has moved all the Monsters
he can with this Spell, the chains dissolve into metallic mist and
the gaping wounds in the Necromancer’s chest heal over.
After
he casts this Spell, he must miss a complete turn while he recovers
his strength. Monsters are at +1 To Hit the Necromancer next turn.
3
Exhalation of Swarms
The Necromancer opens his mouth incredibly wide, and a torrent
of biting, stinging insects swarm forth to engulf the room.
All
Monsters on the board section are at –1 To Hit for all of
their Attacks next turn. In addition, roll 1D6 for each Monster.
On a roll of 6, that Monster suffers 1D3 Unmodified damage due to
the bites caused.
4
Column of Blood
The Necromancer quietly but clearly mutters “Blood for
the Blood God.” He solemnly points towards a seemingly empty
space in the room, where a small patch of red suddenly appears on
the ground. It swirls and grows until it takes the form of a liquid
twister, nearly as tall as the Warriors are. It continues to grow
taller, until it touches the ceiling of the dungeon room, column-shaped
now but always spinning. All the Warriors can smell is blood, as
the column moves slowly towards them.
This
Spell can be cast at any time as usual, but the column of blood
will only begin to move at the beginning of the Warrior’s
Phase. The caster may choose an empty space on the board section
he is in for the initial placement of the column. After that, the
column will move in a random direction for 1D6 squares, continuing
in that direction until either dissipating or hitting a wall. If
the column hits a wall before it has used all of its movement, it
will bounce off of it at a 90-degree angle, unless it hits it perpendicularly
(straight on) in which case it will rebound in the opposite direction
it was travelling in.
The
column of blood does damage to all Models it passes through. For
each Model it hits, it does 1D6 +1/Battle-Level of caster Wounds,
modified as usual. The column will use its movement, damage Models
it passes through, and then dissipate all in one turn.
5
Lacerations
The Necromancer’s fellow Warriors are startled by yelps
of pain from a nearby Monster. They look over to see it rubbing
its arms, just as another and another Monster also start yelping.
They scratch and whine and tear at the rags upon their bodies, as
small red welts appear all over their skin. The Warriors, as one,
all turn to look at the Necromancer, who raises his eyebrows and
then continues the fight without saying a word.
Make
one roll on a D6. This many targets on the same board section as
the Necromancer take this many Wounds each, unmodified for Toughness
and Armour.
6
Daemonic Punishment
At a complex hand gesture from the Necromancer, tiny figures
swarm from the shadows between the flagstones. Horned and hoofed,
the Daemon Imps of Khorne wield wickedly sharp swords no bigger
than a finger’s length. They head unerringly towards a particular
Monster, whose smile is quickly replaced by a grimace of pain as
the Daemons slash and bite at his ankles and lower legs.
The
targeted Monster must be on the same board section as the Necromancer.
It takes damage according to the table below, not modified for Armour.
The Monster will unsuccessfully try to fight back by treading on
the Daemons, but they are too quick and dart back into their hiding
places. This will enrage the targeted Monster and it will take out
its frustration on the nearest Warrior, gaining a +2 Strength bonus
for its next attack.
Level |
Damage |
Dark
Initiate |
2D6 |
Dark
Acolyte |
3D6 |
Necromancer |
4D6 |
Necromancer
Lord |
5D6 |
DEFENCE
1
Petrify
The Necromancer chants under his breath, his brow furrowed with
concentration. Surrounding enemies suddenly feel an incomprehensible
fear sinking into their bones that causes their stomachs to knot.
The Necromancer has tapped into the primitive animal emotions of
his foes, forcing them to consciously overcome their instincts or
succumb to mind-numbing fear.
All
Monsters in base contact with the Necromancer must take an individual
fear/terror test according to the following table:
Level |
Test |
Dark
Initiate |
Fear
4 |
Dark
Acolyte |
Fear
6 |
Necromancer |
Terror
8 |
Necromancer
Lord |
Terror
10 |
This
Spell can only be used against Monsters who are not already afraid
or terrified, and has no effect on Undead or Daemonic creatures.
2
The Blind Mute
The Necromancer’s eyeballs roll up into his head as he
begins to mutter and violently shake from side to side. After a
few seconds of this, the Necromancer regains control of his body,
and pointing to a chosen target, shouts a mystical word of ancient
power. Instantly, crude stitching forms across the target’s
mouth and eyes, preventing him from talking and seeing, as he stumbles
about in sheer terror.
The
target must be in Line of Sight of the Necromancer. The Blind Mute
can not be cast on Monsters already affected by the Spell in a previous
casting. This Spell lasts for 1 turn. Any Monster under the effects
of the Blind Mute can not cast Spells, suffer –1 To Hit and
can not use ranged weaponry of any sort. Monsters with the Fly ability
lose this ability until they are no longer under the effects of
the Spell. This Spell does not affect Undead.
3
Withered Bonds
There is a low rumble, then shards of rock explode from the
ground as petrified and thorny branches burst through under the
Monster’s feet, moving as though they had a mind of their
own. Claw-like, the thick tendrils wrap themselves around the legs
of the Monsters, holding them fast. With bellows of rage, they struggle
to get free, to no avail.
All
Monsters on the board section are unable to Move this turn. They
can still attack, use magic and pin adjacent Warriors as normal,
but can not move from the square they are standing on when this
Spell is cast.
4
Dark Denial
As the lumbering Ogre moves towards the Necromancer, the dark
cloaked figure stands proud, seemingly unaffected by the sheer might
of the creature before him. The Ogre raises his powerful axe over
his head and prepares to smash the puny little man. “I think
not…” the Necromancer states simply, and sharply extends
his palm outwards in the direction of the Ogre. With ripples of
Dark Magic, the Ogre is sent flying backwards, to smash into the
far wall and lie dazed and confused.
