Khemridavid.cadenas.free.fr/FICHIER/Mordheim/Anglais/Khemri4.pdf · 2006. 4. 27. · Mordheim...

11
Enter herein for daring tayles of adventure and stories of woe from ye dread Land of Ye Dead. Learn of thee few bold adventurers who through use of guile and cunning have learn’t many of the secrets of the land of Khemri and avoided death and the insanity that is most prevalent there. By Tommy Muller, Brian Coggin, Steve Gibbs, Robert Walker & Terry Maltman. www.grafixgibs.tripod.com/khemri/index.htm.com/lustria Khemri The Land of the Dead

Transcript of Khemridavid.cadenas.free.fr/FICHIER/Mordheim/Anglais/Khemri4.pdf · 2006. 4. 27. · Mordheim...

Page 1: Khemridavid.cadenas.free.fr/FICHIER/Mordheim/Anglais/Khemri4.pdf · 2006. 4. 27. · Mordheim rulebook) 3-4 A ring worth 2D6 gold crowns. 5-6 A flashy silver gilded sword and dagger

Enter herein fordaring tayles ofadventure and

stories of woe fromye dread Land of YeDead. Learn of thee

few bold adventurerswho through use ofguile and cunning

have learn’t many ofthe secrets of the

land of Khemri andavoided death andthe insanity that is

most prevalent there.

By Tommy Muller, Brian Coggin, Steve Gibbs, Robert Walker & Terry Maltman.www.grafixgibs.tripod.com/khemri/index.htm.com/lustria

KhemriThe Land of the Dead

Page 2: Khemridavid.cadenas.free.fr/FICHIER/Mordheim/Anglais/Khemri4.pdf · 2006. 4. 27. · Mordheim rulebook) 3-4 A ring worth 2D6 gold crowns. 5-6 A flashy silver gilded sword and dagger

Khemri – The Land of the Dead

This is the fourth installment of Khemri –The Land of the Dead; the new setting

based to the far south of the Old World amidstthe burning desert sands and lost temples ofold Nehekhara. This section introducesExploration charts, new scenarios and newHired Swords.

IncomeDuring the Exploration phase, the warbandswill find equipment, weapons and armourthat they can use, and items that can betraded for gold. The items are supposed to beexchanged for supplies at the main camp ortraded with other warbands for equipment.

At the end of each battle, a warband may rollon the Khemrian Exploration chart (below).There are some multiples that result in a trapor encountering a monster. The entry for theresult will detail what happens. As the Hero

runs the risk of being seriously injured, it is agood idea to choose a Hero with goodcharacteristics as it improves his chances ofsurviving the encounter. In Khemri thewarbands search for treasure in the form ofgems, gold, and ancient artifacts, rather thanWyrdstone. However, this makes no differenceas far as the rules go, where the rules readWyrdstone treat it as treasure.

Equipment is bought from the Khemrianequipment list and follow all rules from page144 in the Mordheim book. Equipment that isfound can only be used by a warrior that canbuy such items in his equipment list or whohas the relevant skill to use such weapons.

Exploration ChartIf you roll several of a kind in yourExploration phase, you have found additionalitems, just as exploring the ruins ofMordheim.

12

(1 1) StashA badly weathered monolith in the desert,covered in indecipherable markingsimplies there could be treasure beneath.

Chose one of your Heroes and make a testagainst his Strength on a D6. If successfulthe Hero manages to lift the rock and revealthe treasure underneath – add one valuableto the warband’s treasury. If the Hero failsthe test he has been injured and misses thenext battle as he recovers.

(2 2) Lost PouchAs the warband shuffles across yet anothersand dune one of the Heroes notices aleather pouch half-buried in the sand.

The pouch contains D6 gc and if a ‘1’ isrolled a Lucky Charm as well.

(3 3) SkeletonThe warband stumbles upon a sandblasted skeleton. Some of its equipment isstill useable.

Roll a D6 to see what is found when theskeleton is searched:

1-2 D6 gold crowns3 Club4 Spear5 Scimitar (Sword)6 Light Armour

(4 4) Mad Manyou encounter an insane wanderer in thedesert. He talks to apparitions andscreams about the horrors of the desert.

