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NEHEKHARA

For thousands of years they have lain within their mighty burial monuments. Called from their sleep of death, the ancient Kings of Nehekhara march forth from their tombs to seek vengeance on those who would disturb their slumber. Loyal even in death, the armies of the Tomb Kings march at the side of their lords, seeking to reclaim the kingdoms that were once their own.


SCARAB BEETLE

The Scarab Beetle is an important symbol of creation, resurrection and everlasting life in the religious mythology of Nehekhara. Small jars and coffins containing mummified Scarab Beetles are often placed in tombs as part of the ancient Nehekharan funeral rites to ensure eternal resurrection.

Scarab Beetle

Wounds

2

Move

4

Weapon Skill

2

Ballistic Skill

-

Strength

2

Toughness

2 (3)

Armour

1

Initiative

4

Attacks

1

Damage

1D3

Gold

25

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Scarab Beetle

3

4

4

4

5

5

6

6

6

6

Scarab Beetle

Fly; Gang Up; Swarm.

Swarm

If a Warrior is reduced to 0 Wounds from a Scarab Beetle Attack, they swarm over his dead body, devouring his flesh. He cannot be healed in any way, nor resurrected from the dead. Scarab Beetles will only Swarm a Warrior if there are 4 or more attacking him.


SCORPIONS

Waiting motionless and camouflaged, a Scorpion will strike any prey that comes too close. It’s two front claw-like pincers grab hold, and with a whip of its tail, the stinger delivers a deadly dose of poison. The Giant Scorpion has a shiny armoured shell and chitinous claws with saw edges and knife-like bristles. Its most deadly weapon is its venomous sting.

Scorpion

Giant Scorpion

Wounds

2

20

Move

4

5

Weapon Skill

2

3

Ballistic Skill

-

-

Strength

2

5

Toughness

2 (3)

6

Armour

1

-

Initiative

4

1

Attacks

1

2

Damage

1D6

2D6

Gold

25

450

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Scorpion

3

4

4

4

5

5

6

6

6

6

Giant Scorpion

2

3

4

4

4

4

5

5

5

6

Scorpion

Gang Up; Never Pinned; Poison.

Giant Scorpion

Sting (2D6).


SNAKES

Several deadly snakes live in the deserts of Nehekhara. The Asp is a deadly snake with a poisonous bite. A Cobra has a head as big as a man’s hand and two deadly fangs. It can strike with a stunning speed

Asp

Cobra

Wounds

1

2

Move

6

6

Weapon Skill

3

4

Ballistic Skill

-

-

Strength

2

2

Toughness

1

2

Armour

-

-

Initiative

5

6

Attacks

1

1

Damage

1D6

1D6

Gold

25

35

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Asp

2

3

4

4

4

4

5

5

5

6

Cobra

2

3

3

4

4

4

4

4

5

5

Asp

Ambush, Magic 6+; Poison.

Cobra

Ambush, Magic 6+; Cobra Strike; Poison.

Cobra Strike

Cobras are blindingly fast and are able to slip past all of a Warrior's defences with ease. If a Cobra gets 5+ on his To Hit roll, then the Cobra causes maximum damage and ignores the Warrior's armour.


SKELETONS

Skeletons claw themselves out of the sand to attack the living. They wield rusty swords and axes and remnants of armour still cling to their frame. Skeletons in Nehekhara possess great shields which have stood the test of time and are in almost as good a condition as when the Skeletons were killed. Skeleton Kings were, in life, Pharaohs of great armies. Although not mummified and resurrected as Tomb Kings, these mighty undead leaders are just as powerful and still hold much of their original magic and intelligence.

Skeleton

Skeleton Champion

Skeleton Hero

Skeleton King

Wounds

5

13

26

40

Move

4

4

4

4

Weapon Skill

2

3

4

5

Ballistic Skill

5+

5+

5+

5+

Strength

3

3

4

5

Toughness

3 (4)

3 (4)

5 (7)

5 (8)

Armour

1

1

2

3

Initiative

2

2

3

3

Attacks

1

2

3

4

Damage

1D6

1D6

2D6

3D6

Gold

90

140

1600

3000

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Skeleton

3

4

4

4

5

5

6

6

6

6

Skeleton Champion

2

3

4

4

4

4

5

5

5

6

Skeleton Hero

2

3

3

4

4

4

4

4

5

5

Skeleton King

2

2

3

3

4

4

4

4

4

4

Skeleton

Armed with [1-2] Bows (Str 3), [3-4] Spears (Fight in Ranks) [5-6] Swords; Fear 5; Regenerate 1D6.