The
Necromancer picks up to 2 adjacent Monsters. These Monsters are
thrown back into any of the 3 squares directly behind the Monster’s
current square. If there is a wall directly behind the Monster before
it is pushed, it takes the 1D3 Unmodified Wounds. Warriors can ignore
the Monster’s Pinning for this turn if that Monster is pushed
into a wall.
5
Unholy Chorus
The Necromancer raises his palms to the ceiling and suddenly
a terrible cacophony of screaming and moaning voices fills the air.
It seems to be coming from just behind every wall as well as the
ceiling and floor.
While
the Unholy Chorus sings, there is a chance that all Monsters on
the same board section as the Necromancer will lose 1 Attack for
every 3 Battle-Levels of the caster (i.e., Battle-Levels 1 to 3,
the Monsters lose 1 Attack, Battle-Levels 4 to 6, they lose 2 Attacks,
etc). Use the table below to see the effectiveness of the Chorus:
Roll for each Monster separately. This Spell lasts for 1 turn.
Level |
Lose an Attack |
Dark
Initiate |
6+ |
Dark
Acolyte |
5+ |
Necromancer |
4+ |
Necromancer
Lord |
3+ |
6
Sorrow
With a collective sigh of lament, a group of Monsters hang their
heads. They drop their arms to their sides and appear not to notice
their weapons slipping from their fingers, as the weight of the
world settles on their shoulders.
This
Spell has the effects that are described below (roll a D6). It can
be cast on one group of Monsters (ie one complete roll on the Monsters
Table), but a successful casting only affects those Monsters within
that group which have Gold values less than or equal to (Battle
Level x 50).
1-2 The Monsters all feel terribly sad, but then tighten their
grip on their weapons and strive onward to meet their foes. Nothing
else unusual seems to happen.
3-4
The downhearted Monsters’ weapons fall unnoticed to the
floor at their feet. They are now considered disarmed, and must
lose their next Attack picking up their weapons. Any Special Abilities
the weapons confer will not function until the Monsters have the
weapons back in their hands.
5-6
All of the fight has gone out of the Monster’s eyes, and
they look around for encouragement from their fellows. Some familiar
faces are missing, and others seem to look disheartened. The Monsters
must make a Break Test, and will trample off into the darkness
if they fail.
SPECIAL
1
Flesh Wall
Wrapping his ancient cloak about his body, the Necromancer traces
patterns in the air before his eyes, leaving faint races of Dark
Magic where he points. His Cloak of Souls glows with a malevolent
inky light, and with a mighty yell of anguish, the floor erupts
in a shower of flesh, bone and earth as a solid, squirming mass
of decaying bodies rises from the ground to form a horrifying wall
of macabre art.
By
means of this Spell, the Necromancer can create a Wall of Flesh
to hinder his enemies’ movements. The Flesh Wall takes up
1 space for every 2 Battle-Levels of the Necromancer. Thus, a Battle-Level
5 Necromancer can create a Flesh Wall that takes up to 3 squares,
and it can be any shape of his choosing, as long as they are all
connected in some way (including diagonally). The Necromancer can
choose how many segments the Wall has, as long as it is not more
than the maximum allowed. The Wall of Flesh is impassible, and lasts
for as long as the Necromancer wishes it to. However, he can only
ever have 1 Wall of Flesh up at a time. At the end of combat, the
Wall will automatically dispel itself.
The
Necromancer can also add Souls to the Wall of Flesh. For each Soul
from his Cloak of Souls that the Necromancer wishes to put into
the Spell, one of the Wall Segments can make attacks and pin adjacent
Monsters with fleshy limbs that reach forth in an attempt to drag
more victims into the wall. The segment of wall that is given life
(or undeath) is chosen by the Necromancer. A Wall Segment can only
ever have 1 Soul. After the Necromancer has attacked, each segment
of Wall that contains a Soul can make 1D3 Attacks against random
adjacent Models, not including the Necromancer. Other Warriors can
be targeted, however. For the purposes of an Attack, a Wall has
3 WS, 4 Strength, and Damage Dice equal to half the Battle-Level
of the Necromancer, rounded down (minimum 1). Monsters can attack
the Wall Segments, but will only do so if a Wall Segment attacks
them, and they have no other Warriors to fight. A Wall Segment has
Toughness 3 and 3 Wounds for every Battle-Level of the Necromancer.
Once a Wall Segment has been reduced to 0 Wounds, it is destroyed,
leaving a hole in the Wall of Flesh. Any Monsters killed by the
Walls give the Necromancer half gold.
2
Bone Vice
The Necromancer slowly extends his open right hand in front
of him, then abruptly closes his hand and squeezes it tightly. A
skeletal rib cage appears around a nearby Monster and snaps closed
like a trap around the Monster’s body, crushing the breath
out of the unfortunate victim of the Spell.
The
target of this Spell must be in Line of Sight of the Necromancer.
Roll 1D6. If the result is a 4 to 6, the target cannot attack, move,
pin or use magic for the duration of the turn. In effect, the Monster
loses his turn and may as well be a statue in the room. Warriors
gain +1 To Hit the Monster while it is under the effect of this
Spell. If the result is a 1 to 3, the Spell fails to cause the Monster
any distress.
3
Vision of Tzeentch
The Necromancer closes his eyes calmly, and slowly lifts his
closed hand in front of him. Pointing it out the doorway, he opens
his palm. A demonic eye opens within his hand, and appears to stare
into the blackness of the next room.