Good warbands (humans, Elves, Dwarfsetc,) can try to make sense of his madnessand in doing so learn about the localdesert. In the next exploration Phase thewarband may roll one more dice and thendiscard one dice.

Undead warbands can kill the man and gaina new Zombie or Skeleton; whichever isavailable to that warband.

Skaven, Chaos or greenskin warbands cansacrifice the man to their dark gods and theleader of the warband gains +1 experience.

(5 5) Dead CamelA common sight in the desert, this has alarge chest strapped to its back.

Roll a D6 to see what of value the chestcontains:

1-2 Map of the Desert (see p.55 of the Mordheim rulebook)

3-4 A ring worth 2D6 gold crowns.5-6 A flashy silver gilded sword and

dagger set. They can be kept and used or sold for double the usual selling price of a sword and dagger.

(6 6) JackalA common desert dwelling creature, thiswill make for a good meal.

The jackal can be skinned which will sell forD6 gold coins.

Doubles

Page 3: Khemridavid.cadenas.free.fr/FICHIER/Mordheim/Anglais/Khemri4.pdf · 2006. 4. 27. · Mordheim rulebook) 3-4 A ring worth 2D6 gold crowns. 5-6 A flashy silver gilded sword and dagger

13

Khemri – The Land of the Dead

(1 1 1) Lamp of Djinn(See TC 17 page 10 for details)

(2 2 2) PoolIn the dark recesses of a tomb a small poolof cool sweet water has somehow survived.

2D6 water units can be collected from thepool.

(3 3 3) Old CampsiteYour warband encounters a hastilyabandoned campsite. Looks like they hadreason to leave in a hurry since manysupplies are lying around forgotten.

Your warband finds 2D6 gc worth ofsalvageable supplies.

(4 4 4) Lost ZombieA lone zombie is found shambling throughthe desert. After sighting your warband itshambles toward it mumbling the word‘brains’. Your warband easily subdues thezombie without injury.

Roll a D6 to find out what the zombie wascarrying:

1 Club2 D6+3gc3 Sword4 Lucky charm5 Throwing knives6 Light armour

555 Rare HerbIn a deep crevice within a rocky outcropyour warband discovers a jar sealed withbee’s wax. The jar contains a blend of rareand powerful herbs that expand the mindand impart wisdom.

Any of the warband’s Heroes capable ofgaining experience and using drugs canconsume the herbs and gain +1experience. The jar contains enough for D3doses but once opened the herbs must beused immediately or they will wither andbecome useless.

(6 6 6) SignpostA rare sight in Araby but at least it meansthe warband has found civilisation.

The knowledge of where to find a near bysettlement lays imparts a +3 on the roll tosee what supply source is available for thenext skirmish your warband fights in.

Triples

Expedition Day Five.

Five days after our arrival in Araby, we are still stuck in the port of Djambiya. This delay is intenselyfrustrating, as are the opportunities wasted by our enforced sojourn here. Our quest to explore thelost cities of Khemri is of the utmost importance. I remain sceptical about many of the ancient mythsregarding the rise of the so-called ‘Lords of the Night’, Liches, Vampires, and the legendary Lord ofthe Dead, Nagash. I have come with my apprentice Ernst to uncover ancient artifacts from the ruins ofthose ancient cities to see if I can piece together the ancient histories and discover the true fate of theland of Nehekhara.

Djambiya is an exotic and oft confusing place. Local Arabyans, in their brightly coloured robes, minglein the streets with desert nomads, their faces marked by ritual scars, lean and fit as jackals. Equallystrange are the local cults and superstitions, all in some way associated with the fear of death thatseems to brood over the city. There are also many other Old Worlders here, Tilean and Estalian sailorsand merchants, the odd mercenary and some curious men in what appear to be knightly or priestlyrobes.

I persist in trying to find guides but unfortunately the locals are ignorant and benighted, ruled bysuperstition and fear. I have tried to persuade them by scientific argument that they have nothing tofear from the ruins of Khemri. These 'Tomb Kings' of whom the Arabyans appear to be so afraid areobviously the work of fiction, the tales of madmen driven insane by the desert. The very idea thatanything could have survived the centuries in such a desolate environment is so laughable to anyeducated man that I find it hard to be patient with the natives' foolishness. But unless we can find aguide our quest will fail before it begins.

