Tuesday, March 27, 2012

A Slightly Different Tomb Kings Warband


Tomb Guardians Warband List: 2.0
As proposed by Richard Buckner III

Before the twin tailed comet crashed down on the City of Mordheim, the Museum was known for it’s extensive Khemri display.  Skeletons were lined up just as they appeared in the Tomb Chamber where they were found and in fact there was even a working Nehekharan Light Chariot.  After the comet hit however and the looting started this display has been decimated.  Some say that it was not looted, but seized by its rightful owners who were awoken by the wyrdstone shards.  Scholars and dabblers in the darker forms of magic have noticed similar awakenings of their mummies that they had purchased from traders in Araby.  Nay, it is said that entire settlements of the dead can be found in certain parts of the city, commanded by Tomb Princes, like nomadic Raiding parties, just as they have nearly 5000 years earlier.  One man even claims to have heard the clattering of dry, bony hooves on cobblestone and seen the Chariot from the display rattling through the bloodied streets.

CHOICE OF WARRIORS
The warriors of the dead must include at least 3 models.  You have 500 gold crowns with which to form your warband.  The maximum number of warriors in the warband is 15.



HEROES

Tomb Prince: Your warband must include 1 Tomb Prince.  No more, no less.

Liche Priest: Your warband may include 1 Liche Priest.

Descendants: Your warband may include up to 3 Descendants.



HENCHMEN

Tomb Guards: Your warband may include up to 4 Tomb Guards.

Skeleton Warriors: Your warband may include any number of Skeleton Warriors.

Tomb Scorpions: Your warband may include up to 4 Tomb Scorpions.



STARTING EXPERIENCE

A Tomb Prince starts with 20 experience.

A Liche Priest starts with 8 experience.

Descendants start with 0 experience.

Henchmen start with 0 experience.


Tomb Guardians Skill Table


Combat
Shooting
Academic
Strength
Speed
Special
Tomb Prince
X


X

X
Liche Priest


X


X
Descendant
X


X

X


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TOMB GUARDIANS EQUIPMENT LISTS

The following lists are used by Tomb Guardians to pick their equipment.





HEROES EQUIPMENT LIST

Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Mace………………………………            5 gc
Axe………………………………..            5 gc
Short Sword………………………..            5 gc
Sword……………………………..            10 gc
Halberd……………………………            10 gc
Spear………………………………            10 gc
Morning Star………………………            15 gc
Flail………………………………..            15 gc
Double-handed Weapon…………..            15 gc
Serpent Staff*……………………..            30 gc

Missile Weapons


None

Armour


Light Armour……………………...            10 gc Shield……………………………...            5 gc

* Liche Priest Only
** Skeleton Warriors Only

SKELETON EQUIPMENT LIST


Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Mace………………………………            5 gc
Axe………………………………..            5 gc
Short Sword………………………..            5 gc
Sword……………………………..            10 gc
Halberd……………………………            10 gc
Spear………………………………            10 gc
Double-handed Weapon…………..            15 gc

Missile Weapons


Bow………………………………..            10 gc
Asp Arrows**……………………..            5 gc

Armour


Light Armour……………………...            10 gc
Shield……………………………...            5 gc Helmet…....……………………….            10 gc


______________________________________________________________________________________

Asp Arrows                                                                                                Common*/Cost 5gc.

             The long dead warriors of the Tomb King’s army have had their arrows blessed by the Asp goddess.  This blessing still affects those that are worthy with unmatched accuracy even when moving or shooting an enemy that is taking cover.

Special Rules: A skeleton armed with asp arrows never has any modifiers to hit ever (positive or negative).  Thus a skeleton will always hit on a 5+, even if they move, the enemy has cover or if shooting at long range (only skeletons may ever use asp arrows).



Serpent Staff                                                                                     Rare 7**/Cost: 30+D6 gc.

            Crafted in the shape of a cobra, this staff can come to life and strike at its foe with a venomous bite.

Range: Close Combat;  Strength: As user;  Special Rules: Parry, Poisonous, Serpent Strike

SPECIAL RULES

Parry: The Serpent Staff can parry just like a sword.

Poisonous: Attacks made by the Serpent Staff are treated just as if they are made with a weapon with Black Lotus.

Serpent Strike: The Liche Priest can choose to forgo normal attacks to unleash the power of the staff.  The Staff will automatically strike first in close combat but only has 1 attack at WS 4 and S 4.  This attack is still subject to the rules for Poisonous (only a Liche Priest can use a Serpent Staff).


0 – 1 Nehekharan Light Chariot                                                            Rare 10/Cost: 200+10D6 gc.

