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Tomb Guardians
By Tommy Müller, Brian Coggin, Steve
Gibbs,
Robert Walker & Terry Maltman,
as appeared in Town Cryer 18.
PDF at
Downloads!
The hordes of the dead are terrible to behold walking resolutely forward,
bones rattling, dry flesh creaking, and clutching ancient and rusty weapons or
those torn from the grip of defeated enemies. How can you kill what is already
dead?
The first true human civilization, Nehekhara arose around the Imperial year
-2500, in the area now called the Land of the Dead. This ancient kingdom was
built along the river valleys of northern Nehekhara. From the earliest period of
their civilization, the Nehekharans buried their dead in pyramid cities in the
desert outside their townships and in the belief that the soul and spirit lived
on for as long as the body remained intact. Their priests began to experiment
with mummification so that the body would be preserved forever as would the soul
giving eternal life. The Mortuary Cult was formed to study the arts of
mummification and perform the rituals of awakening. After many centuries the
priests discovered the secret and were able to mummify and preserve the bodies
of their kings.
The king, his family, and trusted advisors were entombed in great sarcophagi,
which were laid at the heart of the huge pyramids. As each generation passed,
larger and more elaborate tombs were built as each king tried to out-do his
predecessor. Eventually, in the deserts beyond each of the great cities, stood a
necropolis – a city of the dead. As the years passed, these eerie cities grew
even larger than the towns of the people who had built them. The tombs were
guarded by titanic statues and fortified like great keeps, built to keep their
inhabitants secure through all eternity from those who would disturb their
graves. So vast and maze-like were these cities that bridges and walkways were
built to span the gaps between the pyramid tops enabling easier access for the
priests who maintain these sprawling conurbations.
The preservation of the body depended on the wealth and status of that
person; a farmer would be buried in a small family tomb, while the kings, their
family, and trusted advisors were entombed in great sarcophagi and huge
pyramids. Every Nehekharan was buried with a number of items that they held
dear; a rattle from childhood or perhaps the tools of an artisan. The more
wealthy the person, the more precious the items buried with him.
Not all mummies were once wealthy merchants or mighty warriors; artisans were
highly regarded in the old Nehekharan Empire. These people were the builders and
architects of the tombs. Indeed many were entombed in the structures they had
worked on – a final reward from their patron.
Choice of Warriors:
The Warriors of the Dead must include at least three models. You have 500
Gold Crowns with which to form your warband. The maximum number of models in the
warband is 15.
Tomb Lord: Your warband must include a Tomb Lord.
Liche Priest: Your warband may include a single Liche Priest.
Acolytes: Your warband may include up to two Acolytes.
Skeleton Warriors: Your warband may include any number of Skeleton
Warriors.
Tomb Guards: Your warband may include up to two Tomb Guards.
Giant Scorpions: Your warband may include up to three Tomb Scorpions.
Special Rules:
The warriors of the Tomb Kings are already dead and are unaffected by wounds
that could daze or cripple a living warrior. Their lack of emotion means that
they look upon Ogres and Youngbloods with equal ambivalence. These special rules
apply to all warriors in the warband that have the special rule Undead.
Cause Fear: All Undead warriors cause Fear.
Immune to Psychology: All Undead warriors are immune to
psychology and never leave combat.
No Pain: All Undead warriors treat a Stunned result as Knocked
Down.
May Not Run: No Undead warrior may run, but may charge as normal.
Immune to Poison: No Undead warrior is affected by poison.
No Brain: Skeletons are not alive, thus they never gain
experience. Note: Tomb Lords don’t actually learn new skills, rather they
remember the skills they knew when they were alive. Liche Priests and
Acolytes are also Undead but they have retained a form of living mind and
are capable of learning from their experiences.
Flammable: The Tomb Lord is as dry as tinder and wrapped in
bandages soaked in highly flammable resins and preservatives. A hit from a
fire-based attack will cause double the normal number of wounds on it.
Do Not Drink: Undead models do not need food and water. However
any living animals that accompany the Mummies follow the water rules as
normal.
Home Ground: The Tomb Guardians live in the Necropolises and have
no trouble locating the hidden tombs in search of weapons and armor to help
them defend their homes. A Tomb Guardian warband always roll one extra dice
in the Exploration phase.
Starting Experience:
A Tomb Lord starts with 20 experience.
A Liche Priest starts with 8 experience.
Acolytes starts with 0 experience.
Henchmen start with 0 experience.
Undead Maximum Characteristics:
Maximum characteristic values for Mummies, Liche Priests and Acolytes.
Profile
M
WS
BS
S
T
W
I
A
Ld
Tomb Lord
4
6
6
5
5
5
5
4
9
Liche Priest
4
6
6
4
4
3
6
4
9
Acolyte
4
6
6
4
4
3
6
4
9
Tomb Guardians' Skill Tables
Tomb Lord may choose from the Combat, Shooting or Strength
Skills.
Liche Priest may choose from the Academic Skills.
Acolyte may choose from the Combat or Academic Skills.