Page 4: Khemridavid.cadenas.free.fr/FICHIER/Mordheim/Anglais/Khemri4.pdf · 2006. 4. 27. · Mordheim rulebook) 3-4 A ring worth 2D6 gold crowns. 5-6 A flashy silver gilded sword and dagger

14

Khemri – The Land of the Dead

(1 1 1 1) Lost MuleA forlorn and pathetic looking mule isencountered lying on its side dying. Itpathetically whinnies at your warband.

If the warband can give the mule 3 Waterunits the mule will be revived enough toget up and follow the warband. Warbandsnot allowed to use animals must sell themule at the first possible opportunity andcannot use it to carry anything or in battle.See TC14 for rules on Mules.

(2 2 2 2) Deep WellHow fortunate you find a well that no oneis guarding. This is your lucky day. Betterhurry before the owners come backthough...

The warband gains as much water as theylike for free. You can't have more waterthan you can carry!

(3 3 3 3) Besieged CaravanThe warband hears screams and animalhowls. They run to investigate and find acaravan under attack by jackals. With theassistance of your warband, the caravanguards drive off the jackals. The CaravanMaster approaches you, overjoyed.

The caravan leader offers to sell anything hehas available to you at cost. All the normalrules for trading with a caravan apply buteverything is half price! Roll the cost of an

item and divide by two. This means you canbuy and sell things for the exact sameamount of money.

(4 4 4 4) Lost TreasureIn an alcove in a small cave you find anold chest which contains two near pricelessgiant pearls.

The warband gains two items of treasure.

(5 5 5 5) WadiThe warband comes across a long dried upstream. You sigh at the thought of a ragingriver of clean cool water and prepare tomove on, but wait what was that sparkle?On closer inspection you find several goldnuggets on the riverbank.

The warband gains 4D6 gold crowns

(6 6 6 6) MausoleumThe warband encounters a lonemausoleum set in a cliff face.Unscrupulous warbands can loot this finalresting-place for the wealthy. Religiouswarbands or tomb guardians will seal thetomb. You may choose how you treat thegraves.

Warbands of the first type gain D6x10 goldcrowns. The second type gains D6Experience points to distribute among theheroes of the warband at your discretion.

Four of a Kind

Expedition Day SixSuccess! We have managed to procure a guide who will take us to the ruins. The circumstancesof our finding him were curious. I was approached in the bazaar by a man swathed in darkrobes, who led me to a house down a narrow alleyway. Inside I was ushered into a room drapedwith dark hangings, the air heavy with the scented smoke of incense, which threatened to quitefuddle my senses. All the same, beneath the smell of the incense I thought I detected somethingelse, a musty odour I thought I recalled from my research in the dissection laboratory back atthe university, but I must have been mistaken. I was greeted by a tall man, also robed and withhis face veiled, who spoke in a husky voice, which was scarcely more than a whisper. He asked ifI was searching for lost Khemri and joined my mockery of the locals. I repeated to him myconviction that the rumours of Undead were the works of fantasy. “Of course,” he replied. “Wisemen speak not from rumour but from learning, and you are so obviously a wise man. Howcould it be otherwise?” As I rose to leave he grasped me by the hand and for a moment I almostrecoiled from his touch before I chastised myself for my foolishness. Yet the feel of his flesh wassomehow strange and dry, his hand was thin and I could feel the bones through the flesh. Butmany men are thin. I must have listened too long to the idiotic ramblings of the locals.

Page 5: Khemridavid.cadenas.free.fr/FICHIER/Mordheim/Anglais/Khemri4.pdf · 2006. 4. 27. · Mordheim rulebook) 3-4 A ring worth 2D6 gold crowns. 5-6 A flashy silver gilded sword and dagger

15

Five of a Kind(1 1 1 1 1) TreasuryUncovered in a sandstorm a lavishbuilding is discovered that contains thevaluables of an ancient noble.

Inside, hidden amongst the debris, you findD6 x 10 gc worth of gold and treasure.