This
Spell may be used to reveal the adjoining room of the dungeon, without
having to Explore. The Dungeon card for the nominated room can be
turned over and seen by all players, but events and other things
within the next room will not be revealed. This Spell can be cast
at any time, even when there are Monsters on the board.
4
Abundance
The Necromancer sits down on the dusty flagstones and appears
to concentrate. Within seconds, something materialises before him.
He opens his eyes, examines the object, and quickly conceals it
within a pocket of his robes, nodding contentedly.
This
Spell will allow the Necromancer to re-stock his supplies of reagents,
as given by the table below. Choose a random object (up to three
times, not including the Grimoire Necris) from the Apothecary’s
inventory for the reagents that suddenly appear on a successful
roll. Only one reagent at a time will be summoned by this Spell,
even if normally sold in packets of more than one. This Spell may
be attempted only once per room of the dungeon.
Level |
Reagents |
Success |
Dark
Initiate |
1 |
5+ |
Dark
Acolyte |
1 |
4+ |
Necromancer |
2 |
4+ |
Necromancer
Lord |
3 |
3+ |
5
Necromantic Focus
The Necromancer produces a small black velvet pouch and gingerly
empties its contents into his right hand. He holds it up to the
light, and it can be seen to be a large green rock, opaque and dull.
He rolls it between his hands, slowly and smoothly, and holds it
up again. It is now very different, as it is a cut crystal shines
and sparkles and is now remarkably clear. The Necromancer puts it
back into its pouch and into a pocket in his robe.
To
be able to perform this Spell, the caster must have in his possession
a Focus Stone, available from all good Apothecary’s stores
in Hidden Sanctums. The Spell allows the Stone to be infused with
a Ritual, which may be released at any time. First, this Spell must
be cast on the Stone, then the desired Ritual must be performed
as usual, with a statement to the effect that the Ritual will not
be cast at the end but instead stored in the Focus Stone. This can
be done at any convenient time (only in the Dungeon) taking as many
turns as the Ritual usually would. The Focus Stone, once infused,
is considered a magic item and can then be used at any time to release
the Ritual stored within. The only exception to this is with Rituals
that state they must only be performed during combat - a Focus Stone
with this sort of Ritual in it has the same limitation. A Focus
Stone allows these types of Rituals to be performed out of combat,
but they can only be actually released during combat. Once used,
the Focus Stone crumbles to dust and another must be purchased or
gained in some way before another Ritual can be pre-prepared and
stored.
6
Vanhel’s Portal
With a puff of sulphurous smoke, an ellipsoid shape solidifies
in the air next to the caster. It has the appearance of a full-length
mirror, but beyond the reflection one can almost see twisted shapes
moving in the corners and dark mists swirling in the background
where none should be. The movements of shadowy forms can be seen
in the mirror only at the limits of vision, and barely audible moans
and wails can be heard coming from the mirror. It is said that this
is a magical replica of Vanhel’s actual mirror, which reflected
his infamous image for many decades and was later used in unsuccessful
Rituals to open a portal to the Land of the Dead.
This
Spell opens a portal next to the caster that may transport them
up to 1D6 squares away from their starting position on the same
board section. To do this successfully, a number of things must
go right:
a)
The caster must take one step into the mirror. To do this, he
must successfully escape from pinning as normal if necessary.
This must be done after casting the Spell.
b)
The caster must make a Fear 7 test to be able to shrug off the
feeling of dread that emanates from the mirror.
If
the caster fails to escape from pinning from the Monster near him,
the mirror dissipates and the Spell is wasted. If he succeeds, or
does not need to escape from pinning, he must then take the Fear
test. If he succeeds, he is transported to the intended square 1D6
squares or less away. If he fails the Fear test, he is transported
to a random square within the same board section. If the Necromancer
appears in a space that contains a pit or a chasm square, roll on
the appropriate table to see if he can haul himself to safety (unless
there is no table to roll on, such as with the Chasm of Despair
board section). Only the Necromancer may step through the portal,
and it will dissipate as soon as it is used. This Spell replaces
normal movement for this turn. However, the Necromancer can cast
this Spell at any time and then take his attacks during his own
turn.
RITUALS
ATTACK
1
Kadon’s Malevolent Spirits (2)
Volcanic Ash x 1
Daemon’s Bone x 1
The Necromancer opens a small pouch and pours its contents onto
the ground, carefully making a circle of ash and then filling it
in, using every last bit of the ash within. He smooths the circle
with his hand then takes out an old, sharpened bone and draws ancient
symbols in the ash. A sudden draft sweeps away all trace of the
ash as soon as the last symbol is completed, and the Warriors hear
a far-off wail that seems to be coming closer. Hovering figures
slowly materialise out of thin air, wailing despairingly. They start
to fly in random directions high up near the ceiling and dip downwards
every now and then to make vicious attacks on the Monsters in the
room. Soon, the spirits start to tire and fade from view, and the
wind dies with them.
This
Ritual summons 1D3 spirits. Plus, for every Soul from the Necromancer’s
Cloak of Souls he uses, it summons one extra spirit. The sprits
will hover near the ceiling for most of the combat, out of reach
of the Monster’s attacks and so are not counted when determining
a Monster’s or a Spell’s target. At the start of the
Monster’s Phase, roll 1D6 for each spirit. On a roll of 1,
the spirit fades away to nothingness instantly. On a roll of 2,
the spirit is too tired to attack this round. On a roll of 3 to
6, the spirit comes down and attacks a random Monster on the same
board section as the Necromancer. The spirit hits automatically,
causing 2D6 Wounds per Battle-Level (maximum of 10D6 per spirit).
