Undead
Nehekhara
Tomb Guards
"The hordes of the dead are horrible to look upon - the dead walking resolutely forward, bones rattling, dry flesh creaking and clutching rusty weapons or weapons torn from the grips of defeated enemies. How can you kill what is already dead?"
Nehekhara arose around -2500, imperial year, as the first true human civilization 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 of their townships. The Nehekrarians believed that the soul and spirit lives on for as long as the body remains intact. They started to experiment with mummifying the body in order to preserve it forever, and thus the soul and spirit giving them eternal life. The Mortuary cult was formed to study the arts of mummification and perform the rituals of awakening. After many centuries the priests had uncovered the secret and were able to mummify and preserve a body.
The ruling kings and his family and trusted advisors were entombed in great sarcophagi and huge pyramids. As each generation passed larger and more elaborate tombs were built until in the deserts beyond each city stood a necropolis - a city of the dead, and as the years passed these cities became bigger than the towns of the living. The tombs guarded by titanic statues and fortified like great keeps, built to keep their inhabitants secure through all eternity. Bridges spanned the gaps between the doorways on the pyramid tops and cities grew into a vast intertwined jumble of structures.
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 ruling kings and their family and trusted advisors were entombed in great sarcophagi and huge pyramids. Every Nehekharian were buried with a number of items that they held dear, the rattle of a shield or perhaps the tools of an artisan. The more wealthy the person, the more precious items were buried with him. Not all of the Mummies belong to wealthy merchants or mighty warriors, artisans was a highstanding class in the old Nehekrarian empire. One reason for their highstanding was that they were the actual builders and architects of the tombs. Thus many of them either died rich or the families of some of their customers granted them an expensive treatment.
You cannot actually destroy a Mummy unless you destroy its inner organs that are safely kept within jars, there are 4 jars and each jar is protected by a spirit. Thus Mummies have no fear of being destroyed, unless you raid their tomb - where you will encounter their strongest defenses. These jars are hidden in the depths of the tombs but some are buried in lost or hidden oases. It is whispered that some of the mightiest Tomb Kings have managed to hide their jars in the underworld of the dead, this would explain their incredible resilience. Centuries after their deaths, the Tomb Kings rise from their tombs to wage huge wars against the living. While these powerful generals command their massive armies, their jars are vulnerable to attack from tomb robbers and crusaders. To protect the jars, the Tomb Kings call forth many of their fellow mummies from the dead. Some of these mummies are sent out in small groups to stop potential threats and warn the main force, which stays at the pyramid, about large forces that are advancing toward the pyramid.
HEROES |
|
Mummy Prince |
Your warband must include a Mummy Prince. |
Liche Priest |
Your warband may include a single Liche Priest. |
Mummy Warriors |
Your warband may include up to two Mummy Warriors. |
HENCHMEN |
|
Skeleton Warriors |
Your warband may include any number of Skeleton Soldiers. |
Tomb Guards |
Your warband may include up to two Tomb Guards. |
Stone Golem |
Your warband may include a single Stone Golem. |
Giant Scorpions |
Your warband may include up to three Tomb Scorpions. |
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Mummies |
4 |
6 |
6 |
5 |
5 |
4 |
5 |
4 |
9 |
Liche Priest |
4 |
6 |
6 |
4 |
4 |
3 |
6 |
4 |
9 |
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 quite dead and never gain experience, this rule only affects Skeletons. While the Mummy Prince, Mummy Warriors and Tomb Guards don't actually learn new skills they rather remember the skills they knew when they were alive. Liche Priests are undead but have retained a form of living mind and are capable of learning from their experiences.
Flammable: The Mummy Prince and the Mummy Warriors are mummies and the following rules apply. Mummies are dry as tinder and wrapped in bandages soaked in highly flammable chemicals. A hit from a fire-based attack will cause double the normal number of wounds.
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.
Homegrounds: The Tomb Guardians live in the Necropolises and have no trouble locating the hidden tombs in search of weapons and armour to help them defend their homes. The Tomb Guardian warband will always roll one extra dice in the exploration phase, this only apply in the Cities of the Dead setting.