In times of war the Kings of old would ride in units of these light chariots.  Much different from the heavy chariots of the other races one of these may be used on the side streets and back alleys of Mordheim.  The Chariot is pulled by 2 Skeleton Steeds animated by the Liche Priest and ridden by a member of the warband.

 

M
WS
BS
S
T
W
I
A
Ld
Chariot
-
-
-
4
4
3
-
-
-
Steed
8
2
-
3
-
-
2
1
5

SPECIAL RULES


Undead: The Light Chariot and Skeleton Steeds are not living and so follow the rules for Undead.

Steeds: As it is pulled by 2 Skeleton steeds a Light Chariot counts as 2 warriors when determining the maximum number allowed in the warband.

Skilled Driver: A Light Chariot is difficult to maneuver, even more so on the cobblestone streets of Mordheim.  Therefore a character cannot use the Light Chariot without the “Charioteer” special skill.

Mounting: A character may mount and dismount a chariot in the same way as a ridden steed.

Armour Save: The chariot itself has a 5+ armour save.  Any Character driving a Light Chariot may gain +1 to their normal save or use the Chariot’s save (whichever is better).

Movement: A Light Chariot uses the Movement of the 2 Steeds (8) and may not run (as per the rules for Undead) but may double it’s movement if charging.  If a Light Chariot moves over difficult ground it takes D6 Strength 4 hits.

Shooting: The Light Chariot counts as a Large Target for shooting purposes.  If the Chariot is hit roll a D6 to see where the hit is: 1-4 Chariot, 5-6 the character.

Charging:  A Light Chariot does not have to charge the closest target and cannot be intercepted.  When a Light Chariot declares a charge draw a strait line to the target (similar to a blunderbuss).  Every model (friend or foe) directly in the path of the chariot must pass an initiative check to dodge out of the way or immediately suffer 1 Strength 4 hit, the target of the charge does not get this check so will immediately suffer 1 automatic Strength 4 hit.  If this impact hit successfully wounds the targets (on those in the way and the one charged) they take a –2 to the armour save instead of the normal –1 (due to the massive size of the chariot).

Close Combat: The character riding the Light Chariot may attack any enemy model in contact with the chariot.  The enemy models may elect to attack the character or the chariot itself (the steeds may not be attacked, but if the chariot is taken out of action the steeds are removed with it).  The Steeds may attack anyone in base contact with the front half of the chariot model.  Enemies do not get to utilize the “Strike First” special rule on the spear and if the character riding the chariot is armed with a spear he does get the +1 Strength bonus for being mounted.

Out of Action: If the chariot is taken out of action the character may fight on foot for the remainder of the game.  At the end of the game roll for injury for the chariot: 1 the chariot is too damaged to repair, 2-3 the chariot can be repaired but it will take time (the chariot cannot be used in the next game), 4-6 the chariot is fine and can be used normally in the next game.  If the Character riding the chariot is taken out of action and the chariot is not you do not need to roll for injury for the chariot, and if someone else in the warband has the Charioteer skill he may mount the chariot and use it normally.  Because its injury roll is separate from that of the rider, a chariot cannot be captured by the enemy (even if the driver rolls a 61, “Captured”).

*Skeletons Only
**Liche Priest Only
______________________________________________________________________________________
UNDEAD SPECIAL RULES

Cause Fear: Undead are frightening creatures and therefore cause fear.

May Not Run: Undead are slow, but relentless and so may not run (but may charge normally).

Immune to Psychology: Undead are not affected by psychology and never leave combat.

Immune to Poison: Undead are not affected by any poison.

No Pain: Undead treat stunned results on the Injury Chart as knocked down.

Furthermore if both the Liche Priest and the Tomb Prince are killed (i.e. Roll 11 – 15 on the Injury Chart) then the warband crumbles to dust and therefore must disband.
______________________________________________________________________________________


UNDEAD RACIAL MAXIMUMS



 

M
WS
BS
S
T
W
I
A
Ld
Mummy
4
6
4
5
5
4
3
4
10


 

M
WS
BS
S
T
W
I
A
Ld
Liche
4
5
5
4
4
3
2
4
9

Descendants are human so have the same maximums as all humans.

 

M
WS
BS
S
T
W
I
A
Ld
Human
4
6
6
4
4
3
6
4
9


Tomb

M
WS
BS
S
T
W
I
A
Ld
Guard
4
5
3
4
4
3
4
4
9

______________________________________________________________________________________


Heroes


1 Tomb Prince


110 Gold Crowns to hire

Once great Military Commanders the Tomb Princes were the sons of Kings.  For proving themselves on the battlefield (or in court) they have been honored with mummification, an extensive process that has prepared them for their eternal afterlife. 

