Fistful of Lead: Tales of Horror - Necromancer Group

To take on my Hunter group in Tales of Horror, I have created this Necromancer group - although the characters are still unnamed!

"Bring out your dead!"


Necromancer
Leader
Shoot: d12
Close Combat: d12
Traits
Leader: They give a +1 to the die roll to any model attempting to make a roll to recover from being Shaken or Wounded. The model must be within 12” and within line of sight (not blocked by terrain) of the Leader to give this “encouragement”. A natural roll of “1” still causes model to rout when attempting to become Unshaken, and expire from their wounds if rolling to get up from a wound.
Veteran: You use a d12 for all rolls.
God-like: This Necromancer ignores Wound penalties on movement, attack and recovery rolls. In addition, treat “Out of Action” rolls as Wounds instead. It can only be destroyed after losing all its wounds.
Leach: If you cause a Wound or Out of Action in Close Combat, immediately heal one wound.
Lightning fast: If you are the target of a successful shoot action, immediately make a hard task roll (8+). If successful, the shooter misses.
Weapons
Ancient Tome

Acolyte
Specialist
Shoot: d0
Close Combat: d12
Traits
Soulless: You never take Shaken results. But your lack of self-preservation makes you easier to hit. Anyone targeting you with a Shoot action gets a +1 to their roll.
Brute: You have no ranged combat abilities, but get to use a d12 (12-sided-die) for
Close Combat.
Weapons
None.


"Here there be Zombies!"

Zombies
Henchmen
Shoot: d0
Close Combat: d8
Traits
Soulless: You never take Shaken results. But your lack of self-preservation makes you easier to hit. Anyone targeting you with a Shoot action gets a +1 to their roll.
Slow: Move only 4” per action.
Zombies can only be killed by an Out of Action result on the wound chart. Shock and Wounds knock them down.
Weapons
None.

Ancient Tome
Death Bolt: Caster must have line of sight to the target, but ignores cover. The spell has short range of 9” and a long range of 18”. If the spell hits, the target has a +1 to wound rolls. If the spell hits on a natural roll of 10 or more, the wound roll is at +2.
Corpse Call: Out of Action characters within 6” can be raised as a Zombie on a casting roll of 8+. Only one attempt per character.
Shadow Walk: On a roll of +5 the Necromancer can move up to 12” in any direction including vertically. On a roll of 8+, they may move up to 24”.



Comments

Popular posts from this blog

Ambush at the Canyon - A Fistful of Lead game.

We're all going on a Tribble hunt!

28mm 3d printed Star Trek style warp shuttle