At the end of the combat, all remaining spirits will disappear.
2
Infernal Hand (1)
Chalk x 1
Candle x 5
The Necromancer quickly draws a small pentagram on the ground
before him, and places a candle at each of the five points. He then
reads solemnly from his Grimoire Necris and places his hand suddenly
and firmly in the centre of the diagram on the ground. Swift lines
of fire shoot out from the abruptly lit candles to burn tracks along
the ground until they hit their intended victims. Huge magical flames
immediately engulf those hit by the fire.
Up
to five lines of flame can be aimed at up to 5 Monsters within line
of sight of the Necromancer, depending on Battle-Level (see table
below). Each line does 2D6 Wounds (only modified for Toughness)
initially plus sets the target on fire for 1D3 turns, doing 1D3
Unmodified Wounds at the end of each turn that the Monster is on
fire (before any Regeneration effects). If the Necromancer decides
to concentrate more than one line on a particular Monster, the initial
damage is added together before Toughness is taken away. However,
fire damage will only ever be 1D3 Unmodified Wounds per turn no
matter how many lines of fire are directed at the target.
Level |
No of lines |
Dark
Initiate |
2 |
Dark
Acolyte |
3 |
Necromancer |
4 |
Necromancer
Lord |
5 |
3 Conflagration (2)
Volcanic Ash x 3
Brimstone x 5
Vial of Blood x 1
This Ritual was created by a mad Kislevite Necromancer, who,
during his travels to the Land of the Dead, learnt secrets that
drove him insane. Using his Necromantic knowledge, he invented the
Conflagration Ritual and recorded its procedure in the Cursed Book
(an ill-famed tome containing many dark necromantic mysteries).
This Ritual literally turns the air into fire around the caster.
The Necromancer holds his arms up above his head, throws his head
backwards and scatters the reagents about him. Furious chanting
causes the very air around him to turn into a fiery inferno. When
the flames eventually die down, nothing remains of his enemies but
piles of charred ash, while the Necromancer himself is untouched
by the flames.
When
cast, this Ritual causes 8D6 Unmodified Wounds to every model within
(1 square per 3 Battle-Levels) of the caster (minimum 1).
4
Wither (2)
Volcanic Ash x 3
The Necromancer pulls out a small leather pouch from his robes
and, crouching, pours from it a pile of grey ashes onto the ground
in front of him. He slowly looks up with a smouldering stare and
scatters the pile with his boot. Monsters everywhere start moaning
in agony as their flesh starts to wither away to he point of emaciation.
What once were fearsome creatures are now died husks, screaming
with pain at every movement.
This
Ritual causes 1D3 Unmodified Wounds per Battle-Level to all Monsters
on the same board section as the Necromancer on a 4+. Roll for each
Monster separately.
5
Spectral Wrath (1)
Candle x 1
Volcanic Ash x 1
Brimstone x 1
Standing a candle upright on the ground in front of him, the
Necromancer mumble quick, sharp syllables and makes circular gestures
with his hand over the wick. The candlewick bursts into flame and
the Necromancer reaches into a pouch and sprinkles ash over the
tiny flame. A piece of brimstone is held just above it until the
stone is warm, whereupon it is placed carefully on the ground. The
Necromancer steps back warily, never ceasing to chant under his
breath. From the stone wafts a cloud of steam, which soon manifests
into the aspect of a hooded and robed skeletal figure, ghost-like
in its transparency. It gathers its strength, and proceeds to drift
determinedly towards a particular Monster. Once near, it extends
a bony hand and passes it through the chest of the Monster, seeking
out its heart. The spectre seems to concentrate and its victim begins
to wail as its heart is mercilessly squeezed. When the spectre’s
wrath is sated, it fades away.
The
Necromancer can target any Monster on the same board section as
himself. Initially, the targeted Monster takes 2D6 Unmodified Wounds
from the crushing hand of the spectre. If the Necromancer wishes
to do extra damage in further turns, he must maintain control of
the spectre by forfeiting all other actions and take a Willpower
test (7+) for each turn he wants to keep control. The Monster will
take an extra (accumulating) 1D6 Unmodified Wounds for each turn
the spectre is controlled. Once control is lost or given up, the
spectre will fade away after doing damage.
For
example, if the Necromancer successfully maintains the Ritual for
3 turns after the initial damage, he will do 3D6 damage during the
first extra turn, then 4D6 during the second and finally 5D6 on
the third turn, whereupon the spectre will vanish before the next
Warrior’s turn.
6
Dark Blood of Nagash (3)
Ritual Dagger
Mortar & Pestle
Volcanic Ash x 2
The Necromancer throws back his robes and from a small hidden
pocket draws forth a shining, ebony dagger, which glints with a
wicked gleam in the low light. With hastily spoken words of arcane
power, the Necromancer draws the blade along his own bare arm, causing
weird dark red blood to spill into a small bowl he puts beneath
the open wound. A large pouch of volcanic ash is added to the bowl,
which he then mixes thoroughly with a pitch-black utensil of ancient
design. While he works, his wound slowly heals until there is no
sign of the gash that was there before.
The
Necromancer takes 1D3 Unmodified Wounds from the preparations involved
in this Ritual. The mixture created with this Ritual can be applied
to 1D3 edged weapons (swords, axes, spears, arrows etc.). The anointed
weapons now do an extra 1 Wound per Battle-Level of the Necromancer
who performed the Ritual. In addition, if the weapon was not magical,
it is now considered to be so. The effects of the Dark Blood of
Nagash last for the rest of the adventure, and can only be applied
once per weapon per adventure.