Tomb Guardians' Equipment List
Undead
Liche Priest
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Dagger
1st free/ 2 gc
Mace
3 gc
Mace
3 gc
Axe
5 gc
Staff
3 gc
Sword
10 gc
Sword
10 gc
Halberd
10 gc
Morning Star
15 gc
Spear
10 gc
Serpent Staff*
30 gc
Morning Star
15 gc
* Liche Priests only
Double Handed Weapon
15 gc
Flail
15 gc
Missile Weapons
Missile Weapons
Bow
10 gc
None
Asp Arrows*
10 gc
Nehekharan Javelin*
10 gc
* Tomb Lords only
Armour
Armour
Shield
5 gc
None
Light Armour
20 gc
Heroes
1 Tomb Lord; 150 gold crowns to hire
The legions of the dead are led by Tomb Lords, trusted officers and captains
in the Nehekharan armies. But not all Tomb Lords were soldiers in life and some
were the great engineers and artisans who constructed the Necropolises and were
granted mummification for their accomplishments.
M
WS
BS
S
T
W
I
A
Ld
4
4
3
4
5
3
3
2
8
Weapons/Armor: The Tomb Lord may have equipment from the Undead
Equipment list.
Special Rules:
Leader: The Tomb Lord is the warband’s Leader and follows all the
rules for Leaders.
Undead: The Tomb Lord is undead and follows all rules for the
Undead.
0-1 Liche Priest; 55 gold crowns to hire
The Mortuary Cult perfected their magic over a thousand years until the Cult
could cheat death itself. The priests now hold a unique kind of power, standing
by the Tomb King’s side – they alone are able to invoke the power that allows
the Tomb King’s armies to march to war.
M
WS
BS
S
T
W
I
A
Ld
4
2
2
3
3
1
3
1
7
Weapons/Armor: The Liche Priest may have equipment from the Liche
Priest Equipment list. Note he may not wear armor as it interferes with his
spell casting.
Special Rules:
Wizard: The Liche Priest is a Wizard and uses Liche Priest
scrolls (see the Liche Priest section for more details).
Undead: The Liche Priest is undead and follows all rules for the
Undead.
0-2 Acolytes; 20 gold crowns to hire
The Mortuary Cult has been a very large influential priesthood in the Land of
the Dead for centuries. Acolytes to the Cult have to study long and hard (even
beyond death!) before they can assume the mantle of Liche Priest. During their
apprenticeship to the Liche Priests, Acolytes have to perform all of the menial
tasks as well as protect their masters from harm.
M
WS
BS
S
T
W
I
A
Ld
4
2
2
3
3
1
3
1
7
Weapons/Armor: The Acolyte may have equipment from the Liche Priest
Equipment list.
Special Rules:
Undead: The Acolytes are undead and follows all rules for the
Undead.
Henchmen
(In groups of 1-5)
0+ Skeleton Warriors; 20 gold crowns to hire
With the coming of Nagash and his great ritual, the inhabitants of the
Necropolises were brought back to the land of the living. The kings and lords
once more command their legions, but this time the legions are made up of
skeletons rather than living soldiers.
M
WS
BS
S
T
W
I
A
Ld
4
2
2
3
3
1
2
1
5
Weapons/Armor: Skeletons may have equipment from the Undead Equipment
list.
Special Rules:
Undead: Skeletons are undead and follow all rules for the Undead.
0-2 Tomb Guardians; 30 gold crowns to hire
As the kings and lords were awakened, so too were their bodyguards, the Tomb
Guards; faithful in death as they were in life. Often armed with the best armor
and weapons, they are always at their lord’s side.
M
WS
BS
S
T
W
I
A
Ld
4
3
2
4
3
1
3
1
5
Weapons/Armor: Tomb Guards may have equipment from the Undead
Equipment list.
Special Rules:
Undead: The Tomb Guards are undead and follow all rules for the
Undead.
0-3 Tomb Scorpions; 15 gold crowns to hire
Vast nests of scorpions infest the ancient Necropolises of Khemri, dwelling
in the dark cracks and niches of the tombs, aggressively defending their home.
Liche Priests can summon these poisonous creatures and direct them to attack any
invaders.
M
WS
BS
S
T
W
I
A
Ld
5
2
-
2*
2
1
4
1
4
Weapons/Armor: Scorpions don’t use weapons or armor.
Special Rules:
Living: Scorpions are living beings and are affected by
Psychology as normal. However as they are small desert creatures they do not
need water.
Animals: Scorpions are animals and do not gain experience points.
Scorpion's Sting*: Scorpions attack using the poisonous sting in
their tails. This attack is worked out exactly as if the scorpion was
attacking with Black Lotus as explained on page 52 of the Mordheim Rulebook.
New Skill - Academic
Drive Chariot: Chariots are very difficult to control and a warrior
must have this skill to drive a chariot effectively in combat. A charioteer
without this skill cannot charge.
