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Arcane Journal - Tomb Kings of Khemri
Arcane Journal - Tomb Kings of Khemri
Warhammer: the Old World Arcane Journal – Tomb Kings of Khemri © Copyright Games Workshop Limited 2023.
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ISBN: 978-1-83779-167-5 Product Code: 60632717001
Tomb Kings Of Khemri
Nehekhara is a hostile realm where the searing heat of the A sandstorm might unearth a monolithic statue, or even an
desert sun is the least of a wandering traveller’s worries. The entire buried city, lost and forgotten under the dunes, only for
waters of the Great Mortis River are poisonous and blood- it to be engulfed and concealed again a few days later. Within
coloured, providing no relief to the thirsty. There are regions the endless stretches of desert stand vast necropolises and
of quicksand that can swallow regiments whole and choking numerous places where one can hardly move for all the statues
sandstorms that strip the flesh from bones in mere seconds. and sculptures, each covered with grisly images of death.
Whirlwinds of dust, skulls and ravenous desert insects scour These monuments are vaster and grander than anything
Thethrough
Great Land
the land, and rivers of flesh-eating beetles crawl across the Old World can boast, and foremost amongst them are
the desert, consuming everything in their path. There are vast towering figures resembling the great kings and angry gods
plains of bones and skulls that come to life without warning, of Nehekhara – fearsome statues that come to life and smite
skeletal hands reaching up to drag anything alive on the trespassers with impunity.
surface into a sandy grave below.
Numerous undead creatures wander the deep desert,
A few oases still exist, scattered throughout the arid desert, from swarms of small but deadly desert scorpions to giant
but they are all tainted; instead of fresh water they are filled centipedes, each the size of a sphinx. In the centuries since
with bubbling pools of blood. Most are the abodes of foul Nagash’s Great Ritual, many foul monsters have been drawn
monsters, and those that are not are lined with parched, to the magically tainted realm, and nomadic bandits make
malevolent trees that strangle their victims and suck every a living by plundering the tombs of ancient kings whilst
drop of moisture from their bodies. marauding Orc tribes continuously rampage across the Land
of the Dead in search of battle and plunder. Nehekhara may be
a barren realm, but it is far from empty or uninhabited.
The Cities Of Nehekhara Zandri, Fleetport Of Terror
The Tomb Kings’ domain is not limited to the endless sands
It has been many centuries since any of the grand metropolises – they also bring war to the seas. The coast around the
of ancient Nehekhara offered safe haven against the harsh Mortis delta is filled with the sunken wrecks of numerous
landscape, for now they sit lifeless and abandoned – at least, pirate ships – fools that have attacked Zandri in the search of
they appear to be so… untold riches. In the city’s harbours at the mouth of the Great
Mortis River, ancient barges that writhe with dark energy
Khemri, City Of Kings still float, manned by skeleton crews who bend their backs
Chief amongst the cities of Nehekhara is Khemri, the oldest, at the oars to the resonant boom of drums and the cracks of
largest and most powerful city in this ancient kingdom. their taskmaster’s whips. Along the waters of the miles-wide
Throughout the long history of Nehekhara, the greatest kings Mortis River, and across the Great Ocean to the north, the
and queens have held court in Khemri, and it was established Tomb Fleets bring the terror of Nehekhara to distant realms.
early on that whoever ruled over the City of Kings was the These imposing armadas set out laden with skeletal legions
mightiest sovereign in the Great Land. The city itself is filled and vengeful rulers thirsty for conquest, and return with
with monuments and statues, each of which was painstakingly blood-slick weapons and recovered treasures, plundered from
crafted in honour of the gods by masterful craftsmen. The Nehekhara in ages past.