ADVOCATES
1
Summon Daemons (2)
Chalk x 1
Daemon’s Bone x 1
Candle x 5
The Necromancer methodically draws a perfect pentagram upon
the dusty ground with a piece of red chalk and places one candle
at each of the five points. He then carefully arranges three daemon’s
bones into a triangular pyramid in the middle of the display. He
mutters and waves at the candles and they come alight. His brow
furrows in concentration as he speaks the terrible words of the
Ritual, and watches the bones rise up and spin faster and faster.
With a puff of dirty smoke that smells of sulphur, a daemonic creature
of Chaos appears in their place.
This Ritual summons a certain number and type of daemonic creature
based on the table below. Roll 1D6 on the appropriate Battle-Level
table. Any daemons that are summoned take their turn directly after
the Necromancer. They last until destroyed or the end of the combat.
Monsters killed by the summoned creatures give the Necromancer half
gold.
Dark
Initiate
1 1 Daemonette
2 1D2 Bloodletters
3 1D2 Plaguebearers
4 1D2 Flamers of Tzeentch
5 1D6 Nurglings
6 1D2 Fiends of Slaanesh
Dark
Acolyte
1 1D2 Flesh Hounds
2 1D3 Flamers of Tzeentch
3 1D3+1 Pink Horrors
4 2D6 Nurglings
5 1D3+1 Fiends of Slaanesh
6 1D3+1 Bloodletters + 1 Bloodletter Champion
Necromancer
1 1D3+1 Plaguebearers mounted on Beasts of Nurgle
2 1D3+1 Daemonettes mounted on Steeds of Slaanesh
3 1D6 Flamers of Tzeentch
4 1D3+1 Bloodletters mounted on Juggernauts
5 1D6 Pink Horrors + 1 Pink Horror Champion
6 1D6 Plaguebearer Champions
Necromancer
Lord
1 1D3+1 Daemonette Champions mounted on Steeds of Slaanesh + 1D3
Daemonettes
2 1D6 Flamers of Tzeentch + 2D6 Pink Horrors
3 1D6 Bloodletter Champions mounted on Juggernauts + 1D6 Bloodletters
4 1D6+3 Plaguebearer Champions mounted on Beasts of Nurgle
5 Roll 1D6: 1-3: 1 Daemon Prince of Slaanesh | 4-6: 1 Daemon Prince
of Tzeentch
6 Roll 1D6: 1-3: 1 Daemon Prince of Nurgle | 4-6: 1 Daemon Prince
of Khorne
2
Favoured One (3)
Vial of Blood x 1
Daemon’s Bone x 2
The Necromancer produces an old, sharpened bone and a corked
bottle of blood. He carefully uncorks the bottle and dips the end
of the bone into the rich red contents. He proceeds to write arcane
symbols upon the floor with this macabre stylus; symbols which glow
with an ominous, unearthly light. They fade slowly into the ground,
giving off a sulphurous mist from which appears a creature.
This
Ritual raises a certain type of creature based on the table below.
Refer to the appropriate Battle-Level table for the Monster’s
statistics. Any Favoured One that is summoned takes its turn directly
after the Necromancer. The Favoured One will dissolve into the ground
at the completion of the Dungeon and so does not accompany the Warriors
back to a Settlement. They will otherwise last until destroyed.
Monsters killed by a Favoured One give the Necromancer full Gold
and a Soul on a successful roll (see Cloak of Souls section).
Level |
Favoured One |
Dark
Initiate |
Tomb
Guardian |
Dark
Acolyte |
Wight |
Necromancer |
Mummy |
Necromancer
Lord |
Vampire
Count |
There
can only ever be one Favoured One present at any one time. If the
Necromancer wishes to summon another, he must wait until the first
one dies. A Favoured one is represented with a Counter, so that
it can be the target of Unexpected Events, Spells, etc, yet does
not count as a Warrior when adjusting Monsters for the number of
Warriors. Monsters are placed according to the one-on-one rule treating
the Favoured One as a Warrior. The Necromancer may choose to equip
his Favoured One with weaponry, magic items, bandages and provisions,
which the creature will take with him to his grave if not taken
back in time (ie at the end of an adventure or before being killed).
The Favoured One can be healed only by the use of a Soul (see Cloak
of Souls section). The Wight will not use any other weaponry other
than its Wight Blade. Any Vampire Abilities that the creature possesses
are dealt with at the start of its turn, after the Necromancer’s
turn. A Vampire cannot wear any Armour or fire any missile weapons.
A Mummy cannot fire missile weapons.
Essentially,
a Favoured One is a Warrior in all aspects except for Monster number
adjustments, but must be re-summoned at the beginning of an adventure
if required again.
3
Banish Undead (1)
Vial of Blood x 3
The Necromancer draws forth a small vial of bright red blood
from his robes. Unstopping it, he shouts one ancient and long forgotten
word of power before throwing it violently to the ground. The Undead
hoard that was descending upon him suddenly stops in its tracks
and, after a few seconds that seem to stretch into eternity, collapse
onto the ground, dead.
Roll
1D6 for each Undead model on the board. On a successful roll, determined
by the following table, remove the model from the board but only
get half Gold for the kill.
Level |
Banishment |
Dark
Initiate |
6+ |
Dark
Acolyte |
5+ |
Necromancer |
5+ |
Necromancer
Lord |
4+ |
4
Raise Undead (2)
Hydra’s Teeth x 1
Vial of Blood x 1
Dipping the contents of a bag of fantastically sharp Hydra’s
teeth one by one into a vial of blood, the Necromancer mumbles incantations.
When all have been coated, the Necromancer throws them into the
air, scattering them. When they land, the teeth sink into the ground,
and moments later the floor erupts in a spray of rock and soil,
disgorging a horde of Undead fiends.
