NECRARCH
WARBAND

At
the height of his reign, Maldred's court was rumoured to house
one of the largest libraries in Brettonia. Though his collection
of historical tomes was legendary, far more interesting were the
whispers of dark grimoires and codicies Maldred harboured in his
private chambers. Of all the rumours, the most persistent was
that the Duke owned one of the few remaining copies of van Hel's
Liber Mortis, hidden deep within the walls under powerful enchantment.
Though none could verify the substantiality of the rumour, it
drew the attenition of that most heinous vampire clan, the dread
Necrarchs. Dozens of their kin flocked to the city to further
enhance their unholy powers of necromancy;, the city providing
the perfect environment to establish their bases and continue
their study.
Since
Maldred's disapperance, the library has been sacked repeatedly.
While some vampires left the city to continue their search for
dark knowledge, many of the Necrarchs remained in Mousillon, conducting
their unholy experiments on the terrified populace who remained.
Of the Liber Mortis, no writings were found, though there remain
dozens of secret compartments hidden in the walls of the castle
as yet undiscovered...
CHOICE
OF WARRIORS
A Necrarch warband must include a minimum of three
models. You have 500 gold crowns to assemble and equip your initial
warband. The maximum number of warriors in the warband may never
exceed fifteen.
Nosferatu: Each Necrarch warband must include
one Nosferatu - no more, no less!
Abomination: Your warband may include up
to one Abomination
Defiled: Your warband may include up to three
Defiled
Banshees: Your warband may include up to
two Banshees
Skeletons: Your warband may include any number
of Skeletons
Wights: Your warband may include up to two
Wights
STARTING
EXPERIENCE
A Nosferatu starts with 20 experience
An Abomination starts with 8 experience
Defiled start with 0 experience
Henchmen start with 0 experience
NECRARCH
SKILL TABLE
|
Combat |
Shooting |
Academic |
Strength |
Speed |
| Nosferatu |
x |
x |
x |
x |
x |
| Abomination |
x |
|
|
x |
x |
| Defiled |
x |
|
|
x |
|
NOSFERATU
EQUIPMENT LIST
|
Hand-to-Hand Combat Weapons:
Dagger (first free)
2 gc
Mace, Hammer
3 gc
Axe
5 gc
Sword
10 gc
Two-handed Weapon
15 gc
Spear
10 gc
Halberd
10 gc
Rapier
15 gc
|
Armour:
Light Armour
20 gc
Heavy Armour
50 gc
Shield
5 gc
Helmet
10 gc
Missile Weapons:
Duelling Pistol/Brace
25/50 gc
Crossbow Pistol/Brace
35/70 gc
|
DEFILED
EQUIPMENT LIST
|
Hand-to-Hand Combat Weapons:
Dagger (first free)
2 gc
Mace, Hammer
3 gc
Axe
5 gc
Sword
10 gc
Two-handed Weapon
15 gc
Spear
10 gc
Halberd
10 gc
|
Armour:
Shield
5 gc
Helmet
10 gc
Light Armour
20 gc
Heavy Armour
50 gc
Missile Weapons:
Short Bow*
5 gc
Bow*
10 gc
*Defiled Only)
|
HEROES
1 NOSFERATU...................125
gc
In Brettonia they
call them Nosferatu "the one that dwells in the darkness".
Of all the vampire families, the Necrarchs are the most terrifying
opponents, with black soulless eyes filled with unimaginable dark
secrets and death. A Necrarch is forever experimenting with life
and death, manipulating both to serve their dark purpose. Their
insatiable thirst for knowledge is matched only by their hunger
for power, and they are indeed a terrifying foe on the battlefield.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Nosferatu
|
6
|
4
|
4
|
4
|
4
|
2
|
5
|
2
|
9
|
Weapons/Armour: A Nosferatu may be equipped from the
Nosferatu equipment list. He will never wear armour.
SPECIAL RULES:
Leader: Any warrior within 6" of the Nosferatu may
use his Leadership value when taking Leadership tests.
Wizard: Decades, sometimes centuries of studying make
Nosferatu powerful wizards in the Dark Arts. A Nosferatu starts
with one random Necromantic spell.
Necrolore: The Nosferatu are dark scholars, and enhance
their abilities with knowledge gleaned from ancient tomes. Instead
of searching for rare equipment, a Nosferatu may purchase one
permenant Necrolore ability. The costs shown are for the first
ability only. Subsequent abilities will cost double. Each Necrolore
may be purchased once only unless specified otherwise.