most magnificent monument of all being the grand pyramid of
Settra himself – a huge structure of ivory marble that housed Lybaras, Tomb-City Of Asaph
the king and his vast personal guard during their centuries- Despite being smaller than many other cities in Nehekhara,
long slumber. Lybaras is no less extravagant. Here, huge temples stretch
towards the sky whilst the tops of pyramids are adorned
Numas, The Scarab City with gold of the most exquisite quality. Lybaras is the resting
Numas is one of the few cities within the lands of Nehekhara place of High Queen Khalida, known across the realms for
to still bear the living within its walls. Located on the rich her martial prowess, enchanting beauty and seething hatred
and fertile land where the Great Mortis River and Ash River of Vampires. Since Khalida’s rule came to a tragic end at the
meet, Numas was once renowned for the volume of crops and hands of her sister, Neferata, Queen of Lahmia and the first
livestock it produced. Many centuries after Nagash’s great Vampire, the city welcomed Asaph, goddess of vengeance and
ritual, the city was settled by a nomadic tribe who believed the magic, as its patron. Carvings of the goddess’ beloved asps
city’s undead ruler, Prince Tutankhanut, to be a manifestation decorate every monument in the city, writhing within the
of their god. In reverence, the nomads pledged their loyalty to stonework and hissing at those who dare trespass into the city
the prince. Thus the prince now rules a city of the living which of the High Queen.
he protects ferociously whilst his subjects tend the crops
once more.
The Charnel Valley Mahrak, The City Of Decay
Standing at the eastern end of the Charnel Valley, the defiant
Long ago, the Charnel Valley was known as the Valley of city of Mahrak was once counted amongst the greatest of
the Kings. At one entrance to the foreboding valley stands obstacles to Settra’s dreams of dominion. The city’s ruler, King
the alabaster palace of Quatar, while at the other sits the Phar, long refused to bow before a rival he viewed as little
necropolis of Mahrak. Throughout the Charnel Valley’s entire more than an aggressive usurper and commanded that his city
length stand colossal statues, exquisite representations of be fortified in defiance. For decades, the armies of Mahrak
powerful gods and mighty kings, carved from the face of the stood firm against the more numerous legions of Khemri and
thousand-cubit high valley wall. it was not until the old king’s death that his children finally
yielded to Settra’s rule.
Few living souls dare to travel into the Charnel Valley, and
none who do have ever returned, for these statues do not When Nagash’s Great Ritual awakened the kings of Nehekhara
sit idly by – they constantly patrol the valley in search of into eternal undeath, King Phar was enraged to learn of his
trespassers, crunching the thick carpet of bones and skulls successors’ capitulation to his hated rival. In his wrath, King
littering the valley floor to dust beneath their heavy footfalls. Phar destroyed the tombs of his descendants and scattered
It is said that the greatest Necrotects of Nehekhara now reside their treacherous carcasses across the arid plains to feed the
within the Charnel Valley as they work tirelessly to re-sculpt scavengers of the desert. Thus, even in death does the city of
the visages of these magnificent monuments, eroded by Mahrak stand defiant against the eternal rule of mighty Settra.
centuries of windswept sand and battered from endless years
of warfare.
The Great Mortis River
Quatar, Guardian Of The Mountains Long ago, the Vitae River brought life to the Great Land,
Founded in the earliest days of Nehekhara, the palace of its waters flowing through the lush valleys and gifting
Quatar was once one of the wealthiest city-states of the the people of Nehekhara with fertile lands and plentiful
Great Land. Built upon the western entrance to the Charnel harvests. But when Nagash brought death to the Great
Valley, much of the palace is – like the great statues that line Land, the waters of the great river were polluted and
the valley itself – carved into the towering cliff faces of the poisoned until they ran thick and dark, tainting the land
Worlds Edge Mountains. Broad stairways of white stone lined and bringing death to the people. Today, the Great Mortis
with marble pillars rise up from the rocky earth, leading up River oozes through the Land of the Dead like an open
to colossal stone gates. Behind these impregnable portals are wound upon the world, its waters the colour of rotten
the staterooms and temples of the ancient rulers of Quatar, blood, its banks sickly and corrupted, populated only by
their halls and chambers carved deeply beneath the cool rock the husks of deathless waterfowl, its floodplains stalked
of the mountains and guarded throughout eternity by loyal by great undead beasts.
regiments of Tomb Guard.
The Dragons that once dwelled within the
mountains of Nehekhara were sometimes
captured and bound to the will of
mighty kings and powerful priests.
Today, Liche Priests reanimate the
skeletal remains of these great
wyrms, resurrecting their
desiccated forms to serve
once again.