New Equipment
Snake Charmer’s Flute; 10+D6; Availability: Rare 9
A warrior who possesses this item is able to transfix and control serpents. If
the warrior does nothing for a whole turn, he may play the flute. If this
happens, any serpent within 6" may not move or attack in their subsequent turn.
Magic Gourd; 10; Availability: Rare 7
The power of the gourd may be used at the end of each battle. It will supply 1D3
units of water. Once the amount of water is determined, roll an additional D6 –
on a roll of 6, the gourd’s magic is exhausted and it shatters.
Venom Ring; 20+2D6; Availability: Rare 10
The Venom Ring renders the wearer immune to the effects of all poisons.
Scorpion Ring; 10+D6; Availability: Rare 11
At the beginning of the battle the warrior is able to call forth a single Tomb
Scorpion to fight for the warband if he can pass a Leadership test. The summoned
scorpion will fight for a single battle only (use Tomb Scorpion from Tomb
Guardians list).
Nomad Robes; 25; Availability: Rare 8
Woven by native desert dwellers these robes enable the wearer to suffer only
half penalties from Weather Conditions. The robes affect the following results
on the Weather table:
It’s Raining: The robe protects the warrior’s equipment. When
rolling a D6 each time that you fire a black powder weapon, the shot is only
wasted on a 1.
Hot as Hades: A warrior wearing a Nomad Robe only suffers a
penalty of -1 to WS and BS and he only requires the normal amount of water.
Hot: A warrior wearing a Nomad Robe suffers no penalty to WS or
BS. If at least half of the warband are wearing Nomad Robes, they only
require the normal amount of water.
Dust Storm: The robe has no effect – not even the Nomad Robes can
protect the warrior from the ferocity of the storm. Apply rules for a Dust
Storm as normal
Nehekharan Map; 20+4D6; Availability: Rare 10
Maps of the Land of the Dead are rare. Accurate ones are even rarer. The
shifting sands and dry riverbeds can render a map obsolete in a season. Use the
rules for the Mordheim map in the rulebook.
Bota Bag; 5 gc; Availability: Common
Like a wine skin it allows the owner to carry one more water unit than normal.
Each character may only take one Bota Bag.
Special Equipment
Nehekharan Javelins; 10 gc; Availability: Common
These warriors throw javelins equipped with a Becket; a string wound around the
javelin. When it is thrown, the javelin spins like a bullet increasing its
accuracy.
Range
Strength
Special Rules
8"
As User
+1 to Hit
Asp Arrows; 10 gc; Availability: Common
Made from the mummified remains of poisonous snakes, these are guided through
the air by ancient magic.
Special Rules:
+1 to Hit
Serpent Staff; 30 gc; Availability: Common
The highest Liche Priests of their order carry staffs adorned with a serpent
head as their badge of office. The staff is used with two hands and may be used
to Parry. However, the Liche Priest may forgo all his normal attacks and parries
in a round to use the power contained within the staff. A single word of command
brings the serpent to life to attack their enemy. The staff always attacks first
in close combat and makes a single attack with WS4 and S4.
Skeleton Chariot; 200+10D6 gc; Availability: Common
A Skeleton Chariot is made from the bones of the dead, pulled by two Skeleton
Steeds and ridden by a member of the warband.
Profile
M
WS
BS
S
T
W
I
A
Ld
Chariot
-
-
-
4
4
3
-
-
-
Steed
8
2
2
3
3
1
2
1
5
Special Rules:
Mounting – A charioteer may mount and dismount a chariot in the same way
as a ridden steed.
Movement – A Skeleton Chariot normally moves at 8" and may not run.
However, it may double its normal move when charging.
Difficult Ground – If a chariot moves over difficult ground it suffers
D3 Strength 4 hits. If the chariot is charging over difficult ground, it
suffers 2D3 Strength 6 hits.
Steeds – If one steed dies, the chariot is reduced to half movement but
may still charge (also at half normal charge distance). However impact hits
will no longer be effective. If both steeds die, the chariot is immobile and
the charioteer must fight on foot.
Combat – Chariots are feared for their devastating charges that make use
of their horrible scythed wheels that will cut down any warriors in their
path. A charioteer is allowed to charge any enemy warrior that he can see
who is in the open, he is not forced to charge the closest warrior. If the
chariot moves more than half its normal move, it may make impact hits.
Anyone directly in the path of a charging chariot is permitted an Initiative
test to dodge out of the way and avoid being hit. The charioteer must roll
to hit as normal, a successful hit causing a single wound at Strength 4 with
a -2 armor save. At the end of the charge move, the charioteer may fight
any enemy models in base contact, as if he had charged normally. In combat,
enemy warriors in contact may elect to strike the chariot or its driver. If
hitting the chariot, the attacker must still make a to hit roll against the
charioteer. If in base contact with only a Skeletal Steed, then only the
steed can be hit.
Shooting – A chariot is a large target and a warrior gains +1 to hit
when shooting at a chariot. If the chariot is hit, roll a D6 to see where it
is hit: 1-2 steed, 3-4 chariot, 5-6 charioteer.