Profile

M
WS
BS
S
T
W
I
A
Ld

4
4
4
4
4
2
3
2
9

Weapons and armour: The Tomb Prince may have equipment from the Heroes Equipment list.

SPECIAL RULES

Leader: The Tomb Prince is the Warband’s Leader and follows all the rules for Leaders.

Undead: The Tomb Prince is undead and follows all the rules for Undead.

Embalmed: The Tomb Prince has been embalmed though elaborate ceremonies and are wrapped in pitch-soaked bandages.  Therefore a Tomb Prince is Flammable and takes 2 wounds instead of one from attacks that are made with fire (including spells such as Warp Fire).

The Mummy’s Curse: The model responsible for taking a Tomb Prince “out of action” must immediately make a Leadership test at there own Ld (they cannot use that of the warband leader).  If they fail the model must roll for injury just as if he had lost his last wound.

High Maintenance: a Tomb Price is used to living in great pyramids and being catered to by many servants.  Tough he cannot achieve that level of service he still likes to live in relative comfort (even in the city of Mordheim).  Therefore a Tomb Prince counts as 2 warriors toward the maximum allowed in the warband.

Skilled Veteran: The Tomb Prince may choose one skill from those on his table.


0 – 1 Liche Priest

55 gold crowns to hire
The Mortuary Cult has perfected their magic over a thousand years until the Cult could cheat death itself.  The Priests now hold a unique kind of power, standing at the Tomb King’s side – they alone are able to invoke the power that allows the Tomb Prince’s to march to war.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
2
2
3
3
1
3
1
7

Weapons and armour: The Liche Priest may have equipment from the Heroes Equipment list, except that a Liche Priest may never wear armour (as it interferes with his casting).

SPECIAL RULES

Wizard: The Liche Priest is a Wizard and uses Liche Priest Incantations.

Undead: The Tomb Prince is undead and follows all the rules for Undead.



0 – 3 Descendants

25 gold crowns to hire
As their name suggests these are the descendants of the original servants to the Tomb Prince.  Like their ancestors they have pledged their lives to the Tomb Prince in the hopes that they can share in his eternal life.  The Tomb Prince uses the Descendants to go to the trading post and do other things that might require a human instead of a frightening undead monster.   These men gladly do it in the hopes of pleasing their masters and rejoining him in death.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
2
2
3
3
1
3
1
7

Weapons and armour: Descendants may have equipment from the Skeleton Equipment list.

SPECIAL RULES

Alive: Descendants are human and so do not follow any of the rules for undead.

No Fear of Death: As they are sure that they will be re-awakened after death they do not fear it; therefore Descendants are immune to fear.

“You Have Served Me Well”: If a Descendant is killed (i.e. rolls 11-15 on the injury table) you may immediately gain a new skeleton for free that is armed as the descendant was.  The skeleton will not retain a Helmet, Toughened Leather or any special equipment that the character had (only weapons, shield and light armour).  The Skeleton may join an existing henchman group if armed the same way (or if you can afford to arm it as such). 
______________________________________________________________________________________

Henchmen


0 – 4 Tomb Guards

40 gold crowns to hire
The Elite Troops of the Tomb Princes, upon the death of their Lord the Tomb Guard were given partial mummification and buried alive, to protect their master even in death.  Some have been sent with him to Mordheim as they slept and have now awoken to protect the Tomb Prince again.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
3
3
4
4
1
3
1
6

Starting Armour: A Tomb Guard comes equipped with Light Armour, which may not be traded.  This is in addition to the normal 15gc that can be used to buy equipment.

Weapons and armour: The Tomb Guards may have equipment from the Heroes Equipment list.


SPECIAL RULES

Undead: The Tomb Guards are undead and follows all the rules for Undead.

Slow but Relentless: If a Tomb Guard receives “The Lads got Talent” he may not choose Speed as one of his skill tables (though can still choose a speed skill from a roll of 2 or 12 for a new skill as normal).

Tomb Blades: Any weapon that a Tomb Guard uses inflicts +1 to the injury roll and counts as Magical in addition to any other bonuses received from the weapon or from skills (so with the strike to injure skill they receive a +2 to injury rolls).  Also if a 6 is rolled to wound, all armour saves are ignored in addition to the results from a critical hit (they may still take other forms of saves, such as step aside, etc., as normal).


Skeleton Warriors

20 gold crowns to hire
The long dead troops of the Tomb Prince’s forces, now little more than walking automatons, they form the bulk of the warband.  Though slow they are relentless in their task, never questioning orders or running in fear, and armed with asp arrows they can rain death down upon their enemies.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
2
2
3
3
1
2
1
3

Weapons and armour: Skeletons may have equipment from the Skeleton Equipment list.