The warrior elite of ancient Nehekhara wore finely wrought golden masks and
elaborate headdresses of bronze and lacquered leather to indicate their status.
Brightly coloured and decorated with images of the Great Land’s many gods, the
symbolism of such ornate headdresses was unmistakable.
Skeleton Warriors are the backbone of a Tomb King’s Skeleton Archers are unencumbered by the large, heavy
army. Under the shadow of gold-topped banners, their shields of the Tomb Kings’ other legions, allowing them
vast phalanxes advance in perfect unison. As one, the the freedom needed to fire their long, curved bows. This
skeletal soldiers raise their large shields and present their leaves them with little protection against the swords
spear points to their foes. At an unseen command the and axes of their enemies, but any foe wishing them
undead advance, wordlessly slaying those in their path harm must first cross the killing ground, weathering a
without any thought of mercy. hailstorm of lethal arrows every step of the way.
ARMIES OF THE DEAD
To protect the tombs of their kings throughout eternity, The Liche Priests learned long ago that the same
the ancient Nehekharans wrought magnificent statues incantations used to summon forth warrior-spirits
to guard over their royal tombs. These towering could be adapted to animate the hulking stone forms
sculptures, hewn from whitest marble, darkest obsidian of Nehekhara’s fearsome statuary. Ever since, when
and blood-forged gold, were placed in and around the the Tomb Kings have made war upon their enemies,
necropolises to stand sentry throughout eternity. constructs of animated stone have fought beside them.
SETTRA’S FURY
Revenge is an act between equals – but Settra the Imperishable has no equal.
Thus, when the Lord of Nehekhara led his armies against the The Great King entrusted the command of his vanguard to an
upstart Kingdom of Bretonnia, he did so not as one seeking aggressive and ruthless Tomb Prince by the name of Ptolethor
vengeance upon a rival, but as a tyrant bringing an unruly dog the Radiant who had, in life, commanded Settra’s vast naval
to heel. The source of Settra’s ire was twofold; not only had forces. Ptolethor’s objective was simple and brutal; conquer
the knights of Bretonnia crusaded through his lands and filled the settlements of Kasos and Thessos and drive streams of
their saddlebags with riches from his ancient kingdom, they terrified refugees ahead of him. As these frightened townsfolk
had also struck down King Septhah the Amaranthine, one of sowed fear and panic across the Border Princes, the prince
Settra’s most loyal and trusted commanders. With the lands would join his liege-lord in the assault on the coastal town
of Bretonnia set firmly in his sights, Settra commanded the of Matorea.
port ofSettra’s
Zandri Fury
to prepare his fleet for the treacherous voyage
up the Black Gulf and his armies to be raised from their tombs But the prince met far stronger resistance than he had
beneath the sands. Day and night the vast horde of skeletal anticipated upon his landing in the Border Princes, for the
labourers worked, their undead fortitude allowing them to region was not without heroes to defend it. Renowned
carry out their lord’s bidding without need of food or rest, mercenary commanders had ridden with all haste to both
whilst Settra’s vast legions stood motionless on the quayside Kasos and Thessos in order to protect these important centres
as they waited to board the vast fleet of freshly repaired and of civilisation from the impending attack. Each commander
newly constructed barques. was accompanied by disciplined and battle-hardened warriors
from their own households, along with a swathe of other well-
Settra’s plan was quite simple. Rather than waste months paid, highly experienced mercenary companies to flesh out
sailing through potentially hostile seas, he would instead their ranks. Yet, even with these veteran forces and seasoned
overwhelm the fractured lands now known as the Border commanders orchestrating the defence of the two settlements,
Princes in order to secure a foothold in the Old World. the might of Nehekhara was too great and both towns fell
From these freshly reacquired strongholds, he would be within days of one another; their defenders put to the sword
free to march through the Vaults and launch his assault on and those who survived left to flee across the Border Princes in
Bretonnia’s southernmost provinces. a state of utter terror.
