Tomb Guardians
Grade: 1b
Source: Town Cryer #18 (PDF)
Setting: Khemri
Lore
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 as would the soul giving eternal life. The Mortuary Cult was formed to study the arcs 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.
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 Acolyes are also undead but the 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 armour to help them defend their homes. A Tomb Guardian warband always roll one extra dice in the Exploration phase.
Choice of warriors
A Tomb Guardians warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 15.
- Tomb Lords: Each warband must have 1 Tomb Lord: no more, no less!
- Liche Priests: Your warband may include up to 1 Liche Priest.
- Acolytes: Your warband may include up to 2 Acolytes.
- Skeleton Warriors: Your warband may include any number of Skeleton Warriors.
- Tomb Guardians: Your warband may include up to 2 Tomb Guardians.
- Tomb Scorpions: Your warband may include up to 3 Tomb Scorpions.
Inconsistencies
Sadly the Town Cryer warband documentation had a lot of inconsistencies and issues.
- Mummy vs. Tomb Lord: The skill table still mentions a Mummy, but the warband only includes a Tomb Lord. This is a leftover from the original draft that had a Mummy Prince and Mummy Warriors.
- Chariot Skill Access: The Skeleton Chariot requires a skill classified as Academic, but the Tomb Lord — the most logical rider — cannot access Academic skills.
- No Brain Rule Ambiguity: “Skeletons never gain experience,” but only Tomb Lords, Liches, and Acolytes are listed as exceptions. It’s unclear if Tomb Guardians can gain XP or not.
- Home Ground Scope: The Home Ground exploration bonus is thematically tied to the desert, but unclear if it applies in other campaign settings like Mordheim or Lustria. Without it, the warband is very weak.
- Nehekharan Javelins: Grant +1 to hit but lack the Thrown Weapon rule, making them weaker than standard javelins despite the special name.
- Asp Arrows Classification: Listed as a Missile Weapon instead of a Miscellaneous Item, inconsistent with how arrow upgrades (like Fire or Hunting Arrows) are normally categorized.
- Skeleton Chariot Definition: It’s unclear whether the Skeleton Chariot is a mount, misc item, or separate warband member — its rules don’t specify how to field it.
- Horrebe’s Curse of the Mummy: The spell targets “Mummies,” but no model in the warband is actually called a Mummy, making it unclear what counts.
The original document can be found here.
Starting experience
- The Tomb Lord starts with 20 experience.
- The Liche Priest starts with 8 experience.
- Acolytes start with 0 experience.
- Henchmen start with 0 experience.
Tomb Guardians Skill Table
| Combat | Shooting | Academic | Strength | Speed | |
|---|---|---|---|---|---|
| Tomb Lord | ✓ | ✓ | ✓ | ||
| Liche Priest | ✓ | ||||
| Acolyte | ✓ | ✓ |
Tomb Guardians equipment lists
Undead equipment lists
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Halberd | 10 gc |
| Spear | 10 gc |
| Morning Star | 15 gc |
| Double-handed weapon | 15 gc |
| Flail | 15 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Bow | 10 gc |
| Nehekharan Javelin (Nehekharan Javelins) | 10 gc Tomb Lords only |
Armour
| Item | Cost |
|---|---|
| Shield | 5 gc |
| Light Armour | 20 gc |
Miscellaneous
| Item | Cost |
|---|---|
| Asp Arrows (Asp Arrows) | 10 gc Tomb Lords only |
Liche Priest Equipment List
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free/2 gc |
| Club, Mace or Hammer | 3 gc |
| Club, Mace or Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Morning Star | 15 gc |
| Serpent Staff (Serpent Staff) | 30 gc Liche Priests only |
Missile Weapons
None.
Armour
None.
Special Equipment
Tomb Guardians have access to the following special equipment when purchasing items from the Trading Post, outside their starting list:
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
Special Rules
Nehekharan Javelins
Cost: 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: 8"
Strength: As user
Special Rules
Range and movement penalty
Note that the original writing merely had a +1 to hit included. Normal javelins are thrown weapons and the warrior suffers no penalty for range or moving, it is suggested to combine the rules for a normal javelin with the +1 to hit.
Asp Arrows
Cost: 10 gc
Availability: Common
Made from the mummified remains of poisonous snakes, these are guided through the air by ancient magic.