(2 2 2 2 2) Snake PitAs the warband is making its way throughsome ruined buildings a Hero notices ashrine with a hole in the floor. Uponfurther investigation he notices that it wasonce a nest of venomous snakes, obviouslya snake sacrificial pit. There are severalcorpses down in the pit amongst the snakeskeletons and some of them still have theirequipment with them.

You manage to get hold of the followingitems. Roll for every item separately (apartfrom the gold crowns) to see if you find it.

Item D6 Result NeededA Purse with 2D6 gc AutoA Duelling Pistol 5+A Sword 4+D3 valuables 4+

(3 3 3 3 3) Boulder RaceAs the Hero prises a carved jade statuefrom its place in an ancient temple, hesuddenly realises that he has triggered atrap. At that moment, a giant bouldercomes rolling down into the tunnel!

Choose one Hero to attempt to recover thestatue. The Hero must roll less than orequal to his run distance on 2D6. Note thathe may use the Sprint skill if he has it. If theHero fails this roll he dies! Remove himfrom the roster.

If the Hero survives, he may sell the jadestatue for 50 gc. He also gains +1experience.

(4 4 4 4 4) MazeThe warband discovers a necropolis halfburied by the sand and dispatches a Heroto investigate. The Hero gets himself lost inthe maze of tunnels! He will miss the nextgame and possibly others after that too.

Randomly select a Hero. He became lost inthe maze and will miss D3 games while heattempts find his way out. If he rolls a 1then he is lost forever and is removed fromthe warband’s roster. Any equipment he hasis lost with him.

(5 5 5 5 5) Ruined TempleTime has destroyed this once beautifulbuilding, making it unsafe for all but themost daring to explore.

You find D3 pieces of treasure amongst theruins. In addition take a Leadership testagainst the leader’s Ld. If passed a blackhound that was guarding the temple joinsthe warband. Use the profile for a wardog.

(6 6 6 6 6) Secret DoorWhilst ransacking some ruins you stumbleupon a secret door and learn how torecognise these in the tunnels.

You may always re-roll one dice when doingExploration rolls. Make a note of this inyour warband’s roster sheet. Second andsubsequent Secret Doors you find do notgrant you any additional re-rolls, althoughyou may find further re- rolls from othersources.

Our benefactor has agreed that one of his servants will guide us through the desert to the ruins. Icannot wait to see the lost necropolises of Khemri and uncover the hidden secrets they hold. Theparting words of our mysterious helper ring hopefully in my thoughts: “May you come face to facewith that which is hidden,” he said, “and may you learn more than you ever dreamed.” The blackpyramids of Nehekhara beckon me in my dreams, offering knowledge and, perhaps, the real truthabout the Undead. And surely we have nothing to fear from the truth...

Additional note: I seem to have developed a curious dryness and flaking of the skin on the palm ofmy hand. Perhaps I have acquired some local ailment. On my return from the desert I shall sendErnst to the bazaar for some ointment or local remedy. I am sure it is nothing serious. In any case,I cannot be distracted from my quest. The land of the dead beckons!

Extracts from the Expedition Journal of Johannes Steinkopf, sometime

Professor of Necrology, University of Altdorf

Khemri – The Land of the Dead

Page 6: Khemridavid.cadenas.free.fr/FICHIER/Mordheim/Anglais/Khemri4.pdf · 2006. 4. 27. · Mordheim rulebook) 3-4 A ring worth 2D6 gold crowns. 5-6 A flashy silver gilded sword and dagger

16

Khemri – The Land of the Dead

(1 1 1 1 1 1) The Tomb of The KingYou have entered the inner sanctum of thenecropolis – the tomb of the king himself.You sense danger here; the very walls seemto watch you.

If you wish you can send one of yourHeroes to search for treasure hidden here.Roll a D6. On a roll of 1 the Hero iscaptured and dragged away by TombGuardians to join the ranks of the Undead.On a roll of 2 or more, he returns shakenbut with D6+1 pieces of treasure.

(2 2 2 2 2 2) Statue of the SphinxAlthough there are many huge statues ofSphinxes scattered throughout the desert,the most common are only a few feet tall.Despite their small stature they hide manyvaluable gifts. It is said, though, that onlythe wise may find these, for the inscrutableSphinx are reluctant to relinquish theirtreasure.