The Awakening One by one, the Liche Priests visited these hidden sites and
recited spells of awakening, restoring life to the slumbering
Whilst the bulk of Settra’s forces prepared to board the fleet monuments to ancient gods and commanding them to take
of ships in Zandri, another branch of Nehekhara’s military to the field of battle once more. Giant scorpions burrowed
might was plotting and scheming for a different purpose. The their way from deep beneath the sands, their huge claws
Liche Priests of the Mortuary Cult had been given a simple capable of crushing rock and steel with little effort; monstrous
command by Settra; follow in the footsteps of Septhah the Necrosphinx shook the dust from their stoney hides as they
Amaranthine to the Badlands, where he had pursued the stomped their way into the sunlight, whilst rank upon rank of
cowardly knights of Bretonnia, locate the remains of the Ushabti marched in macabre unison from their centuries-long
fallen Tomb King and raise his spirit from the underworld sleep to serve their masters in the Mortuary Cult once more.
once more – thus giving Settra a trusted lieutenant to watch
over the treacherous priests and their endless duplicity. Once Their forces bolstered, the Priests continued their march into
Septhah had been returned to unlife and taken command of the Badlands and their search for the site of King Septhah’s
the army, it was to march north and lay siege to the Citadel of final battle. Eventually, atop a plateau high in the Dragonback
Myrmidia and the Dwarfish hold of Barak Varr, preventing Mountains, the Liche Priests discovered the remains of
these two well-supplied and heavily armed settlements from Septhah’s fallen warriors and quickly set to work returning
lending aid to Matorea. them to service; of the king however, there was no sign.
Mindful of incurring Settra’s wrath, Hierophant Ashurtak
The Priests of the Mortuary Cult were not so foolish as to go divided his forces and commanded them to scour every cavern
against their king’s commands but, as Settra had anticipated, and crevice in search of the missing Tomb King. As the search
they would first fulfil certain desires of their own. Beyond area expanded, Ashurtak’s attention was drawn to the Elvish
the borders of Nehekhara there remained many ancient sites tower of Tor Anrok – whose garrison had regularly defended
sacred to the Mortuary Cult, with all manner of centuries- the nearby settlements of Man ever since their arrival in the
old treasures and long-forgotten secrets hidden within them. Badlands. The Hierophant suspected that the Asur had been
Of all the things locked away in these vast hidden temples, somehow involved in King Septhah’s defeat and marshalled
however, it was the giant constructs that the Priests valued his forces to march against them, knowing he would either
most of all; living statues of monstrous beasts left long- find the answers he sought, or force the Elves to pay for their
dormant in sealed tombs, awaiting the call of their masters to suspected involvement with blood.
rise again.
The Slaughter At Tor Anrok The earth trembled as a tidal wave
of scarabs erupted from the ground
As the legions of the Mortuary Cult behind the walls and swarmed across
advanced towards the Elven tower, the the defenders. Scores of Sea Guard fell
settlements in their path were hastily as the tiny beetles buried their way into
abandoned by their occupants, who fled exposed flesh, gnawing and biting at the
to Tor Anrok in the hope of finding Elves as they desperately tried to swat
sanctuary. At the tower, the Elvish host the insects away. As the scarabs drew the
stoically awaited the forces of Nehekhara Elves’ attention, Tomb Scorpions and
atop the battlements, bedecked in glittering Necroserpents burst from the ground and
silver mail and armed with the famed snatched Elves from their posts before
bows and spears of the Lothern Sea Guard. diving beneath the earth once more, leaving
Ashurtak strode towards the great oaken no signs of their victim save for freshly
doors alone to parley with the defenders, turned dirt. The subterranean assault
offering them simple terms – if the body of threw the defenders into complete disarray
King Septhah was returned immediately with many abandoning their posts only
then no blood need be spilt. Yet, failure to to be seized by the burrowing monsters,
do so would result in the slaughter of all whilst their commander tried desperately
who resided within Tor Anrok. to maintain order and rally what remained
of the horrified defenders.
