|
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 |