This
Ritual raises a number and type of Undead creature based on the
table below. Roll 1D6 on the appropriate Battle-Level. Any Undead
that are summoned take their turn directly after the Necromancer.
They last until destroyed or until the end of combat. Monsters killed
by the summoned Undead give the Necromancer half Gold.
Dark
Initiate
1 1D6+2 Vampire Bats
2 1D3+1 Zombies
3 1D3+1 Skeletons
4 1 Wight
5 1 Tomb Guardian
6 1 Ghost + 1D3 Zombies
Dark
Acolyte
1 1D3+1 Ghouls
2 1D3+1 Ghosts
3 1D3+1 Wights
4 1D3+1 Tomb Guardians
5 2D6 Skeletons + 1 Tomb Guardian
6 1D6+1 Wights + 1D3 Skeletons
Necromancer
1 1D6+3 Carrion
2 1D3+1 Mummies
3 1D3+1 Wraiths
4 2D6 Skeletons + 2D6 Ghouls
5 1 Banshee + 1D6 Ghosts
6 1 Vampire mounted on Skeletal Steed + 1D6 Vampire Bats
Necromancer
Lord
1 1 Vampire mounted on Skeletal Steed + 1D6 Wights
2 1D3+1 Wraiths + 1 Banshee (The Warriors are immune to Wail)
3 1 Vampire Lord
4 1 Tomb King + 1D6 Mummies
5 1 Liche riding in Undead Chariot
6 1 Zombie Dragon
5
Control Undead (1)
Hydra’s Teeth x 2
All Undead creatures are controlled by a Necromancer, usually
unseen but nevertheless powerful. Other Necromancers may try to
wrest control of specific creatures from one another, gaining troops
by recruiting from the other’s army. It requires a great deal
of concentration to keep these forced deserters from turning on
their new allies, due to the continued efforts of the original Necromancer
to regain their control.
From
within a small bag, the Necromancer produces a handful of Hydra’s
teeth and proceeds to hurl them individually at the rampaging Undead
enemies, ranting chants. All of those who are hit by the small objects
look around in a daze for a moment, then turn on their fellow Monsters.
The
Necromancer chooses 1 Undead model on the same board section for
every Battle-Level he has and makes a Willpower test of 7. If successful,
he has wrested control of the Undead creature. It now has its turn
after the Necromancer has had his own turn. Any Monsters killed
by the controlled Undead give the Necromancer half gold. The Necromancer
cannot control Liches, other Necromancers, or Vampires unless he
is Battle-Level 5 or above (Necromancers count as 3 Undead, Vampires
as 4 and Liches as 6). At the end of the combat, the Undead will
dissolve into the ground and give no Gold.
6
Tzeentch’s Evisceration (2)
Hydra’s Teeth x 2
Vial of Blood x 3
The Necromancer arranges a large pile of hydra’s teeth
into a circle and pours copious amounts of blood into the centre,
so that it spreads out in all directions and touches each of the
teeth. Concentrating hard, he chants vigorously as the bloodied
teeth rise slowly into the air above his head. With a thrust of
his arms, the teeth surge across the room and imbed themselves into
the hide of their victim. The targeted Monster breaks out into a
sweat and its veins stand out as it thrashes about, shrieking and
scratching.
The
Monster suddenly stops, doubles over, then falls backwards to the
ground. Its screams of agony cease when the Monster’s bones
pull free of the surrounding flesh and animate as a complete skeleton.
The newly formed skeleton rises to its full height and awaits its
orders. Its bones are gleaming white, in stark contrast to the colourful
pile of flesh, sinew and organs it has left behind.
The Necromancer chooses 1 humanoid Monster that has a base of only
one square. The Ritual kills this Monster instantly, and raises
a Skeleton in its place. This Skeleton will fight for the Warriors
as if summoned by the Raise Undead Ritual. The Monster killed by
this Ritual must not already be Undead, and will only give half
Gold if killed in this way.
SPECIAL
1
Elixir of Blood (2)
Mortar & Pestle
Volcanic Ash x 1
Ritual Dagger
Upon noting the bodies littering the ground after the recent
battle, the Necromancer draws forth a rare jewelled dagger and approaches
them. With many a savage motion, the Necromancer cuts deeply into
the dead bodies before him and collects the viscous flow of blood
in a small bowl. Adding a pouch of Naggaroth volcanic ash, the Necromancer
mixes the concoction with an ornately carved pestle. Before long,
the Necromancer judges it fit to drink, and does so. It fills him
with an unearthly vitality and strength.
This
Ritual can only be performed immediately after a combat has been
completed (ie started on the first turn there are no Monsters on
the board). For each non-Undead and non-Demonic creature killed
in the combat, the Necromancer may gain 1D3 Wounds. In addition,
the Necromancer must roll 1D6 and will gain a point of Strength
on a 6. Up to 2 points of Strength can be gained in this way in
any one adventure. These bonus points of Strength last until the
end of the adventure.
2
Mask of Death (1)
Dragon’s Scale x 1
The Necromancer places a large scale of a dragon on the ground
in front of him. Making dark mutterings to be herd and understood
by none other than the Supreme Lord of the Undead himself, the Necromancer
closes his eyes and falls to the floor, seemingly dead. The scale
shatters beneath the Necromancer’s body.