Skeleton Champion

Fear 6; Regenerate 1D6.

Skeleton Hero

Fear 7; Magic Armour; Magic Weapon; Skeleton Magic 1; Regenerate 1D6.

Skeleton King

Fear 8; Magic Armour; Magic Item; Magic Weapon; Skeleton Magic 2; Regenerate 2D6.

Skeleton Magic

Skeleton Heroes and Skeleton Kings specialise in casting Skeleton Magic. To see what spell they cast when given the chance, roll 2D6 on the following table. If the Skeleton is killed while he still has active spells in play, they will immediately be dispelled.

2 FAILURE

The Skeleton fails to cast a spell.

3 CONTROL

The Skeleton points at a random Warrior, his hand swirling with blue magic. The Skeleton tries to control the Skeletal frame inside the Warrior! The Warrior must make a Willpower test of 8. If the test is passed then he fights the magic off. If he fails the test, the Warrior’s Skeleton is under the caster’s control. The Skeleton moves the Warrior in a random direction. Randomly determine which direction the Warrior moves in, then roll 1D6 for how many squares he is moved. If he moves into something that is impassable, then he stops instantly and suffers 1 unmodified Wound for each point of Move he has left. If the Warrior moves into a pit or any other hazard, then make any appropriate rolls with a -1 modifier. The Warrior is not affected by Pinning while he is under the Skeleton’s control.

4 UNHOLY ENHANCEMENT

The Skeleton seems to move his hands around an invisible ball, when in the centre of this ball appears a brilliant sphere of green light, no bigger than a man’s fist. He then shoots the ball at a random Skeleton in play. The ball smashes through the back of it’s targets skull and stops, where it hovers in the skull’s brain cavity. An unholy green light emanates from the Skeleton’s eye sockets and when it’s mouth opens. If there are no other Skeletons in play then the caster smashes it into his own head, with the same results. The sphere enhances the Skeleton with one of the following attributes until it is dead.

1 +1 Toughness
2 +1 Strength
3 +1 Weapon skill
4 +1 Attack
5 +1 Damage dice
6 Roll twice on this table (re-roll any more 6’s)

The effects of this spell are cumulative, but a Skeleton can only hold a maximum of 4 spheres in its head.

5 STRENGTH DRAIN

The Skeleton’s eyes glow red as he focuses on a random Warrior. The Warrior must make a Strength test of 8 otherwise the Skeleton drains 1 Strength from him permanently. The Strength is added to the Skeleton’s own Strength total. Any Warrior who is reduced to 0 Strength is instantly killed. Once the Skeleton is slain the Strength is returned to the Warrior.

6 DARK WINGS

The Skeleton makes two fists and punches them together, making a bolt of green lighting shoot out and hit a random Undead Monster. If there are none then roll for another spell. Large skeletal wings grow from the target’s back and he lifts off the ground into the air. The skeletal wings don’t actually help their owner to fly physically but hold a very powerful magic enabling the owner to fly. The Monster now has the Fly ability. This change lasts until either the caster or the Monster with wings is killed.

7 BONE MUTATION EXPLOSION

The Skeleton yells at a random Warrior on the same board section, clenching his fists as they swirl with mystic energies. Suddenly, barbs grow out of the Warrior’s own bones, piercing through his flesh from the inside. The Warrior takes 2D6 unmodified damage. The Warrior’s bones then return to normal, well... mostly normal.

8 SKELETAL HANDS

The Skeleton makes quick straight movements with his hands. Suddenly 1D6 skeletal hands come from the ground underneath a random Warrior, grabbing his legs. The Warrior is now ensnared by these hands and cannot move. While ensnared, any Monster attacking the Warrior has +2 To Hit. To escape the hands’ grasp, the Warrior must kick them off by passing a Strength test of 8. Only one hand can be kicked off per turn.

9 BLACK CURSE

The Skeleton looks at a random Warrior in his line of sight who meets the soulless gaze of his empty sockets. The Warrior must roll 2D6 and score under his Willpower. If this test is failed the Warrior feels oddly drained of his will to go on and starts fighting half heartedly, trying to find meaning in what he is doing. The Warrior only has half of his Attacks for the next 1D3 turns (rounding down).

10 SUMMON SKELETONS

The Skeleton summons 1D6 Skeleton Champions, which are placed on the board immediately and can move and fight this turn.