Special Rules
Rarity
Note that no Rarity is given. They were also listed as a Missile Weapon originally even though they function more like special arrows such as hunting arrows which are purchased as Miscellaneous Equipment.
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.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 4 | 5 | 3 | 3 | 2 | 8 |
Weapons/Armour: Tomb Lord may be equipped with weapons and armour chosen from the Undead equipment lists.
Special Rules
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.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Liche Priest may be equipped with weapons and armour chosen from the Liche Priest Equipment List.
Special Rules
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 perorm all of the menial tasks as well as protect their masters from harm.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Acolyte may be equipped with weapons and armour chosen from the Liche Priest Equipment List.
Special Rules
Henchmen
(Bought in groups of 1-5)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.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 5 |
Weapons/Armour: Skeleton Warrior may be equipped with weapons and armour chosen from the Undead equipment lists.
Special Rules
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 armour and weapons, they are always at their lord's side.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 2 | 4 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Tomb Guardian may be equipped with weapons and armour chosen from the Undead equipment lists.
Special Rules
Experience
In the original source material for Khemri, the Tomb Guardians were called "Tomb Guards", it was specifically noted that they do gain experience.
It is recommended that if you play the Tomb Guardians as gaining experience, to use the Tomb Lord maximum characteristics.
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.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 5 | 2 | - | 2* | 2 | 1 | 4 | 1 | 4 |
Weapons/Armour: Scorpions don't use weapons or armour.
Special Rules
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.
Mortuary Cult Scrolls is used by Tomb Guardians Liche Priest
Mummy
In the original source material for Khemri, instead of Acolytes there was a hero type called "Mummy Warriors" with a very different profile and cost. Additionally, the Tomb Lord was called "Mummy Prince". There is still a remnant mention in the original Town Cryers calling the Tomb lord "Mummy" in the skill table and profile.
Menkare's scroll of Urgency
Difficulty: 6
The Liche Priest reaches out to urge an Undead warrior forward.
Horrebe's Curse of the Mummy
Difficulty: 8
The Liche Priest amplifies the curse that all mummies bear, and focuses it against a single enemy model.
Tawosret's Scroll of Tomb Dust
Difficulty: 7
The Liche Priest can command the sand around him to assault a single warrior within 12".
Neferre's Scroll of Quaking Horror
Difficulty: 7
The Liche Priest selects a warrior within 12" who is beset by terrible, haunting visions of his own death.
Merneptah's Scroll of the Scarab Song
Difficulty: 7
With a short, rasping chant, the Liche Priest summons a swarm of scarabs, which burrow up through the ground, and all over an enemy warrior.
Djedre's summonation of the Vengeful Dead
Difficulty: 5
Lore
The Mortuary Cult
The Mortuary Cult was formed long ago to learn the mysterious arts of mummification and perform the hidden rituals of awakening. After many centuries, the priests discovered the secrets they were seeking and were able to mummify and preserve bodies. The Mortuary Cult perfected their magic over a thousand years until the cult could cheat death itself. When Nagash performed his Great Ritual, raising the dead of Nebekhara, the priests rose as Liche Priests, undead beings with a mind of their own. Their experiments had given them eternal unlife. The Liche Priests now hold a position of great power, standing by the Tomb King's side - they alone are now able to invoke the power that allows the Tomb King's armies to march to war.The Mortuary Cult Liche Priests do not use the evil Necromancy spells, instead they use a system of ancient scrolls. In game terms, the scrolls work just like normal spells and the Priest must test to see if he can read the incantation out correctly, as normal, not an easy task in the middle of a fight.
Khemrian Names
The following is a list of names of Egyptian Pharaohs you can use and at the end are a few other names that I have found. These were taken from a Swedish book so the spelling might be different in English. Female names have been marked with (f). In Egyptian society, females were equal to males in many areas; there were female temple-priests, artisans, merchants and Pharaohs.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, Smenkbare, Tutankhamen, Ay, Horemhab, Ramses, Seti, Merneptah, Amenmesse, Siptah, Tawosret (f), Sethnakht, Lynaferet (f), Senedjem, Imhotep.
If you want to design your own names that will sound Egyptian or tweak the name of a Pharaoh, 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.