The commander of Tor Anrok insisted
that the Elves had no knowledge of the Yet, the rallying cries of the Elven
missing Tomb King, before warning the commander died on her lips, for a wicked
Liche Priest that the only thing to be serpentine blade had been plunged into
found within the tower was the keen her back by what appeared to be a swirling
blades of its defenders. A grim smile crept mass of scarabs, perched atop which was
across Ashurtak’s thin lips at the Elven the skull of infamous kingslayer Prince
commander’s threats and with a barked Apophas, the Cursed Scarab Lord. With
command, the skeletal horde and the their captain slain and surrounded on all
monstrous constructs accompanying it sides, the Elves fought on bravely, but the
jerked into action. odds set against them were too great and
each was pulled, screaming, beneath the
Arrows flew from the battlements as earth and entombed alive. Prince Apophas
the Elves loosed volley after volley into and the Mortuary Cult’s monstrous
the ranks below, shattering skulls with constructs had routed the defenders before
expertly placed shots. Meanwhile, bolts Ashurtak’s main force had even reached the
launched from Eagle-claw Bolt Throwers walls, leaving the tower eerily quiet as the
scythed down ranks of skeletal warriors Liche Priests searched it for the fallen king.
before being turned upon Necrosphinx Alas, if Septhah the Amaranthine had been
and Necrolith Colossus as they neared the slain by the Elves, his body did not rest
walls. Being so preoccupied with those within the tower.
beyond the wall, the Elves failed to notice
the threat burrowing its way to the surface Ashurtak wasted little time before he
behind them. moved his forces from the tower of Tor
Anrok, the place left deserted with no real
signs as to what had happened there, save
for the bodies of its defenders now buried
deep beneath its foundations…
Unexpected Adversaries Over the following days the Orc raids
relented until, eventually, they stopped
With no sign of King Septhah, Ashurtak altogether. Whilst some of the Liche
hurried his army up the Zandri Road Priests present took this as a sign that the
towards the Citadel of Myrmidia and Orc attacks had finally come to an end,
Barak Varr. Though he had thus far been the High Priest knew this was simply the
unable to locate the remains of the king, calm before the storm. As the army of the
he would not fail the Lord of Nehekhara. Mortuary Cult neared the northern tip of
Flanked by the soaring Dragonback the Dragonback Mountains, their weeks-
Mountains to the east and the glittering long conflict with the Orcs of the Badlands
coastal vista of the Black Gulf to the west, was to come to its violent conclusion.
the macabre procession marched both Though the Orc attacks had lessened
day and night, leaving a ravaged landscape and then ceased altogether, this was not
of broken homesteads and torched because the Orcs had lost interest. Instead,
settlements in their wake. However, this they had rallied together and amassed
trail of destruction did not go unnoticed by into a single force that descended from the
other residents of the Badlands. mountains like a rolling green avalanche.
The smoke that rose in the wake of the Scores of Orcs raced towards the ranks of
advancing Nehekharan host acted like Nehekharan warriors and colossal stone
signal fires to the Orc and Goblin tribes constructs, all of whom turned in unison
dwelling in the mountains, and roving under the command of the Liche
warbands hurried to brawl with the Priests to face this descending
marching Tomb Kings. For weeks on end, threat. At the centre of the
Orcs slowed the priest’s army to a crawl as green tide stood the creature
warbands hurled themselves at the skeletal Ashurtak had been waiting to
column, inciting chaos before beating see – a massive, ugly brute of
a hasty retreat. Ashurtak’s frustration an Orc that bellowed an almighty
mounted as the Orc and Goblin raids battlecry as the horde surged forward.
became ever more frequent, for his advance The Orc was a monstrous specimen that
fell ever further behind schedule and Settra stood a head taller than any of his kind that
would soon land at Matorea with the were present, a crude double-headed axe
expectation that his eastern flank would be clutched in his meaty hands.
safe from retaliation.
The most shocking aspect of the Warboss’
Ashurtak knew that a direct challenge was appearance however, was the trophy rack
the only way to draw the Orcs into a final strapped to his back, as draped atop it
showdown, so he dispatched emissaries was the fallen form of King Septhah the
in hopes of delivering a simple message to Amaranthine. With the battlelines hastily
whomever the local Orc Warlord might drawn, Ashurtak prepared to meet the Orc
be. Meet the legions of Nehekhara in open horde head-on, knowing that victory here
battle, or all of the denizens of the Badlands would not only clear the way onwards to
would know them for a coward. the Citadel of Myrmidia and Barak
Varr, but also allow him to reclaim
the body of King Septhah and
return him to Settra’s service.