This
Ritual allows the Necromancer to feign death so well that even his
comrades will not be able to rouse him if he does not want to be
disturbed. Remove his model from the board. Monsters cannot attack
him or use him as a target of their Spells. Thus, take his Warrior
counter from the cup. This false death lasts indefinitely, until
the Necromancer chooses to wake of his own accord. When this happens,
place the Necromancer as close as possible to the original square
that he was on when he cast this Ritual. If his comrades have moved
on, he may be Lost in the Dark - apply normal rules. In addition,
because of the protective and restorative nature of this Ritual,
the Necromancer is returned to full Wounds when he returns to the
board.
3
Shadow Armour (1)
Dragon’s Scale x 1
Taking a small Emperor Dragon’s scale from the voluminous
folds of his robes, the Necromancer proceeds to chant loudly while
crushing it in his fist. Droplets of blood escape from his closed
fist and, as he chants, dissolve into a black, murky vapour that
soon engulfs the Necromancer, and acts as a magical protection.
When
performed, the Necromancer rolls (Battle-Level x 2) D6 (maximum
12D6). This is the number of Wounds that can be absorbed before
the Shadow Armour is destroyed. Toughness and Armour are taken into
account when subtracting from the absorbed total. For example, a
Necromancer on Battle-Level 5 rolls 10D6 for the number of Wounds
that can be absorbed by the Shadow Armour before his own Wounds
are affected.
4
The Black Coach (3)
Daemon’s Bone x 4
The dangers and adventures of the quest behind them, all of
the Warriors feel exhaustion sweeping over them. The Necromancer
gives the others an evil, smug look and opens his pack. From the
very bottom, he pulls out a pile of old, twisted bones and places
them seemingly haphazardly on the ground at his feet. With slow,
deliberate motions of his hands, he half-speaks, half-sings an incantation
which sounds very much like a funeral dirge. The bones crumble to
dust. Not looking at his bewildered and disappointed tem, he strains
to hear a faint sound. Louder now, the other Warriors hear it, a
rhythmic pounding like horse’s hooves. Turning to face the
sound, they see through a thin fog a grisly image speeding toward
them. The mouldering remains of a pair of equine forms are decorated
in the finery of a forgotten age, and are pulling a macabre coach.
Black and half-rotted, the coach is an old funeral hearse, complete
with faded and crumbling flowers and tattered black silk. It comes
to a halt in front of the adventurers. The Necromancer, with what
looks like the closest to a smile the others have ever seen upon
his face, steps up and into the carriage, beckoning them to follow.
Pondering seriously whether to enter or endure the many hardships
of the long walk to civilisation, the others reluctantly join the
Necromancer inside, and the coach sets off into the mist.
Whilst
riding in the Black Coach, the Warriors do not have to roll on the
Hazards Table due to the supernaturally fast journey. However, the
coach only comes within a week’s travel from any Settlement
as the authorities could easily discern the evil nature of the transport.
Therefore, one Hazard roll is still required to reach the Settlement.
This Ritual can only be performed in the Objective Room, or on any
board section that has an exit to the outside world and/or after
a quest is completed.
5
Soul Harvest (1)
Brimstone x 2
The Necromancer brings forth two large chunks of a fiery-red
rock and proceeds to chant a mystical mantra of great power. Two
large gouts of mystical flame spew forth upward from the brimstone.
Still chanting, the Necromancer places the flame-spewing rocks upon
the ground where they slowly merge together in a large fiery sphere.
From within, something begins to stir. A black-cloaked figure becomes
larger and larger as it comes to the surface of the sphere and the
Ritual nears completion. The rock shatters and hovering before the
Necromancer is the form of a dark reaper of souls. He is skeletal
with a large black hood and cloak covering his features. He hovers
slightly above the ground and in one hand he wields a mighty scythe.
Without a word, and with supernatural speed, the reaper charges
around the room, using his dark scythe with deadly efficiency on
the slain bodies around the room. Before long, the reaper has harvested
the souls of dead, and the Necromancer holds open his Cloak of Souls
to receive the bounty. Within seconds of depositing his collection,
the reaper vanishes, and the Necromancer’s cloak turns a deep
velvety black.
This
Ritual can be used to collect souls for the Necromancer’s
Cloak of Souls. It can only be performed immediately after a combat
has been completed (ie started on the first turn there are no Monsters
on the board). The Reaper will emerge from the red sphere and harvest
the souls after the Ritual is complete. The Necromancer may try
to gain 1 Soul for each Monster killed by the party. Roll a D6 for
each Soul. On a 1-2, the Soul escapes before the cloak can contain
it and it flits away. On a 3-6, the Soul is contained in the cloak
and may be used as normal. The Reaper will not harvest Souls from
Undead or Demonic creatures (they do not own any). This Ritual can
only be performed once per combat.
6
Quagmire (2)
Dragon’s Scale x 1
Volcanic Ash x2
The Necromancer reaches down and, with a deliberate motion,
touches the ground with his fingertips. There is a deep rumble,
and then mud bubbles up between the stones, quickly covering the
floor and becoming deeper. With the mud comes a stench of rotting
meat and poisonous gases. Under the Warriors’ feet, however,
are piles of bones that keep their boots free of the suddenly ever-present
mud. Violent explosions of hot mud and gas complete the scene.
This
Ritual turns an entire board section into a bog. The stench and
gas in the air will give all Monsters –1 To Hit. Wherever
the Warriors step, a pile of bones will rise to keep them free of
mud, and sink back down once they step off. The Monsters are not
so lucky. Whenever they move, they must roll a D6 for each square.
On a 1-3, they have tripped into the bog and fallen onto their knees
into the acidic ooze. They will suffer 1D6 Unmodified Wounds, but
may continue their move. Nothing happens on a 4-6 or if the Monster
has the Fly ability.
