Grade 1b — included in Australis 2027

Source: Town Cryer #18 · Setting: Khemri

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.

The first true human civilisation, 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 civilisation, 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 — and thus the soul preserved as well, giving eternal life. The Mortuary Cult was formed to study the arts of mummification and perform the rituals of awakening.

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 items that they held dear. The more wealthy the person, the more precious the items buried with him. As each generation passed, larger and more elaborate tombs were built, and in the deserts beyond each of the great cities stood a necropolis — a city of the dead. 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 maintained these sprawling conurbations.

When Nagash performed 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.


Special Rules

The warriors of the Tomb Kings are already dead and are unaffected by wounds that could daze or cripple a living warrior. These special rules apply to all warriors in the warband that have the Undead special rule.

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, Liche Priests and Acolytes are also undead but 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 warband follow the water rules as normal.

Home Ground: The Tomb Guardians live in the Necropolises and have no trouble locating hidden tombs in search of weapons and armour to help them defend their homes. A Tomb Guardian warband always rolls one extra dice in the Exploration phase.


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.

Heroes

Tomb Lord

Hero · Leader · 1 · 150 gc · Starting XP: 20

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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 — some were the great engineers and artisans who constructed the Necropolises and were granted mummification for their accomplishments.

Weapons/Armour: 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 Undead.


Liche Priest

Hero · 0–1 · 55 gc · Starting XP: 8

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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.

Weapons/Armour: The Liche Priest may have equipment from the Liche Priest Equipment list. He may not wear armour as it interferes with his spellcasting.

Special Rules

Wizard: The Liche Priest is a Wizard and uses Mortuary Cult Scrolls.

Undead: The Liche Priest is undead and follows all rules for Undead.


Acolytes

Hero · 0–2 · 20 gc · Starting XP: 0

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The Mortuary Cult has been a very large and 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 they must perform all of the menial tasks as well as protect their masters from harm.

Weapons/Armour: The Acolyte may have equipment from the Liche Priest Equipment list.

Special Rules

Undead: Acolytes are undead and follow all rules for Undead.


Henchmen

(Bought in groups of 1–5)

Skeleton Warriors

Henchman · any number · 20 gc

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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.

Weapons/Armour: Skeletons may have equipment from the Undead Equipment list.

Special Rules

Undead: Skeletons are undead and follow all rules for Undead.


Tomb Guards

Henchman · 0–2 · 30 gc

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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 armour and weapons, they are always at their lord’s side.

Weapons/Armour: Tomb Guards may have equipment from the Undead Equipment list.

Special Rules

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


Tomb Scorpions

Henchman · 0–3 · 15 gc

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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.

Weapons/Armour: Scorpions don’t use weapons or armour.

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.


Equipment Lists

Undead Equipment List

(Used by Tomb Lord, Skeleton Warriors, and Tomb Guards)

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free / 2 gc
Mace3 gc
Axe5 gc
Sword10 gc
Halberd10 gc
Spear10 gc
Morning Star15 gc
Double-handed weapon15 gc
Flail15 gc

Missile Weapons

ItemCost
Bow10 gc
Asp Arrows*10 gc
Nehekharan Javelin*10 gc

*Tomb Lords only.

Armour

ItemCost
Shield5 gc
Light armour20 gc

Liche Priest Equipment List

(Used by Liche Priest and Acolytes)

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free / 2 gc
Mace3 gc
Staff3 gc
Axe5 gc
Sword10 gc
Morning Star15 gc
Serpent Staff*30 gc

*Liche Priests only.

Missile Weapons

None.

Armour

None.


Skill Table

CombatShootingAcademicStrengthSpeed
Tomb Lord
Liche Priest
Acolyte

Additional Skills

Drive Chariot (Academic)

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.


Special Equipment

Skeleton Chariot

Cost: 200 + 10D6 gc

A Skeleton Chariot is made from the bones of the dead, pulled by two Skeleton Steeds and ridden by a member of the warband.

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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 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. However impact hits will no longer be effective. If both steeds die, the chariot is immobile and the charioteer must fight on foot.

Combat: 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. A successful hit causes a single wound at Strength 4 with a −2 armour save. At the end of the charge move, the charioteer may fight any enemy models in base contact as if he had charged normally.

Shooting: A chariot is a large target and a warrior gains +1 to hit when shooting at one. If hit, roll a D6 to see where: 1–2 steed, 3–4 chariot, 5–6 charioteer.

Skill requirement: To use the Skeleton Chariot to its full effect, a charioteer must have the Drive Chariot academic skill; without it, he cannot charge.


Serpent Staff

Cost: 30 gc · Availability: Common

The highest Liche Priests of their order carry staffs adorned with a serpent head as their badge of office.

Range: Close Combat · Strength: As user

Parry: 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. The staff always attacks first in close combat and makes a single attack with WS4 and S4.


Nehekharan Javelins

Cost: 10 gc · Availability: Common

These warriors throw javelins equipped with a becket; a string wound around the javelin. When thrown, the javelin spins like a bullet, increasing its accuracy.

Range: 8” · Strength: As user

+1 to hit: These javelins receive +1 to hit when thrown. Treat as thrown weapons for range and movement penalties (no penalty for range or moving).


Asp Arrows

Cost: 10 gc · Availability: Common

Made from the mummified remains of poisonous snakes, these are guided through the air by ancient magic.

+1 to hit. These arrows receive +1 to hit.


Mortuary Cult Scrolls

The Liche Priest’s magic is preserved in magical scrolls that date back to Nagash’s time as High Priest of the early Nehekharan civilisation.

The Liche Priest begins with one scroll chosen at random from this list. He may learn additional scrolls instead of skills on future advances.

D6Result
1Menkare’s Scroll of Urgency
2Horrebe’s Curse of the Mummy
3Tawosret’s Scroll of Tomb Dust
4Neferre’s Scroll of Quaking Horror
5Merneptah’s Scroll of the Scarab Song
6Djedre’s Summonation of the Vengeful Dead

1. Menkare’s Scroll of Urgency

Casting difficulty: 6+

The Liche Priest reaches out to urge an Undead warrior forward. A single Skeleton Warrior within 6” may immediately move again up to its maximum Movement distance of 4”. If this takes the model into base contact with an enemy model, it counts as charging.

2. Horrebe’s Curse of the Mummy

Casting difficulty: 8+

The Liche Priest amplifies the curse that all mummies bear, and focuses it against a single enemy model. The target must be in base-to-base contact with a Mummy and within 18” of the Liche Priest. If the spell is cast successfully, the enemy model suffers a −1 penalty on all to hit and to wound rolls, and on all armour saves. This lasts until the start of the next Tomb Guardian Shooting phase.

3. Tawosret’s Scroll of Tomb Dust

Casting difficulty: 7+

The Liche Priest commands 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

Casting 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 or flee 2D6” directly away from the Liche Priest. The warrior will continue to flee in each Movement phase until he makes a successful 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

Casting difficulty: 7+

With a short, rasping chant, the Liche Priest summons a swarm of scarabs which burrow up through the ground and swarm 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 Guards Shooting phase, nor may he 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 as he staggers about in agony. Unless he suffers an actual injury the warrior counts as having just stood up in the next turn.

6. Djedre’s Summonation of the Vengeful Dead

Casting difficulty: 5+

The Liche Priest may re-animate a Skeleton Warrior that went out of action during the last turn. Place the model anywhere within 6” of the Liche Priest, but not straight into hand-to-hand combat with an enemy model.