If you wish to challenge the Sphinx, pick aHero. Roll a D6 and add+1 for eachAcademic skill that character has. If theresult is a 6 or more, then you have solvedthe ‘Riddle of the Sphinx’ – roll on the tablebelow to see what you have found. If youroll a 5 or less, the Sphinx attacks thechallenger. The model invariably comes offworse, and spends the next battlerecovering.

Item D6 Result NeededD3 pieces of treasure 4+5D6 x 5 gc AutoSnake Charmer’s flute* 4+Suit of heavy armour 5+D3 jewels worth 10gc each 4+Holy (or Unholy) relic 5+Nomad robes* 5+Monkey’s paw* 5+*See the Equipment list in TC17.

(3 3 3 3 3 3) Slaughtered Warband You find the remains of a massacredwarband. Bodies lay scattered amongst theruins still carrying some items ofequipment.

You can find the following items. Roll forevery item separately (apart from the goldcrowns and daggers) to see if you find it.

Item D6 Result Needed3D6x5 gc AutoD3 Suits of Light armour 4+Suit of Heavy armour 5+D6 Daggers AutoD3 Halberds 5+D3 Swords 3+D3 Shields 2+D3 Handguns 5+D3 Helmets 2+D6 Pistols 4+

(4 4 4 4 4 4) Lamp of the DjinnYou hear a noise from under a pile ofrubble. On investigation you find a lamp.In an attempt to clean it to assess itsvalue, you give it a rub. To theastonishment of the whole warband astrange magical creature seeminglycomprised of mist emerges from the lampand asks your bidding.

(See the Equipment list in TC17.)

(5 5 5 5 5 5) Flying CarpetRolled up in a corner of a ruined buildingyou discover one of the legendary magicalflying carpets of Araby.

(See the Equipment List in TC17.)

(6 6 6 6 6 6) Magic Rope The warband finds what looks like asnake. You hit it with a stick and then feelrather foolish. It is nothing but a coil ofrope but when the correct tune is playedon a flute the rope rises into the air and isas solid as a ladder.

The rope allows the Hero to climb 12" upor down without having to take an Initiativetest.

Six of a Kind

Page 7: Khemridavid.cadenas.free.fr/FICHIER/Mordheim/Anglais/Khemri4.pdf · 2006. 4. 27. · Mordheim rulebook) 3-4 A ring worth 2D6 gold crowns. 5-6 A flashy silver gilded sword and dagger

17

Khemri – The Land of the Dead

Here are a few of the scenarios that have beenspecifically tailored for Khemri (see page 7 ofTC 16 for the full tables).

Your warband has found an oasis to camp at.These finds are essential to the warriors’survival. As you are taking a break you are setupon by another band that wish to steal yourcache of water.

TerrainPlace terrain in centre of 4'x4' board 12" fromthe edges. Rocks, trees, small buildings/ruinsare great for this. One item represents a wellor pool.

WarbandsThe warband with the lowestrating defends the oasis. Ifyou have the same numberof warriors the one with thelowest water count defends. Ifwater counts are equal, then rollto see who defends. Interestingly Undead willdefend an oasis even though they have no usefor the water.

Set-UpThe defender deploys first, within 6" of thewell or pool. The attacker deploys within 6" ofany table edge.

Starting the gameThe attacker takes the first turn.

Ending the GameIf a warband fails a Rout test the game ends. Ifthe attacking warband has more men within6" of the well than the defender at the end ofa turn then the attacker wins.

Experience+1 Survives. If a Hero or Henchman groupsurvives the battle they gain +1 Experience.

+1 Winning Leader. The leader of thewinning warband gains +1 extra Experience.

+1 Per Enemy Out of Action. Any Heroearns +1 Experience for each enemy he putsout of action.

RewardsThe winner may fill his water supply to themaximum. Remember that you cannot carrymore water and treasure than your burdenlimit.

When trading, the winner may remain at theoasis (since they successfully defended orcaptured it), and rolls for a caravan (3+) asnormal. Meanwhile, the defeated warband hasto roll on the Exploration chart with a -1modifier, (as finding another oasis would beconsiderably difficult).

