Khemri5, Mordheim

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The Land of the Dead
Heed well curious
fools the gems of
knowledge available
within this fell
journal, for they are
not for the unwise to
misuse. Here,
discover the guarded
secrets of those who
dwell in the deep and
unforgiving deserts of
the Land of the Dead.
Believe their strange
tayles for who else
could survive the
borders of hell
for so long?
By Tommy Muller, Brian Coggin, Steve Gibbs, Robert walker & Terry Maltman.
www.grafixgibs.tripod.com/khemri/index.htm.com/lustria
Khemri
Land of the Dead; the new setting based to
the far south of the Old World amidst the
burning desert sands and lost temples of old
Nehekhara. This section introduces the
Arabian Tomb Raiders warband and the last of
the special scenarios.
Scenario 11 – One Man’s Rescue is
Another Man's Kidnap
Throughout history, intelligent beings have
always coveted one another’s possessions –
whether that’s his gold, weapons or slaves; so
it is in Khemri too. Kidnapping is not
uncommon in the land of dunes and palms –
whether for ransom, political advantage or use
as raw materials! Many of these victims are
subject to a ‘rescue’ attempt, either by the
victim’s family, hired mercenaries or by
another group who also wants to ransom the
victim.
This scenario is classically played out between
Nomad warbands, but can be played by any
warband.
Special Rules
The victim is considered free if at the end of
any turn there is an attacking warrior model
within 2" and he is closer than a defender.
The victim model may then move as normal.
Ending the Game
The game ends when the victim has been
rescued, or when one warband fails a Rout
test. The winning warband gains 5D6+10 GC
as a ransom/reward.
Experience
+1 Survives.
If a Hero or a Henchman group
survives a battle they gain +1 Experience.
+1 Per enemy out of action.
Any Hero earns
+1 Exp. for each enemy he puts out of action.
+1 Winning leader.
The leader of the
winning warband gains +1 Experience.*
+1 Rescuer.
The warrior who rescues the
victim gains +1 Experience.*
*Note: The last two are not awarded if the
kidnap victim dies.
Te r rain
The defender first sets up a camp at least 18"
from any table edge. The camp consists of at
least one tent for every three members of the
warband, excluding animals and Undead
henchmen (who don’t need tents). In any
case the camp must have at least two tents.
Also see Tents hereafter. Each player then
takes it in turn to place other pieces of terrain
– an oasis, sand dunes, ruins, etc, at least 4"
away from any other piece of scenery.
Special Rules – Tents
Cost: 20+2D6GC
Those that travel the deserts require shelter
from the freezing nights and often-fierce
sandstorms. The inhabitants of Khemri have
developed light, robust tents to protect them
from the extremes of the desert. These are
frequently quite lavish and opulent –
displaying the owner’s wealth with items such
as embroidered wall hangings, silk pillows
and rare rugs.
Tents normally have only one entrance and
only one model may shoot from a tent each
turn. If an attacking model is within 2" of the
entrance to a tent he can see inside – remove
the canopy, revealing the models within.
Because of the tent’s narrow entrance, it is
unusual for more than one model to be able
to fight in hand-to-hand combat (depending
on your model tent). If a model in the
entrance to the tent (either immediately
inside or outside) is stunned, then any
standing model in base contact may move it
outside. Either player may move the model,
but the player controlling the model has the
final decision if there is any dispute. Place the
stunned model to one side of the tent
entrance, but move it no more than 2". This
will allow attackers to gain entrance by
dragging enemies out or pushing injured
warband members out of the way. A model
may not be moved and then attacked in the
Objective
The objective of the game is for the attacking
warband to free the kidnap victim and escort
him/her (preferably alive) from the table. The
defenders must try to keep the victim on the
table (and alive). If the victim
dies, the game is considered a
draw – neither side gets the
win bonus – additional
Experience points and gold.
Warband
The defender sets up the warband’s models
anywhere within the camp, including inside
the tents. The kidnap victim model must be
set up inside a tent – profile as a Young
Blood. Models should be set up inside tents
in secret – ask your opponent to look away as
you place any of your models inside the tents.
The attacker sets up on any side, no more
than 8" onto the table. The attacker goes first.
