500 GC - Tomb Guardians Warband No Name

Unit Name ## M WS BS S T W I A Ld Save Exp Cost
Tomb Lord 1 4" 4 3 4 5 3: OOO 3 2/3 8 5+ 20 198
Free Bronze Dagger; +1 armour save, or save of 6+ if the model has none.; Asp Arrows; Bow; Mace (x1); Bronze Breastplate; Shield; Leader: Any model within 6" of the Tomb Lord may use his leadership instead of their own. Undead, Shambling, Flammable.
Liche Priest 1 4" 2 2 3 3 1 3 1 7 - 8 58
Free Bronze Dagger; +1 armour save, or save of 6+ if the model has none.; Staff (x1); The Liche Priest is a Wizard and uses Mortuary Cult scrolls. Undead, Shambling.
  1. Menkare's Scroll of Urgency A single Skeleton Soldier within 6" may immediately move up to its max Movement (4"). If this takes the model into base to base contact it counts as charging.; Difficulty (x6) [0]
  2. Horrebe's Curse of the Mummy One model within 18" in hand to hand with a mummy gets -1 to hit, -1 to wound, and -1 on armor saves. This lasts until the beginning of the Tomb Guardians next shooting phase.; Difficulty (x8) [0]
  3. Tawosret's Scroll of Tomb Dust One warrior within 12" is automatically knocked down. This spell only affects a living model.; Difficulty (x7) [0]
  4. Neferre's Scroll of Quaking Horror One model in 12" must pass a Ld test or flee 2D6" away from the priest. Each recovery phase he must pass a Ld test or continue to flee. Does not affect undead or creatures Immune to Psychology.; Difficulty (x6) [0]
  5. Merneptah's Scroll of the Scarab Song A single model within 8" suffers 2D6 S1 hits. The model may not be shot at for the rest of the shooting phase, fight or be fought in hand to hand phase. If already in hand to hand, move him 1" away. Unless he takes a wound, the model counts as just having stood up the next turn.; Difficulty (x7) [0]
  6. Djedre's Summonation of the Vengeful Dead One Skeleton Soldier that has gone Out of Action may return within 6" of the Liche Priest. Cannot be placed directly in hand to hand combat.; Difficulty (x5) [0]
Acolyte 1 4" 2 2 3 3 1 3 1/2 7 - 23
Free Bronze Dagger; +1 armour save, or save of 6+ if the model has none.; Mace (x1); Undead, Shambling
Acolyte 1 4" 2 2 3 3 1 3 1/2 7 - 23
Free Bronze Dagger; +1 armour save, or save of 6+ if the model has none.; Mace (x1); Undead, Shambling
Skeleton Warrior 1 4" 2 2 3 3 1 2 1/2 5 - 32
Free Bronze Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Bronze Dagger (x1); Undead, Shambling, No Brain: Never gain experience. Do not require water.
Skeleton Warrior 1 4" 2 2 3 3 1 2 1/2 5 - 32
Free Bronze Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Bronze Dagger (x1); Undead, Shambling, No Brain: Never gain experience. Do not require water.
Skeleton Warrior 1 4" 2 2 3 3 1 2 1/2 5 - 32
Free Bronze Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Bronze Dagger (x1); Undead, Shambling, No Brain: Never gain experience. Do not require water.
Skeleton Warrior 1 4" 2 2 3 3 1 2 1/2 5 - 32
Free Bronze Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Bronze Dagger (x1); Undead, Shambling, No Brain: Never gain experience. Do not require water.
Skeleton Warrior 1 4" 2 2 3 3 1 2 1/2 5 - 23
Free Bronze Dagger; +1 armour save, or save of 6+ if the model has none.; Mace (x1); Undead, Shambling, No Brain: Never gain experience. Do not require water.
Skeleton Warrior 1 4" 2 2 3 3 1 2 1/2 5 - 23
Free Bronze Dagger; +1 armour save, or save of 6+ if the model has none.; Mace (x1); Undead, Shambling, No Brain: Never gain experience. Do not require water.
Skeleton Warrior 1 4" 2 2 3 3 1 2 1/2 5 - 23
Free Bronze Dagger; +1 armour save, or save of 6+ if the model has none.; Mace (x1); Undead, Shambling, No Brain: Never gain experience. Do not require water.
Option Footnotes:
  Asp Arrows +1 to hit.
  Bow 1 Attack, 24" R, S3.
  Dagger +1 armour save, or save of 6+ if the model has none.
  Flammable Flammable: Any hit from a fire based attack causes double the normal number of wounds.
  Light Armour 6+ Armour Save.
  Mace Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Shambling May not Run (but may charge as normal).
  Shield +1 Armour Save. -1 movement if used with Heavy Armour.
  Undead Cause Fear. Immune to psychology (never leave combat). Immune to Poison. No Pain: Treat 'Stunned' injuries as 'Knocked Down'. Do not require water.
Total Warband Cost: 499 GC.
Notes:
Tomb Guardians always roll one extra die in the exploration phase.
Heroes get new advances at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83 and 90 experience.
Henchmen and Hired Swords get new advances at 2, 5, 9 and 14 experience.
Heroes make Insanity Rolls at 1, 8, 15, 22, 28, 34, 40, 45, 50, 55, 59, 63, 67, 71, 74, 77, 80, 83, 85, 87, and 89 Insanity Points. Character must retire at 90 Insanity Points. Roll 4D6 and consult the chart in Town Cryer 8. This is done immediately.
Gain as follows: +1 for failing a fear or terror test, casting a Chaos or Necromantic spell, receiving a critical wound, getting poisoned or taking drugs. Cultists, Dregs, Magisters, and Necromancers gain 1/2 IP's.

Warband Rating: 83
Number of models: 11


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Gold Crowns Unused Percent
Heroes (>=1model <=6model) 4 2 302 198 60%
Henchmen (N/A) 7 n/a 197 303 39%
HiredSwd (N/A) 0 n/a 0 500 0%
Dramatis (N/A) 0 n/a 0 500 0%
Warriors (>=3model <=15model) 11 4 0 500 0%
Special Things Summary 6 n/a 0 n/a 0%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.