SPECIAL RULES

Undead: Skeletons are undead and follows all the rules for Undead.

No Brain: Skeletons cannot learn from their mistakes and thus do not gain experience.


0 – 4 Tomb Scorpions

15 gold crowns to hire
Summoned to battle by the Liche Priests, Tomb Scorpions are known for hunting in small spaces and digging their way to the surface of desert crypts.  They attack with their poisoned stinger that can paralyze even the toughest of men.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
2
0
2*
2
1
4
1
4

Weapons and armour: Tomb Scorpions do not use weapons or armour

SPECIAL RULES

Alive: Tomb Scorpions are alive and so do not follow any of the rules for undead.

Animals: Tomb Scorpions cannot learn from their mistakes and thus do not gain experience.

Summoned to Aid: Tomb Scorpions are called forth to fight with the tomb guardian’s warband, they do not take up much space and scavenge for most of their food. Tomb Scorpions only count as ½ a warrior for determining the maximum number allowed in the warband.

Poisonous Stinger: A Tomb Scorpion’s attacks are made with its tail, which has a poisonous stinger.  For this reason treat all attacks made by a Tomb Scorpion as though they are attacking with Black Lotus (see pg. 52 of Mordheim rulebook).

“It came from below…”: Tomb Scorpions are predators that sneak up on their prey in dark, dusty tombs.  They therefore have the infiltrate skill exactly like the skaven skill.

Immune to psychology: Tomb Scorpions are natural predators and are used to hunting alone, they are immune to psychology and never have to make “all alone tests”.


______________________________________________________________________________________

TOMB GUARDIANS SPECIAL SKILLS


“My will be done…”: The Tomb Prince may cast the spell “Menkara’s Incantation of Urgency” just as if he was a Liche Priest.  He does not count as a wizard and may do this while wearing armour as it is through the Tomb Prince’s sheer force of will that the spell happens.  (Only a Tomb Prince may take this skill)

Ancient Commander: The Tomb Prince may add 6” to the distance that he may share his leadership value (thus it becomes 12”). (Only a Tomb Prince may take this skill)

Ritualistic Casting: The Liche Priest may attempt to cast 2 incantations instead of only one. They must however be 2 different incantations that are cast. (Only a Liche Priest may take this skill)

Charioteer: The Character may now use the Chariot special equipment. (A Liche Priest may not have this skill)
______________________________________________________________________________________

LICHE PRIEST INCANTATIONS


1            Menkara’s Incantation of Urgency                                                            Difficulty 6

             A single Tomb Guard or 2 Skeleton Warriors may immediately make an additional movement following all the normal rules for moving (including the “may not run rule” for undead).  They may declare a charge if able.  Any model may only be affected by this spell once per turn (regardless of the source.)

2            Sekhubi’s Incantation of Vengeance                                                            Difficulty 8
            The Liche Priest shoots one bolt in a direct line at a single enemy target within 18”.  The target suffers a single Strength 4 hit.

3            Tawosret’s Incantation of Sand Cloud                                                            Difficulty 7

            The Liche Priest can command the sand around him to assault a single warrior within 12”. The warrior is automatically knocked down as he chokes on the sand.  This spell only affects a living model.

4            Neferre’s Incantation of Quaking Horror                                                            Difficulty 7

            The Liche Priest selects a warrior within 12” who is beset by terrible, haunting visions of his own death.  The Model must pass a Leadership test of flee 2D6” directly away from the Liche Priest.  The warrior must continue to flee in each movement phase until he makes a successful rally test in the recovery phase.  This spell has no effect on models that are immune to psychology.

5            Merneptah’s Incantation of the Scarab Song                                                Difficulty 7
            With a short, rasping chant, the Liche Priest summons a swarm of scarabs, which burrow up through the ground, and all over an enemy warrior.  A single model within 8” of the Liche Priest suffers 2D6 Strength 1 hits.  In addition, that model may not be shot at for the rest of the Tomb Guardian’s shooting phase, nor may he fight or be attacked in hand-to-hand combat.  If the model is already in hand-to-hand combat, move him 1” away as he staggers around in agony.  Unless he suffers an actual injury the warrior will count as having just stood up in the next turn.

6            Djedra’s Incantation of Summoning                                                            Difficulty 5/7
            The Liche Priest can re-animate a single Skeleton Warrior (Difficulty 5) or Tomb Guard (Difficulty 7) that went out of action during the last turn.  Place the model anywhere within 6” of the Liche Priest, but not into hand-to-hand with an enemy model.

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