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
Post a Comment