11 POWER BURST

The Skeleton’s eye sockets burn with an orange fire as he performs this spell. All remaining Power on the Power Dice is instantly sucked into the Skeleton. The Skeleton then moves his arms in a wide arc as a burst of orange magic bursts forth from him in every direction. Every Warrior up to 1D6 squares away from the caster is automatically hit for 3D6 damage of unmodified Wounds damage. In addition, for every point of Power sucked from the Power Dice add another 1D3 unmodified damage. The Skeleton can only cast this spell once per turn. Roll again if this spell is rolled by the caster in the same turn.

12 FLAMING SKULL

The Skeleton reaches into a bag hanging from his shoulder and pulls out a blackened skull. After moving his skeletal fingers across its brow and chanting an incantation, the skull burst into a blue flame and moves, without any assistance, out of the Skeleton’s hand and hovers next to him. Once per turn, starting immediately, the skull fires a blue fireball from it’s grinning jaws at a random Warrior in it’s line of sight. With a successful Ballistic Skill roll of 4+, the blue fireball inflicts 1D6 unmodified Wounds damage to the Warrior. The skull stays in play until the Skeleton is killed, but will not move of it’s own accord, only hovering next to the Skeleton. Each skull will Attack at the start of the Monsters' Phase, after the Skeleton has cast any more spells. The skulls do not take up a square.


CHARIOT

The ancient armies of Nehekhara included strong forces of chariots, drawn by a pair of horses. These forces were considered the elite of the army and consequently were entombed in the Pyramids of the Tomb Kings.

Chariot

Skeletal Steed

Wounds

18

6

Move

-

8

Weapon Skill

1

2

Ballistic Skill

-

-

Strength

-

3

Toughness

7

3

Armour

-

-

Initiative

-

2

Attacks

-

1

Damage

-

1D6

Gold

50

70

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Skeletal Steed

3

4

4

4

5

5

6

6

6

6

Chariot

Chariot; Regenerate 1D6.

Skeletal Steed

Fear 5; Regenerate 1D6.

Chariot

Chariots always charge into the combat and as such, surprise the Warriors. The steeds and their riders have Ambush, Magic A. Warriors are not Pinned by riders in a Chariot.

Chariots can be ridden by up to 2 of any Skeletons, Mummies or Liche Priests.


SKELETAL STEED

Skeletal Steeds are ghastly creatures. They were once normal horses, but when they died their flesh decomposed. When all that was left of them was their bones, evil Liche Priests raised them from the dead.

Skeletal Steed

Wounds

6

Move

8

Weapon Skill

2

Ballistic Skill

-

Strength

3

Toughness

3

Armour

-

Initiative

2

Attacks

1

Damage

1D6

Gold

70

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Skeletal Steed

3

4

4

4

5

5

6

6

6

6

Skeletal Steed

Fear 5; Regenerate 1D6.

Skeletal Steeds can be ridden by any Skeletons or Liche Priests.


TOMB GUARDS

Tomb Guards are the bravest and best of the Tomb King’s elite guards. They protect the inner sanctums of the Pyramids from enemy attacks. Entombed with the finest weapons, they will awaken and defend their lord if intruders violate the sacred tomb.

Tomb Guard

Tomb Guard Champion

Wounds

13

20

Move

4

4

Weapon Skill

3

3

Ballistic Skill

4+

4+

Strength

4

4

Toughness

4 (5)

4 (6)

Armour

1

2

Initiative

3

3

Attacks

1

2

Damage

2D6

2D6

Gold

160

500

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Tomb Guard

2

3

4

4

4

4

5

5

5

6

Tomb Guard Champion

2

3

4

4

4

4

5

5

5

6

Tomb Guard

Fear 5; Regenerate 1D6.

Tomb Guard Champion

Fear 5; Magic Weapon; Regenerate 1D6.


ANUBIS WARRIORS

Anubis Warriors are an ancient Nehekaran race. Hunting in desert groups, these jackal headed warriors often attack trade caravans and anything else that may wander into their territory. They have quick reflexes and hide out of site, where at the last minute they leap into battle, surprising the enemy.

Anubis Warrior

Anubis Champion

Anubis Hero

Anubis Lord

Wounds

10

18

30

38

Move

5

5

5

5

Weapon Skill

4

5

6

7

Ballistic Skill

4+

3+

2+

1+

Strength

3

4

5

5

Toughness

3

4

5

5

Armour

-

-

-

-

Initiative

5

6

6

7

Attacks

1

2

3

4

Damage

1D6

1D6

2D6

3D6

Gold

100

400

900

1400

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Anubis Warrior

2

3

3

4

4

4

4

4

5

5

Anubis Champion

2

2

3

3

4

4

4

4

4

4

Anubis Hero

2

2

3

3

3

4

4

4

4

4

Anubis Lord

2

2

2

3

3

3

4

4

4

4

Anubis Warrior

Ambush 4+.