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Khemri – The Land of the Dead
T
his is the fifth installment of Khemri – The
Khemri – The Land of the Dead
same turn (although he may be attacked then
moved). Assume that the stunned model is
moved at the end of the current player’s turn.
Because of the cramped conditions, weapons
that require two hands to use (including
halberds and most missile weapons) cannot
be used inside a tent.
enter, otherwise the warrior has become
tangled in the tent’s fabric and can do nothing
else this turn. A warrior, thus entangled, may
be attacked from inside or outside the tent,
and the entangled warrior is at half WS when
defending himself.
If reduced to 0 Wounds, the tent collapses. All
inside must make a successful Initiative test to
free themselves. They may do nothing else
until freed, nor may they be attacked. The
kidnap victim must be freed from a collapsed
tent by a warrior– she is tied up and cannot
free herself.
Optional Rules
This adds a level of complexity, slowing
down the game; it also allows for greater
tactical flexibility and realism.
Damaging Tents:
Tents are made of a tough,
hard wearing material but can be slashed and
cut open using natural claws, a dagger or
other bladed weapon (but not a hammer,
dogs’ paws, camel hooves, etc). In game terms
they have a Toughness of 2, 4 Wounds and
count as flammable.
If a sharp weapon causes a ‘wound’, a hole
has been opened. Place a marker to indicate
where this improvised opening is. However, a
successful Initiative test must be made to
Tent Models
The tent models should be made with one
entrance and so that no more than six models
(20mm bases) can fit inside. They can be
round or rectangular (rectangular is easier for
game play) – both are appropriate for the
setting. Make the tents such that the canvas
can be lifted off to leave a floor area with
some wall (about an inch or so) so that the
entrance is clearly marked.
THE SHEIKH
"Where are we going, effendi?" asked Ben Ahrim.
"You will find out soon enough my friend", replied the tall bearded man at his side. "We are going
to find gold and treasures beyond your wildest dreams". The Sheikh smiled, showing his gold
tooth.
"Uncle, I know of only one place where treasures lie for the taking and I do not want to go there".
Ben’s swarthy skin looked pale. "They say that the princes of old walk the sands even though they
have been dead for thousands of years. They say that they hate all living things and long only to kill
them to raise in their own foul image".
"Ben Ahrim, you are my sister’s son. You are my family. Since the thrice cursed greenskins came
and killed my beloved son Ibn, you are my heir and successor."
"I know uncle. You have been like a father to me since my own father died. Tell me that you are not
leading our tribe to its doom". Ben Ahrim trembled as he spoke, belying his years as a warrior.
"Do not fear. I know full well the monsters that await us in the Land of the Dead. I would not take
us there unless I was sure that we could beat the cursed ones." The Sheikh turned making his
robes rustle in the hot breeze. The silver chain that held his amulets and charms tinkled. Walking
towards them was a short fat man with the brightest robes you could find in any bazaar. "Welcome",
boomed the Sheikh, "The hospitality of my tent is yours. My water is your water".
The newcomer paused, out of breath. "My lord is most gracious. My water is yours also," he panted.
Ben Ahrim looked at him incredulously. "Is this a new warrior to help us defeat the dead princes?
With respect he hardly looks able to hold a spear to defend himself."
"Please excuse my nephew." The Sheikh turned back to Ben. "The creatures of which we speak are
creations of ancient evil magics. They will use it against us. To fight magic we must employ magic
ourselves." Gesturing to the gaudily dressed little man, "This is Abu ben Baba. He is a powerful
mage he assures me. With his help we will destroy the undead monsters."
Young Ben Ahrim looked again at the mage then turned back to the sheikh, "How much gold did
you say?" A gleam appeared in his eye, "Uncle, forgive me for doubting you. Let us away
immediately".
13
Khemri – The Land of the Dead
Arabian Tomb Raiders
The nomads of Araby live on the fringes of the
great desert Araby, to the west of the Land of
the Dead. There are a few scattered towns and
settlements but the nomad tribesmen shun
these places in favour of a wandering lifestyle.
The nomad tribes of Araby have been living in
the deep deserts for centuries, their realms
dictated by the life-giving oases. There are
hundreds of different tribes of nomads – the
Tuareg, the Dervishes, the northern Fuzzy-
wuzzies, the Al’Rahem and the near legendary
Muktarhin to mention but a few. Although
they have a very fastidious code of honour
between them, which to many Old Worlders
would appear almost ritualistic, many bitter
rivalries and blood feuds often flare up
between tribes over the slightest of things.
