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The following is an update of the Tomb king warhammer 8th army book.

These rules were designed to balance out the Tomb king army book for fairer and fun warhammer games. These rules also add to the overall fluff and history of the Tomb king army book. And of course its purely optional.

The Liche Priests of Khemri, when they march to war can bring far more than just their personal knowledge and experience to a battle. If they take the Hieratic oath they can carry blessings and incantations on scrolls and parchment that have been written in long ago studied lore. This studied lore over countless generations has allowed the priests to store potent magic longer than any other race on the Warhammer world, apart from the high elves (but such practices among the high elves take far too much time and resources). The vast tomb libraries of the dead are teeming with these written sacred scrolls. For every time a Liche uses a sacred scroll they have to write two more in its place. Such acts are sometimes done by trained scribes whose whole existence is whittled away putting lines of text to ancient paper. As one can see these vast libraries can become huge over the countless years of un-life. It is being of the long dead, whose ever lasting life that allow them to scribe away the long days in their kings tombs, always continuing through mistakes and never needing food or sleep. These are some of the most powerful abilities the dead have over the mortal living.

If a Tomb King army chooses to use these rules they must abide by the will ever choose to disobey these holy laws. Thus a Tomb King army must:

no priest

Have a High Liche Priest as the Hierophant. Have all other Liche Priests take the Lore of Nehekhara as their lore never taking Death or Light. No allies.

If a Tomb King abides by these fundamental laws then the Liche in the army can use all the following rules for Sacred Scrolls.

Sacred Scrolls are not arcane items, but follow all the rules for magic items. Every Liche can take one sacred scroll per magic level before the game (these are noted on the army list just like magic lores before warhammer battles). . Sacred scrolls have no point cost and are all

By Matthew Purling Version 1.0

Before any spell or bound item is used in the Tomb King magic phase (but after rolling for the all Liche priests starting with the Hierophant then each Liche thereafter of lower or same level can use one Sacred Scroll (this is called the Hieratic Order). This Hieratic Order continues until all Liche in the army have either used a Sacred Scroll, declined to use one this turn or the liche has no more scrolls left to use. All Sacred Scrolls are cast like normal spells but with the following special rules: or No power dice can be used to cast Sacred Scrolls thus no rules affect them. Also no bonuses can be added to the Sacred Scrolls casting result, including the wizards magic level. Sacred Scrolls are cast with one dice (this is not a power dice for any other effect). Sacred Scrolls can be dispelled easier than other more potent magic. Dispelling sacred scrolls is done the dispel other normal same way as normal spells but if a wizard fails to dispel a Sacred Scroll they still spells that same magic phase. Sacred Scrolls still use The Restless Dead lore attribute, the normal Lore of Nehekhara uses. Sacred Scroll spells can be cast on the same target as other Lore of Nehekhara spells of the same name.

There are five different Sacred Scrolls of Nehekhara. The spells stored on Sacred Scrolls are smaller, less powerful forms of the true Lore of Nehekhara the Liche cast in times of war. These small spells have a time and tested echo effect, as in the dead have adjusted to the effect of the same worded incantations time and time again over the long everlasting years. Such an effect is all but lost to the spoken word and haste of war, even to the unfeeling dead.

Khsars Sacred Scroll of the Desert Wind is an spell which targets all Nehekharan Undead within 12. Until the start of your next magic phase all units effected are all -1 to hit with missile weapons.

Djaf Sacred Scroll of Cursed Blades is an spell with a range of 12 the targets close combat attacks can not be regenerated or parried until the start of your next magic phase.

Nerus Sacred Scroll of Protection is an spell with a range of 12 the opponent has to re-roll all wound rolls of a 6 against target until the start of your next magic phase.

Ptras Sacred Scroll of Righteous Smiting is an spell with a range of 12 the target can re-roll any missile shot or close combat attack roll of a 1 until the start of your next magic phase.

Usirians Sacred Scroll of Vengeance is an until the end of the targets next turn.

spell with a range of 18 the target can not charge, march or reform

By Matthew Purling Version 1.0

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