Anubis Champion

Ambush 4+; Magic Weapon.

Anubis Hero

Ambush 4+; Magic Armour; Magic Weapon.

Anubis Lord

Ambush 4+; Magic Armour; Magic Item; Magic Weapon.


ANUBIS PRIESTS

Anubis Priests have mastered the magic of the ancient Nehekharan Anubis God.

Anubis Priest

Anubis Priest Champion

Master Anubis Priest

Anubis Priest Lord

Wounds

12

20

32

40

Move

5

5

5

5

Weapon Skill

3

3

3

3

Ballistic Skill

5+

5+

5+

5+

Strength

3

4

4

4

Toughness

3

3

3

3

Armour

-

-

-

-

Initiative

5

6

6

7

Attacks

1

1

2

3

Damage

1D6

1D6

2D6

3D6

Gold

600

1200

2200

3100

ENEMY'S WS

1

2

3

4

5

6

7

8

9

10

Anubis Priest

2

3

4

4

4

4

5

5

5

6

Anubis Priest Champion

2

3

4

4

4

4

5

5

5

6

Master Anubis Priest

2

3

4

4

4

4

5

5

5

6

Anubis Priest Lord

2

3

4

4

4

4

5

5

5

6

Anubis Priest

Anubis Magic 1; Magic Item.

Anubis Priest Champion

Anubis Magic 2; Magic Item; Magic Weapon.

Master Anubis Priest

Anubis Magic 3; Magic Item x 2; Magic Weapon.

Anubis Priest Lord

Anubis Magic 4; Magic Armour; Magic Item x 3; Magic Weapon.


Anubis Magic

Anubis Priests specialise in casting Anubis Magic. To see what spell the Anubis Priest casts when given the chance, roll 2D6 on the following table. If the Anubis Priest is killed while he still has active spells in play, they will immediately be dispelled.

2 FAILURE

The Anubis Priest fails to cast a spell.

3 WRATH OF THE JACKAL

The Anubis Priest brings forth an old jackal skull and throws it at the feet of a random Warrior on the same board section. Within seconds, an ethereal giant jackal skull appears above the Warrior, which then bites down on him for 2D6 unmodified damage.

4 ENCHANTMENT

The Anubis Priest lets out a great howl, summoning all of the energies deep within himself until he is literally glowing with power! The Priest now has +1 to a random attribute, including Damage Dice, until the end of the combat.

5 ANUBIS BITE

The Anubis Priest points to a random Anubis Warrior on the board section and utters a series of yapping incantations. That Anubis Warrior now has an extra Bite Attack that does normal damage, but at -1 To Hit. If there are no other Anubis Warriors on the board section then the Priest casts the spell on himself.

6 JACKAL BROTHERS

The Anubis Priest slaps his hands together and howls, bringing forth two ethereal jackal spirits. These jackals Move and Attack with the following statistics.

Wnds M WS BS S T Arm At Dam Gold
(Dun Level) x 3 5 4 - 3 3 - 1 Chill 1 (Dun Level) x 200

The Jackal Brothers have Ethereal 1.

7 CALL OF THE WILD

The Anubis Priest start to chuckle and brings forth an Anubis skull that has writing all over it, written in blood. He lifts it high above his head and calls out to his jackal gods. Within moments, the Priest begins changing, his muscles bulge and grow as he grows taller and wider. Suddenly the Priest is huge and bears down on the Warriors with his new might! For 1D6 turns, the Priest cannot cast any spells, but gains +2 Damage Dice and +1D6 Toughness. He loses these bonuses after the specified duration.

8 TOOTH AND CLAW

The Anubis Priest spreads his fingers and grins cruelly, as a hail of teeth and claws fly from his finger tips, assailing a random Warrior for 3D6 Wounds.

9 SCARAB ATTACK

Taking out a bag from his belongings, the Anubis Priest reaches in and pulls out a handful of stones. He throws these over a random Warrior’s head and yaps quickly at them. As the stones fall, they turn into scarab beetles that attack the Warrior, inflicting 1D6 unmodified Wounds damage.

10 SAND OF AGES