Tattered Mind: It is said to simply glimpse certain
necromantic texts will shatter a man's mind. Years of studying
unholy tomes and dark rituals have taken their toll on the Nosferatu.
The vampire is prone to bouts of insanity, especially under
great pressure. If the Necrarch vampire is officially alone
(All Alone rule) or loses a wound without an Injury result,
he loses his grip on reality and immediately moves 2D6"
in a random direction. Roll on the Madness serious injury result
(0-3 Stupidity, 4-6 Frenzied). This lasts until the end of the
next combat phase. As long as he is mad he cannot cast spells.
Note that this move may take him into combat, in which case
he counts as charging in the next combat phase. This move may
also take him out of combat.
Fear: Nosferatu are terrifying undead creatures, and
cause Fear.
Immune to Psychology: A Nosferatu is immune to all forms
of psychology and never voluntarilly leaves combat.
Immune to Poisons: Nosferatu are not affected by any
drug or poison.
No Pain: Nosferatu treat stunned results as on
the Injury table as knocked down.
0-1
ABOMINATIONS...................55 gc
Though appearances
differ, a Nosferatu never leaves home without his favourite
piece of work. This intelligent study object of necrology is
infused by spells and potions, existing in a state between death
and undeath. An Abomination can be an insanely dangerous creature,
with a cunning intelligence that belies its appearance. It can
be beast-like, or it can look like a man, depending on his master's
fancy during creation.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Abomination
|
4
|
4
|
3
|
3
|
4
|
1
|
4
|
2
|
8
|
Weapons/Armour: Abominations may not carry any weapons.
They are a mix of fangs, talons or blades, which carry no
penalty in combat.
SPECIAL RULES:
Fear: Abominations are twisted and repulsive looking creatures,
which cause Fear.
Immune to Poisons: An Abomination is no longer affected
by any form of poison.
No Pain: An Abomination treats a stunned result
as on the Injury table as knocked down.
Unnatural Life: Though magically crafted and created,
an Abomination counts as being alive.
0-3 DEFILED...................30
gc
As the abomination
is the apex of his work, so are the Defiled the
leftovers. They are the ones that perished on the operating
table, no longer living but still retaining their shattered
minds. Though in fact failed experiments they are still useful,
albeit only for their ability to think. As their master keeps
them so they follow him blindly. The defiled think their master
is their god, sustaining them as their bodies fail.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Defiled
|
4
|
2
|
2
|
3
|
3
|
1
|
3
|
1
|
6
|
Weapons/Armour: A Defiled may be equipped from the
Defiled equipment list.
SPECIAL RULES:
Absolute Faith: A Defiled's trust in his master is absolute.
As long as they are able to draw Line of Sight to the Nosferatu,
they may use his Ld for any Ld-tests they take.
Fear: Defilers are terrifying undead creatures, which
cause Fear.
May Not Run: Defiled are slow undead creatures and
may not run (but may charge normally.)
Immune to Poisons: Defiled are not affected by any
drug or poison.
No Pain: Defiled treat stunned results as on
the Injury table as knocked down.
HENCHMEN
0-2 BANSHEES...............45
gc each
Banshees are the
spirits of evil women who fear crossing over to face their eternal
damnation. Their howling cries shatter the minds of lesser men,
reducing proud warriors to gibbering wrecks. Possesing a feral
and untameable hatred for living men, a Nosferatu is able to communicate
with these fell women and coerce them into joining his party.
Woe is they who stand against them.
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Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Banshee
|
5
|
4
|
-
|
3
|
4
|
1
|
-
|
1
|
5
|
Weapons/Armour: Banshees never carry any equipment,
as they cannot hold them.
SPECIAL RULES:
Fear: Banshees are twisted and repulsive creatures, which
cause Fear.
Ethereal: A Banshee is a spirit, rather than a creature
of bone and dead flesh. It is not affected in its movement by
models or small obstacles. Only solid walls (no windows!) can
stop its movement.
Immune to Poisons: Banshees are not affected by any
drug or poison.
Cold Steel: While a Banshee cannot be killed by mundane
weapons, it can still feel the cold bite of steel and other
metals. If concentrated, these attacks can drive off the spirit.
Any attack made with a steel/iron weapon (ie. anything but clubs,
fists etc.) can harm it, but is at -1 to hit. Blessed and magic
weapons (weeping blades, warplock pistols etc.) hit normally.
Arrows/bolts/bullets are considered being iron tipped. Treat
injuries normally (ie. knocked down, stunned)
as the banshee loses its grip on the physical plane. An OOA
will send the beast back to the spirit realm.