These blood feuds are so brutal they can last
for generations and make a Tilean vendetta
seem like a child’s argument over a broken
toy! A strange people by all accounts and with
many bizarre customs and superstitions they
are difficult people to deal with, especially for
Old Worlders whom they view with suspicion
and dislike. They are, however, masters of
desert survival and any Old Worlder explorer
hoping to survive in the unforgiving deserts of
their land will need a nomad guide just to stay
alive. These hardy people can live in the deep
desert for months travelling from oasis to
oasis, navigating using the stars and knowing
how to avoid the worst dangers of the desert.
Nomads are also justly feared as raiders and
bandits because in their culture stealing is a
just and righteous thing to do so long as it is
from a rival tribe. Theft within the tribe is
most harshly dealt with.
Some nomadic tribes occasionally wander into
the Lands of the Dead but this is rare and
mainly because they have become lost in a
freak sandstorm. Generally speaking, even
Nomads will not travel for long within these
dread lands, for theirs is an ancient people
whose ancestors once traded with the
Nehekharans before the catastrophe. Tales and
songs are passed down through generations
warning the tribe of the fall of the kingdoms
of the west and of the curse of the onethey
call Nagash the Black. For this reason they
seldom venture too close to the legendary
cities of the Tomb Kings. Sometimes though, a
young sheikh eager to prove his worth in the
tales of his people, will seek out knowledge of
the Land of the Dead so that he may claim a
name for himself and discover untold riches.
Needless to say, many of these reckless
individuals and their bands of
loyal followers are never seen
or heard of again…
Choice of
Warriors
An Araby Nomad warband
must include a minimum of three models. You
have 500 gold crowns to recruit your initial
warband. The maximum number of warriors
in the warband may never exceed 15.
Heroes
Sheikh:
Each Araby Nomad warband must
have one Sheikh: no more, no less!
Champion:
Your warband may include a
single Champion.
Nomadic Mystic:
Your warband may include
a single Mystic.
Henchmen
Bedouins:
Your warband may include up to
two Bedouins.
War riors:
Your warband may include any
number of warriors.
Slaves:
Your warband may include up to five
slaves.
Starting Experience
A
Sheikh
starts with 20 Experience.
A
Champion
starts with 8 Experience.
A
Mystic
starts with 8 Experience.
Henchmen
start with 0 Experience.
Special Rules
Hate Undead:
The men of Araby have
suffered heavily at the hands (or should that
be claws!) of the Tomb King’s armies of the
Land of the Dead. Therefore Arab Heroes hate
all Undead.
14
Khemri – The Land of the Dead
Arabian Tomb Raiders Equipment List
The following lists are used by Arabian Tomb Raiders warbands to pick their weapons:
WARRIOR EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger (Jambiya) . . . . . . . . . . . .1st free/2 gc
Mace . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Sword (Scimitar) . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . . . 15 gc
Flail . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
SLAVE EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger (Jambiya) . . . . . . . . . . . .1st free/2 gc
Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 gc
Katar . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons
Missile Weapons
Short Bow . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Tufenk . . . . . . . . . . . . . . . . . . . . . . . . . 15 gc
Hand Gun . . . . . . . . . . . . . . . . . . . . . . 35 gc
None
Armour
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Armour
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . .10 gc
Light Armour . . . . . . . . . . . . . . . . . . . . 20 gc
Arabian Tomb Raiders skill tables
Combat Shooting Academic Strength
Speed
Special
Sheikh
x
x
x
x
x
Champion
x


x
x
x
Mystic


x

x
x
Special Skills:
Arab Heroes may use the following skill table instead of any of the standard skill tables available
to them.
Sand Worm
The warrior can bury himself in sand and
become almost undetectable. The model can
hide in open ground. Cannot be used inside
buildings.
Weather Tolerant
The warrior has grown so used to the weather
it doesn’t even affect him anymore. Weather
conditions such as heat and such no longer
effect this model.
Hit and Run
The warrior can run and shoot but suffer -2 to
hit instead of the -1 to hit for moving.
15
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