Clash On The Zandri Road
As Prince Ptolethor launched his assault upon the Border Princes, and Settra the
Imperishable sailed up the Black Gulf to Matorea, the Mortuary Cult marched up
the Zandri Road in search of the lost Tomb King, Septhah the Amaranthine.
Though they were following Settra’s commands by searching for the lost king, the
Mortuary Cult took the opportunity to further their own designs by visiting a
number of ancient temples and raising an army of stone constructs to fight alongside
their skeletal legion.
During their search for Septhah, the Mortuary Cult assaulted the tower of Tor
Anrok and entombed its Lothern Sea Guard garrison alive in a horrifying act of
cruelty after the Elves failed to be forthcoming with information about the missing
Tomb King.
As High Priest Ashurtak called off the search and continued up the Zandri Road,
frequent Orc raids slowed their progress to a crawl. Rather than allow these delays
to plague them further, the High Priest issued a challenge to the Orc horde in an
effort to draw them into open battle and put an end to the disruptions.
CLASH ON THE ZANDRI ROAD
A s the midday sun beat down from overhead, High Priest Ashurtak prepared to meet the Orc and Goblin rabble as it
charged down the hillside. The Orc Warboss and his forces had claimed the body of Septhah the Amaranthine as a
trophy of their recent victory, and the Orc Warboss was keen to add to his collection. However, if the Warboss were to be
slain and Septhah’s body recovered, then perhaps Ashurtak could bestow the rites of awakening and allow the king to arise
once more.
First Turn
In this scenario, the attacker will automatically take the
first turn.
Game Length
The battle will last for six rounds or until one side concedes.
Victory!
Once the battle has ended, use Victory Points to determine
which player is the winner, as described in the Warhammer: the
Old World rulebook. In addition:
The accursed Prince Apophas seeks a soul to trade for his own as the monstrous constructs of the
Mortuary Cult close with the stalwart Dwarfen shield wall.
A Tomb King, armed with a flail A Tomb Prince, armed with a A Tomb King, armed with a
and shield great weapon hand weapon and shield
A Necrotect, A Royal Herald, bearing the Battle A High Priest of the Mortuary Cult
wielding a vicious whip Standard of their king
THE ARMIES OF KINGS
T hroughout the history of Nehekhara, its rulers, Settra foremost amongst them, have ravaged the lands of their
neighbours, claiming dominion over everything from humble farmsteads to fortified cities. When these warmongering
monarchs do march along the path of conquest, they are accompanied by warriors far more deadly than just massed legions
of common soldiers.
Yet, despite the great wealth and power won by their many For those who could not meet the king’s exacting standards,
victories, the kings and queens of Nehekhara thirsted for more. of which there were many, there was little sympathy. Archers
Their desire for further conquest and glory eventually saw the unable to keep pace with the marching formations were
ruling elite turn their armies upon one another, each seeking left where they fell. Riders who failed to learn the danger
to become the sole, unopposed ruler of the Great Land. of a chariot’s scythed wheels were cut down without a
second thought, whilst charioteers who could not grasp
For centuries, this internecine warfare raged, leaving the the complexity of the king’s manoeuvres were flogged until
borders of Nehekhara unprotected as its rulers turned upon they attained perfection or their bodies were too broken
one another. This, in turn, saw invaders plague the land with to continue.
violence and death as they swept unchecked and unchallenged
across the Great Land. However, the needless infighting, Those who proved their excellence were welcomed into
foolish power struggles and rampaging invaders would come to the ranks of the king’s Royal Host, where they would
a swift end following the ascension of Settra to the throne of fight beside Settra himself. Within a few short years, this
Khemri, greatest of Nehekhara’s cities. doctrine of perfection saw Khemri’s armies become more
powerful than any in the Great Land. Settra’s elite host
swiftly brought the warring monarchs of the Great Land to
heel and those who bent the knee soon adopted the king of
Khemri’s training regimes for their own forces – thus the
Royal Hosts of Nehekhara would become renowned and
feared throughout the lands for their ruthless efficiency and
unshakable discipline.
The armies of the Tomb Kings feature the colours and sigils of their monarchs upon their armaments and standards.