Hand-to-hand combat weapons: |
|
Bronze Dagger |
2 SP |
Mace |
3 SP |
Bronze Axe |
5 SP |
Bronze Sword |
10 SP |
Bronze Spear |
10 SP |
Morning star |
10 SP |
Double-handed weapon |
15 SP |
Halberd |
10 SP |
Flail |
15 SP |
Missile weapons: |
|
Bow |
10 SP |
Asp Arrows |
10 SP |
Nehekhara Javelin |
10 SP |
Armour: |
|
Shield |
5 SP |
Bronze Helmet |
10 SP |
Bronze Breast Plate (Light armour) |
20 SP |
LICHE PRIEST EQUIPMENT LIST
Hand-to-hand combat weapons: |
|
Bronze Dagger |
2 SP |
Mace |
3 SP |
Staff |
3 SP |
Bronze Sword |
10 SP |
Morning star |
10 SP |
Serpent Staff |
30 SP |
Missile weapons: |
|
None |
|
Armour: |
|
None |
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Mummy Prince |
4 |
4 |
3 |
4 |
4 |
2 |
3 |
1 |
8 |
Weapons and armour: The Mummy Prince may have equipment from the Undead Equipment list.
SPECIAL RULES
Leader: The Mummy Prince is the warbands leader and follow all rules for
leaders.
Undead: The Mummy Prince is undead and follow all rules for the Undead.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
LICHE PRIEST |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
Weapons and armour: The Liche Priest may have equipment from the Liche Priest Equipment list, but may not wear armour as it interferes with his spell casting.
SPECIAL RULES
Wizard: The Liche Priest is a wizard and may use Necromantic magic or
Liche Priest scrolls, see the Liche Priests section for more details.
Undead: The Liche Priest is undead and follow all rules for the Undead.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Mummy Warrior |
4 |
3 |
3 |
4 |
4 |
2 |
2 |
1 |
7 |
Weapons and armour: The Mummy Warriors may have equipment from the Undead Equipment list.
SPECIAL RULES
Undead: The Mummy Warriors are undead and follow all rules for the
Undead.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Skeleton |
4 |
2 |
2 |
3 |
3 |
1 |
2 |
1 |
5 |
Weapons and armour: Skeletons may have equipment from the Undead Equipment list.
SPECIAL RULES
Undead: The Skeletons are undead and follow all rules for the Undead.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Tomb Guard |
4 |
3 |
2 |
3 |
3 |
1 |
2 |
1 |
5 |
Weapons and armour: The 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,
note that Tomb Guards does gain experience.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Scorpion |
5 |
2 |
- |
1 |
3 |
1 |
4 |
1 |
4 |
Weapons and armour: The Scorpions doesn't use weapons or armour.
SPECIAL RULES
Living: The Scorpions are living beings and may run and are affected by
Psychology.
Animals: The Scorpions are animals and doesn't get experience points.
Scorpions sting: The Scorpions attacks their stinging tails. The attack is made at Strength 4, however if the warrior that is hit is immune to Poison the Strength of the hit is reduced to 1.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Stone Golem |
3 |
3 |
- |
5 |
4 |
3 |
1 |
2 |
5 |
Weapons/Armor: Stone Golems do not use weapons or armor, but have a natural save of 4+ due to the fact that they are made of stone. They are not affected by normal penalties for not using weapons.
SPECIAL RULES
Cause Fear: Stone Golems are giant, (seemingly) living statues and
therefore cause fear.
Immune to Psychology: Stone Golems do not think for themselves and therefore are not affected by psychology and never leave combat.
Immune to Poison: Stone Golems are not affected by any poison.
No Brain: Stone Golems do not think for themselves and do not gain experience.
May not Hide: Stone Golems are far to big to hide and may not do so.
Large: Stone Golems are huge statues and therefore make tempting targets for archers. Any model may shoot at a Stone Golem, even if it is not the closest target.
Does not eat: Stone Golems do not require water.
Animated: The Stone Golem cannot run and is not considered to be an Undead model.