The warbands have heard rumours of a tombin the area with treasure. Each warband istrying to find it first and make it back out ofthe tomb alive.

TerrainUse tiles to represent the tomb (see TC 17).Place the Burial chamber in the centre of thetable and an entrance in room one of thecorners of the table. If more than twowarbands are playing, place as many entrancetiles as needed at the corners.

WarbandsRoll to see who has the first turn. Highest D6score chooses the starting tile.

Starting the gameRoll to see who goes first. Highest D6 scorestarts.

Special RulesEach warband is trying to getto the centre chamber toget the treasure chest.Once there they mustattempt to carry it out ofthe tomb. A warrior mustbe in contact with thetreasure chest for a turn topick it up. Once carrying it, hemust move at half speed. If twowarriors are carrying the chest they may moveat normal speed. If a warrior routs whilstcarrying the chest it must be droppedimmediately in the tile he is in.

Scenarios

Scenario 9 – Defendthe Oasis

Scenario 4 – Tomb Raid

Page 8: Khemridavid.cadenas.free.fr/FICHIER/Mordheim/Anglais/Khemri4.pdf · 2006. 4. 27. · Mordheim rulebook) 3-4 A ring worth 2D6 gold crowns. 5-6 A flashy silver gilded sword and dagger

18

Khemri – The Land of the Dead

Ending the GameIf a warband routs the game ends. If thetreasure chest is removed from the board thatwarband wins.

Experience+1 Survives. If a Hero or Henchman groupsurvives the battle they gain +1 Experience.

+1 Winning Leader. The leader of thewinning warband gains +1 extra Experience.

+1 Per Enemy Out of Action. Any Heroearns +1 Experience for each enemy he putsout of action.

RewardsIn the tomb the winner gets D3 items oftreasure from the following chart. Roll a D6each time to find out what you get.

D6 Item Found1 Heavy armour2 D3 Scimitars3 D6 Jambyias (daggers)4 Gem-encrusted helmet worth D6x10 gc5 Shield6 Monkey’s paw (see TC 17)

(Scenario for 2-4 players)Many stories have been told of wealthyprinces or other nobles travelling through thehot deserts of Araby and never reaching theirdestinations. Most of the merchants that travelthe deserts are attacked by all sorts of raidersseeking to steal their riches. These storiespersuade the merchants to protect themselves

from whatever may happen, and hiremercenary warbands to do their

fighting for them.

WarbandsHalf of the warbands fighting this scenario aredefending the merchant’s wagon from attackwhilst the other half are trying to raid thewagon of the merchant. Determine who aredefenders and attackers in the usual wayexcept there may be more than one of each. Ifthere is an odd number of warbands thenthere will be one more defending player.

The defenders’ job is to provide enough of adistraction to the opposing warband(s) for theprince to make it safely off of the oppositeedge. The attacker’s job is to prevent theprince from escaping to the other side of thetable by attacking and putting him out ofaction.

TerrainThe battle takes place in the open. Thescenery may consist of dunes, oases andruined buildings. Place them as normal.

Set-UpThe defenders are set up first on one longedge of the battlefield. Next the attackers setup on either of the twoshort sides.

Scenario 10 – Protectthe Prince

Page 9: Khemridavid.cadenas.free.fr/FICHIER/Mordheim/Anglais/Khemri4.pdf · 2006. 4. 27. · Mordheim rulebook) 3-4 A ring worth 2D6 gold crowns. 5-6 A flashy silver gilded sword and dagger

19

Khemri – The Land of the Dead

Special RulesThe prince will follow any friendly model upto the limits of his movement. If he is morethan 1" from a friendly Hero at the start of theMovement phase, then he will run themaximum distance in a random direction (usea Scatter dice). If this takes him into basecontact with an enemy then this counts ascharging. He will not voluntarily charge anenemy.

If any unengaged enemy models are within 2"at the beginning of the movement phase hewill flee directly away from the closest one.He will rally by passing a Leadership test inthe usual way. If a friendly model is in basecontact he may also make a Leadership test torestrain the cowardly prince.