In life, warriors from the city of Numas proudly covered their shields in scarab motifs, whereas the legions of Settra the
Imperishable are always clad in the iconic turquoise and scarlet of their liege.
The shields and banners of Settra’s legions proudly display their king’s colours for all to see. Those carried by the Tomb Guard of
Settra’s Royal Host are incredibly detailed and ornate in their design, an obvious example of the vast wealth commanded by the
King of Khemri and the other sovereigns of ancient Nehekhara.
Settra the Imperishable leads his Royal Host from the front, the wheels of his blessed chariot crushing all in his path as he plunges
deep into the ranks of the Orc and Goblin horde.
TOMB KINGS OF KHEMRI
NEHEKHARAN ROYAL HOST
This Army of Infamy composition list is designed to be used with the Tomb Kings of
Khemri army list found in Ravening Hordes, and alongside the ‘Forming Units’ and
‘Warhammer Armies’ sections of the Warhammer: the Old World rulebook.
If you wish to field a Nehekharan Royal Host in your games of Warhammer: the Old
World, you may write your muster list using the Army of Infamy composition list below
instead of the Grand Army composition list found in Ravening Hordes. Over the following
pages you will find new profiles and rules for certain models in your army, representing
units unique to a Nehekharan Royal Host:
Lay In Wait
When the enemies of Settra march upon his lands, the great king of
Nehekhara calls upon those who rest in hidden barrows and graves
across the landscape to attack the enemy from unexpected positions.
These banners and shields are decorated with the red and black of the Mortuary Cult rather than the colours of a specific
monarch or city. Skulls, bones and skeletal Carrion cast in gold and bronze are used to decorate such items, hinting at the power
and wealth the Mortuary Cult commands within Nehekhara as well as its religious and spiritual significance.
The priests of the Mortuary Cult draw upon the Winds of Magic as they command their legions towards the Warriors of Chaos,
returning their undead warriors to the fray just as quickly as the armoured servants of Chaos can cut them down.
TOMB KINGS OF KHEMRI
MORTUARY CULT
This Army of Infamy composition list is designed to be used with the Tomb Kings of
Khemri army list found in Ravening Hordes, and alongside the ‘Forming Units’ and
‘Warhammer Armies’ sections of the Warhammer: the Old World rulebook.
If you wish to field an army of the Mortuary Cult in your games of Warhammer: the Old
World, you may write your muster list using the Army of Infamy composition list below
instead of the Grand Army composition list found in Ravening Hordes. Over the following
pages you will find new profiles and rules for certain models in your army, representing
units unique to the Mortuary Cult:
A Mortuary Cult army must include at least one Liche Any Tomb Scorpion or unit of Necroserpents may have this
Priest to be its Hierophant. The Hierophant of a Mortuary special rule for +2 points per model. When a unit with this
Cult army must also be its General, even if they are not the special rule is placed on the battlefield as a result of using
character with the highest Leadership in your army. the From Beneath the Sands special rule, it may nominate a
single enemy unit that is within 8" of it and whose troop type
Harmonious Incantations is ‘regular infantry’ or ‘heavy infantry’. The nominated enemy
When the Liche Priests of the Mortuary Cult gather together unit must immediately make a number of Initiative tests equal
in numbers, their incantations are strengthened by their to the Unit Strength of this unit. For each test that is failed, a
harmonious chanting. single model belonging to the nominated unit is removed from
play as a casualty.
If a Liche Priest within a Mortuary Cult army uses the Arise!
special rule whilst within the Command range of one or more
other friendly Liche Priests, the number of lost Wounds the
chosen unit recovers is increased by 1.
Sepulchral Animus
Drawing from the powerful magics that animate the great undead
constructs of Nehekhara, the Priests of the Mortuary Cult can
strengthen their spells and incantations.
M WS BS S T W I A Ld Points
Settra the Imperishable - 7 3 6 5 - 3 5 10 445
Chariot of the Gods - - - 5 5 8 - - - -
Skeletal Steed (x4) 8 2 - 3 - - 2 1 - -
Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical
Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this
model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan
Undead special rule within 6" of him, not just a unit he has joined.