Wailing: Instead of a physical attack, the banshee emits
a piercing wail. This attack has a 4" reach and will counts
as a S3. Roll to hit as normal with the Banshee's WS. The wail
attack always occurs before any combat takes place. If the banshee
gains a strength
advance, its wailing strength increases. A wail ignores all
armour saves, and cannot be parried.
SKELETON
WARRIORS...............17 gc each
Whilst other necromancers
raise either zombies or skeletons to do their evil work, Nosferatu
employ only skeletons. It is not that they do not raise zombies
from their graves - rather the Nosferatu harvest all flesh and
organs for their experiments, which soon leaves the corpses picked
clean.
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Profile
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M
|
WS
|
BS
|
S
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T
|
W
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I
|
A
|
Ld
|
|
Skeleton
|
4
|
2
|
0
|
3
|
3
|
1
|
1
|
1
|
6
|
Weapons/Armour: Skeletons may be equipped from the Defiled
equipment list. Handling multiple weapons is a feat too advanced
for a skeleton, which may only ever use a one at a time.
SPECIAL RULES:
Fear: Skeletons are terrifying undead creatures, which cause
Fear.
May Not Run: Skeletons are slow undead creatures and
may not run (but may charge normally.)
Immune to Psychology: Skeletons are not affected by
psychology and never leave combat.
Immune to Poisons: Skeletons are not affected by any
drug or poison.
No Pain: Skeletons treat stunned results as on
the Injury table as knocked down.
No Brain: Skeletons never gain experience. They do not
learn from their mistakes. What did you expect?
0-2
WIGHTS...............50 gc each
Occasionally a
Nosferatu will grant special attention to a corpse. A particular
specimen may be deemed worthy of further Rites of the Dead.
This not only raises the corpse or remains, but also recalls
a certain part of the original essence that embodied it. This
creature is called a Wight, capable of self-substantiation and
independance.
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Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Wight
|
5
|
3
|
2
|
3
|
4
|
1
|
3
|
1
|
7
|
Weapons/Armour: Wights may be equipped from the Defiled
equipment list.
SPECIAL RULES:
Fear: Wights are terrifying undead creatures, which
cause Fear.
Chill Touch: A Wight's chill touch can freeze its
opponent as all heat drains from their body. Each time a Wight
hits, their opponent is at -1 WS. Several hits have a cumulative
effect, which lasts until one of the models leaves combat.
Should a model be reduced to WS 0, he will automatically pass
out and counts as knocked down.
May Not Run: Wights are undead creatures and may not
run (but may charge normally.)
Immune to Psychology: Wights are not affected by psychology
and never leave combat.
Immune to Poisons: Wights are not affected by any
drug or poison.
NECROLORE
ABILITIES
Kin Hatred - 25 gc: Necrarch vampires are extremely
suspicious of other vampires. Paranoia erodes their already
fractured minds, whipping them up into bouts of unjustified
fury. The Nosferatu hates other vampires, and will
score a critical hit on a 5 or 6 when fighting other vampires
in hand-to-hand combat.
Eternal Study - 25 gc: Nosferatu hold magical knowledge
that mortal necromancers can scarce imagine. Centuries of
studying has taught them a great deal, yet also exposed to
them their weaknesses. The vampire has undergone intense self-training
to keep his mind focused in the heat of battle. He gains a
4+ save against the Tattered Mind rule.
Necromantic Flood - 20 gc: The Nosferatu is so in
focus with the dark magics he exudes, that once per battle
he may reroll a failed difficulty test to cast a spell.
Corpus Paella - 20 gc: The Nosferatu holds great anatomical
knowledge, from the workings of humans to the more obscure
races. He can quickly assess damage his projects suffer and
remedy the situation. One knocked down Skeleton, Wight,
Defiled or Abomination within 6" may stand up and act
as normal this round.
Bone Wizard - 30 gc: The vampire is an exceptional
necromancer, and is able to tamper with the magical energies
before the battle starts. The Nosferatu may add D3-1 skeletons
to the warband for the next battle, which count towards routing.
Imbuing the Undead - 30 gc: The Nosferatu has extensively
studied extracts from the Liber Mortis, the blasphemous
tome of Frederick van Hel. Once per battle he may cast Vanhel's
Dance Macabre during his magic phase. One type of undead
warrior in the warband (including the Defiled) may make a
charge or march move (double M). All warriors of that type
are affected. If this move brings a model into close combat,
it counts as charging.
|