Each defending player controls the prince intheir turn. This may create some interestingconflicts in a multi-player game. His profile isas follows:

Profile M WS BS S T W I A Ld

Prince 4 2 2 3 3 1 3 1 7

Equipment: He is equipped with a Scimitar(sword) and a Jambiya (dagger).

Ending the GameA defender wins the game if he is in control ofthe prince when he makes it off theappropriate table edge. If he flees off anothertable edge then neither side wins. An attackerwins by killing the prince before he leaves. Ina multi-player game warbands may choose toally and share the victory and winnings.

Experience+1 Survives. If a Hero or Henchman groupsurvives the battle they gain +1 Experience

+1 Winning Leader. The leader of thewinning warband gains +1 extra Experience.

+1 Per Enemy Out of Action. Any Heroearns +1 Experience for each enemy he putsout of action.

+1 Killing the prince. Any character whoputs the prince out of action gains +1Experience.

RewardsIf the prince escapes he will reward hisprotectors with 4D6 gold crowns from hispurse. If he is killed then the winningwarband will find 2D6 gold crowns, plusjewellery equivalent to two pieces of treasureon his body.

Page 10: Khemridavid.cadenas.free.fr/FICHIER/Mordheim/Anglais/Khemri4.pdf · 2006. 4. 27. · Mordheim rulebook) 3-4 A ring worth 2D6 gold crowns. 5-6 A flashy silver gilded sword and dagger

20

Khemri – The Land of the Dead

There are plenty of swords for hire in theLand of the Dead; many of them are the lastsurvivors of a raid on a Necropolis, whileothers are professional mercenaries. In theLand of the Dead you can only use the HiredSwords listed in this section. The Land of theDead is a long way from Mordheim and evenfurther from Lustria, and not every HiredSword will be available.

You can use the following Hired Swords fromTown Cryer magazine and the Mordheimrulebook: Halfling Scout, Tilean Marksman,Ogre Bodyguard and Pit Fighter.

40 gold crowns to hire + 10 gold crowns (+ 5gold crowns per snake) upkeep.

In the bazaars and markets of Araby crowdsoften gather around a mystic Arabian sittingplaying a flute. Mesmerised by the music orsome say by his rhythmic swaying is a deadlyvenomous snake. Snake charmers generallysurvive on the money they can make asentertainers but often some offer theirservices and that of their snakes as warriors.

May be Hired: Any good warband (human,Elf, Dwarf, etc.) may hire a Snake Charmer.

Rating: A Snake Charmer increases thewarband rating by 5 points, +1 point for eachExperience point he has and +5 points foreach snake.

Profile M WS BS S T W I A Ld

Snake Charmer4 2 2 3 3 1 4 1 7Snake 4 3 0 1* 2 1 5 1 5

Equipment: The Snake Charmer is equippedwith a dagger and a scimitar. The SnakeCharmer starts with three snakes.

SPECIAL RULESSnake Charmer: The Snake Charmer cancontrol up to five snakes provided that theyremain within 6" of him. If a snake is notwithin 6" of the Snake Charmer in theMovement phase, they will move 1D6" in arandom direction. If that takes them intocontact with a model, either friend or foe, itwill attack as if charging.

Immune to poison: The Snake Charmer hasbeen bitten so many times that he is immuneto poisons.

Venomous: The snakes are venomous andcount as attacking using Black Lotus asdescribed on page 52 of theMordheim rulebook.

Animals: Snakes are animals anddo not gain Experience.

Snake hunter: After each game theSnake Charmer may attempt to catchanother snake, provided that he did not goout of action. The Snake Charmer makes thisroll in the Recruitment and Trading phase andmust roll under his initiative to successfullycatch a snake. The Snake Charmer may onlyattempt to catch one snake after each game. Ifhe fails to catch the snake there is a chancethat he is attacked. Roll a D6. On a roll of 1the Snake Charmer suffers a S3 hit.

Skills: A Snake Charmer may choose fromAcademic and Speed when he gains a newskill.

30 gold crowns to hire + 15 gold crownsupkeep.

The guides of the nomad tribes are at bestuncouth and uncivilised. However, they aregood warriors, living a life of almostconstant battle within the deserts they calltheir home. An Old World warband is welladvised to hire a guide if they are to survivethe ravages of the desert.