Also,
once per turn at the start of the Monsters Phase, there will be
an explosion of boiling mud from a random square (it will not appear
on a square a Warrior is standing on). It will do 1D6 Unmodified
Wounds to any Monster unlucky enough to be standing on it. The affected
Monster loses his turn and may be hit with a +2 bonus to all To
Hit rolls. In addition, splashes of hot ooze will hit all Models
in adjacent squares, doing 1D3 Unmodified Wounds, including Warriors.
The
Quagmire will remain permanently in the room it was cast in.
REPRESENTING
YOUR WARRIOR
Citadel miniatures produce some
nice looking miniatures that can be used as Necromancers. Gunther
Laranscheld from the Warhammer Quest expansion Catacombs of Terror
would be ideal. I would go for the older Citadel miniatures as they
look appropriately epic and forbidding - the newest Necromancer
for the latest version of Warhammer Fantasy Battles looks like an
old man! I’m sure there are many other Necromancer miniatures
from other companies also available, but I don’t know of any
off-hand.
ROLEPLAYING
TIPS
The Necromancer is a dark, evil,
brooding character. Like the Wizard, he excels at all problems of
the mind, and takes great pleasure in figuring out complex problems
that others can not even begin to comprehend. He is less fond of
physical tasks such as jumping, climbing and lifting, preferring
to leave that to his pitiful, dullard companions like the Pit Fighter
or Barbarian.
In settlements, the Necromancer
is a solitary figure and does not like to socialise any more than
necessary. Most of the time, he will wait outside until his companions
return to tell him of their new quest. Why interfere with such mundane
tasks as talking to people beneath his stature when others can just
as easily communicate the information back to him.
All
in all, the Necromancer is evil, and is to be played as such. He
will not waste his time saving maidens from evil monsters unless
there is treasure or knowledge to be gained. Helping old ladies
cross the road is right out. That is not to say he enjoys the mindless
slaughter of innocents. Far from it. Unless that slaughter of innocents
actually gets the Necromancer somewhere, he will have no wish to
partake of the chore, thinking the whole act grisly and beneath
him.
ROLEPLAY
MODIFIERS
ACTION |
MODIFIER |
Barge
Aside |
-2 |
Bluff
Enemies |
+3 |
Climb
on Shoulders |
-1 |
Climb
Wall |
-1 |
Construction |
+1 |
Crawl |
0 |
Difficult
Shot |
0 |
Disarm
Enemy |
-1 |
Disarm
Trap |
-2 |
Distract
Enemy |
0 |
Duck |
+1 |
Fight
Defensively |
- |
Hide |
+2 |
Hold
Door |
-2 |
Identify |
+4 |
Improvise
Weapon |
- |
Interrogate |
+3 |
Jump |
-2 |
Kick
Over |
0 |
Leap |
-2 |
Lift
Trapdoor |
-1 |
Listen
at Door |
+1 |
Loosen/Tie
Bonds |
+1 |
Make
Bandages |
+1 |
Make
Rope |
0 |
Move
Heavy Objects |
-3 |
Pick
Lock |
-3 |
Play
Dead |
+2 |
Read |
+4 |
Search
Object |
+1 |
Search
Rooms |
+1 |
Start
Fires |
0 |
Stun
Enemies |
0 |
Swing
on Rope |
-3 |
Take
Cover |
- |
Understand
Speech |
+2 |
Wait/Interrupt |
- |
Wedge
Door |
0 |
BATTLE
LEVEL TABLE
Battle Level |
Gold |
Title |
Mv |
WS |
BS |
Str |
Dam Dice |
T |
Wnds |
I |
A |
Luck |
WP |
P |
Spells/
Rituals |
1 |
0 |
Dark
Initiate |
4 |
2 |
5+ |
3 |
1 |
3 |
1D6+6 |
3 |
1 |
0 |
3 |
4+ |
2/2 |
2 |
2,000 |
Dark
Acolyte |
4 |
2 |
5+ |
3 |
1 |
3 |
2D6+6 |
3 |
1 |
0 |
4 |
4+ |
3/3 |
3 |
4,000 |
Dark
Acolyte |
4 |
3 |
5+ |
3 |
1 |
3 |
2D6+6 |
4 |
1 |
1 |
4 |
3+ |
4/3 |
4 |
8,000 |
Dark
Acolyte |
4 |
3 |
5+ |
3 |
1 |
3 |
3D6+6 |
4 |
2 |
1 |
4 |
3+ |
5/4 |
5 |
12,000 |
Necromancer |
4 |
3 |
4+ |
3 |
2 |
3 |
3D6+6 |
5 |
2 |
1 |
5 |
3+ |
6/5 |
6 |
18,000 |
Necromancer |
4 |
4 |
4+ |
3 |
2 |
4 |
4D6+6 |
5 |
2 |
2 |
5 |
3+ |
7/5 |
7 |
24,000 |
Necromancer |
4 |
4 |
4+ |
4 |
2 |
4 |
4D6+6 |
5 |
3 |
2 |
5 |
3+ |
8/5 |
8 |
32,000 |
Necromancer |
4 |
4 |
3+ |
4 |
2 |
4 |
5D6+6 |
5 |
3 |
2 |
6 |
2+ |
9/6 |
9 |
45,000 |
Necromancer
Lord |
4 |
4 |
3+ |
4 |
3 |
4 |
5D6+6 |
6 |
3 |
2 |
6 |
2+ |
10/7 |
10 |
50,000 |
Necromancer
Lord |
4 |
4 |
3+ |
4 |
3 |
4 |
6D6+6 |
6 |
3 |
3 |
6 |
2+ |
10/8 |
Necromancer
by Wendy Brown and
Michael Brockhouse. |