Nebka, Djoser, Snefru, Khaba, Huni, Cheops, Khufu, Radjedef, Kefren, Menkaure, Shepseskaf, Userkaf, Sahure, Neferirkare, Shepseskare, Neferefe, Niuserre, Menkauhor, Djedkare, Unas, Teti, Pepi, Merene, Nitocris (f), Qakare, Neferkaure, Neferkauhor, Mentuhotep, Inyotef, Amenemhat, Senusret, Sebeknefru (f), Ahmose, Amenhotep, Tuthmosis, Hatshepsut (f), Akhenaton, Smenkhare, Tutankhamon, Ay, Horemhab, Ramses, Seti, Merneptah, Amenmesse, Siptah, Tawosret (f), Sethnakht, Lynaferet (f), Senedjem, Imhotep.
If you want to design your own name that will sound Egyptian or tweak the name of a Farad I found these trends in the names above. Many names start with Men-, Mer-, Mern-, Kef-, Nef- and Tut-. Many names end with -kaure, -kaf, -kare, -khare, -kauhor and -hotep. Some names end with Ptah or start with Set or Seth and these are names of Egyptian gods. You can use er, an, tu and e to bind the names together.
The Mortuary Cult is opposed by a smaller faction of Liche Priests that have found some of the ancient scrolls of the Great Necromancer, they were corrupted by the spells contained therein and have forsaken the cult in favor of a new dark master. Their magic is darker and more evil than the Mortuary Cult's, they don't stop to steal the lifeenergies of the innocent. Some of their mortuary rites will cause the dead to loose its way and wander lost in the underworld as the Liche Priest uses the body of the dead for his own evil ends. To free the dead the Liche Priest power over the body must be broken, either by the death of the body or of the Liche Priest. The dead who are lost in the underworld must then be found and returned to the right path. The Tomb Kings are dependent on the Liche Priest and many have been corrupted by the whispered promises of more power and willingly do as their dark advisors tell them, some have been tricked by the dark Liche Priests while others confront them and have sided with the Liche Priests of the Mortuary Cult.
The Mortuary Cult Liche Priests do not use the evil Necromancy spells instead they use their own system of scrolls. The scrolls work just like normal spells and the Priest must test to see if he can read the incantation out correctly, not an easy task in the middle of a fight. The Dark Liche Priests uses Necromancy spells just like a Necromancer, they are servants of Nagash after all. Its up to the player to decide if his Liche Priest belongs to the Mortuary Cult or is a servant of Nagash.
1 Menkare’s scroll
of Urgency difficulty 6
The Liche Priest reaches out to urge an undead warrior forward. A Single Skeleton
Soldier within 6" may immediatly move again up to its maximum Movement distance,
IE 4", if this takes it into base contact with a model it counts as charging.
2 Horrebe's Curse of
the Mummy difficulty 8
The Liche Priest amplifies the curse that all mummies posses and focuses it
against a single enemy, causing him to fail all that he attempts. A single
model within 18" of the Liche Priest, that is in hand-to-hand combat with
a mummy has –1 to hit, -1 to wound, and –1 on armor save rolls. This lasts
until the start of next Tomb Guardian shooting phase.
3 Tawosret's Scroll
of Tomb Dust 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 Scroll
of Quaking Horror difficulty 8
The Liche Priests selects a warrior within 12" who is beset by terrible, haunting
visions of his own death an must pass a Leadership test or flee 2D6" directly
away from the Liche Priest. The warrior will continue to flee in each movement
phase until he passes a rally test in the recovery phase. This spell has no
effect on undead models or models that are immune to Psychology.
5 Merneptah's Scroll
of the Scarab Song difficulty 6
With a short stream of words, a swarm of scarabs burrow through the ground,
surrounding and devouring anyone in their path. A single model within 12"
of the Liche Priest suffer 1D6 strength 1 hits. In addition, that model may
not be shot at for the rest of the Tomb Guard’s shooting phase or fight or
be fought in hand-to-hand combat. If the model is already in hand-to-hand
combat, move him 1" away from the combat. The model may be attacked and attack
as normal in his next turn.
6 Djedre’s summonation
of the Vengeful Dead difficulty 5
The Liche Priest may return a Skeleton Soldier that went out of action to
the battle, place the model within 6" of the Liche Priest.