May be hired: The Nomad Guide may behired by any warband that can afford him.

Rating: A Nomad Guide increases thewarband’s rating by +12 points, plus 1 pointfor each Experience point he has.

Profile M WS BS S T W I A Ld

Nomad 4 3 4 3 3 1 4 1 7

Weapons and Armour: The Nomad Guide isarmed with a Scimitar and a bow.

SPECIAL RULESSon of the Desert: The Nomad Guide isadept at finding sources of water. The

Hired Swords

Snake Charmer

Nomad Scout

Page 11: Khemridavid.cadenas.free.fr/FICHIER/Mordheim/Anglais/Khemri4.pdf · 2006. 4. 27. · Mordheim rulebook) 3-4 A ring worth 2D6 gold crowns. 5-6 A flashy silver gilded sword and dagger

21

Khemri – The Land of the Dead

warband can modify the result on the SupplySource table by +/-1.

Skills: The Nomad Guide may choose fromShooting and Speed skill when he gains a newskill.

30 gold crowns to hire + 15 gold crownsupkeep.

While the sinister ruined tombs of Nehekharahave claimed the lives of many would-berobbers, a few have survived using their witand lightning reflexes. Many of these expertrobbers are drawn from the nomadictribesmen of the vast desert and knowledgeof the necropolises is second nature to them.Some, though, are Old Worlders lured by thetemptation of riches who have amassed awealth of knowledge in archaeology andancient traps.

May be hired: The Tomb Robber may behired by any good warband (human, Elf,Dwarf, etc.) that can afford him.

Rating: A Tomb Robber increases thewarband’s rating by +20 points, plus 1 pointfor each Experience point he has.

Profile M WS BS S T W I A Ld

Tomb Robber4 4 3 3 3 1 5 1 7

Weapons and Armour: The Tomb Robber isarmed with a sword and crossbow pistol. Inaddition he carries a rope and hook.

SPECIAL RULESExplorer: The Tomb Robber allows yourwarband to modify a single dice roll on theExploration chart by -1/+1.

Traps: The Tomb Robberhas the Trap Expert skill,for more details see theTC17.

Excellent Reflexes:The Tomb Robber has aspecial save of 5+ againstany attack made againsthim, be it shooting, closecombat, traps or spells. If the Tomb Robbergains the Dodge skill this save increases to a4+ special save.

Skills: The Tomb Robber may choose fromCombat, Shooting or Speed skills when hegains a new skill.

30 gold crowns to hire +15 gold crownsupkeep.

The Thieves guilds of the Old World aren’t apatch on the brutally efficient and highlyorganised guilds of Araby. So skilled are thethieves of Araby it is said that they can stealthe treasures of the gods themselves.

May be Hired: Any warband except Undeadmay hire a Thief.

Rating: An Araby Thief increases thewarband's rating by +22 points, plus 1 pointfor each experience point he has.

Profile M WS BS S T W I A Ld

Thief 4 3 3 3 3 1 4 1 7

Equipment: Two daggers, Thief ’s cloak

SPECIAL RULES

Thief ’s Cloak: Thieves wearcloaks that help them blendin with their surroundingsand can disguise them verywell in both the desert andthe towns. A warrior firing amissile weapon at a warriorwearing a Thief ’s cloaksuffers -1 on his roll to hit.Also the distance required tospot a thief when Hidden is doubled.

Tea-Leaf!: Naturally thieves are most adept atstealing items! A Thief may attempt to stealone item during the Trading phase. Chooseany item, if it is a common item the Thiefsuccessfully steals it on a 2+ on a D6. A Rareitem is successfully stolen by rolling higherthan the availability number on 2D6. Anyitems stolen may be used in exactly the sameway as one that was bought. If the Thief failsto steal the item roll a D6. On a score of 1-5the thief is chased out of the trading post andescapes. On the score of a 6 the Thief iscaptured by whatever authorities there may beand is hung (remove him from the warbandroster).

Skills: A Thief may choose from Combat &Speed Skills.

NEXT ISSUEAh see, we lied! There were no Arabians thisissue but there will be the Arabian TombRaiders warband next issue, we promise...

Tomb Robber

Thief