M WS BS S T W I A Ld Points
Prince Apophas 4 4 3 4 3 4 1 5 8 130
Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the
Underworld, will drown those who brought about the prince’s end. Prince Apophas,
the Cursed Scarab Lord
Should Prince Apophas lose his last Wound, before his model is removed from play, all
enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1. “Prince Apophas. You are
found guilty of regicide,
Usirian’s Reaper the most heinous crime
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those of all within the lands of
whose souls he believes to be equal to his own, hunting them until their soul has been delivered Nehekhara. For slaying the
to Usirian. beloved King of Numas and
all his bloodline in an effort
After deployment, nominate a single character in your opponent’s Muster List. Apophas to usurp the throne, you are
may re-roll any failed rolls To Hit or To Wound made against that character. In addition, condemned to die a slow and
any hits inflicted by Apophas against the nominated character gain the Magical Attacks painful death. May Usirian
special rule. claim your soul and subject
it to an eternity of torment!”
Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of – The sentencing of
the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud Prince Apophas of Numas
of flesh eating beetles upon his enemies.
R S AP Special Rules
Swarming Mass N/A 2 - Breath Weapon
Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless
of the target’s Toughness.
NEKAPH,
EMISSARY OF SETTRA
Amongst Settra’s many loyal servants and vassal monarchs, there are none that the
King of Nehekhara trusts more than Nekaph, his personal champion and herald.
When Settra’s mortal life came to an end, Nekaph was the first to follow his lord into
the afterlife, his body entombed beside that of his king. When Settra was awoken from
death to restore order to Nehekhara, Nekaph’s mummified form stood ready to lay low
his enemies once more.
In life, Nekaph was a formidable man, When acting as Settra’s herald, it was
renowned for his enormous physique, Nekaph’s duty to announce his lord,
peerless strength and unwavering loyalty reciting his many titles and recounting his
to his master, obeying his king’s every victories. Such was the majesty and number
command without question or hesitation. of Settra’s achievements and victories, it
Though Settra boasted legions of skilled would take Nekaph almost two hours to
and talented warriors, none were a match proclaim the King of Nehekhara before his
“Loyal sentinel at the portal for Nekaph. The King’s Herald was so gathered subjects.
of eternity, mighty warrior deadly, it is said that he could crush the
who stands beside the king, skull of any foe with but a single blow of Just as he did in life, in death Nekaph
valiant hero whom none his massive fist and choke the life from the travels from city to city at the head of one
shall pass, guardian of the strongest of adversaries without a bead of of Settra’s many skeletal legions. Upon his
king's tomb.” sweat forming upon his brow. arrival at an enemy stronghold, he will
demand an audience with the city’s rulers
– Hieroglyphic inscription over But it was during duels fought on behalf in order to deliver a harrowing ultimatum.
the sarcophagus of Nekaph
Nekaph, Emissary of Settra of his liege lord that the true extent of Though his skeletal jaw does not move
Nekaph’s martial prowess became clear and no sound flows from his lipless mouth,
for all to see – after all, his life was of those who stand before him hear a deep,
little consequence when the King of powerful voice echo in their minds as they
Nehekhara’s honour was at stake. Time are offered their first and only chance to
and time again, Nekaph would unleash his kneel before Settra the Imperishable.
wrath upon the enemies of Settra, claiming
the lives of countless chieftains, warlords Those who choose to resist their inevitable
and so-called kings, shattering their bones fate or preemptively attack Nekaph and
with powerful blows from his macabre flail his legion must face the unchecked wrath
– a gift from Settra himself. of Settra’s emissary. Found where the
fighting is thickest, Nekaph strikes down
As well as his brutish strength, Nekaph his foes with wide, murderous, swings of his
possessed a keen mind – a necessary enchanted flail, ensuring that each moment
requirement for any Tomb Herald. Not of resistance against Settra’s rule is paid
only must a Tomb Herald be able to stand for in blood. Even once their foes realise
for their liege in battle, they were also called their folly, Nekaph shows no mercy, for the
upon to act as their representative, speaking time for surrender has long since passed
on their behalf in matters of politics and and death is the only suitable punishment
issuing judgements in their name. for defiance.
Nekaph, Emissary Of Settra
Character
Nekaph, Emissary of Settra is a Royal Herald. He may be included in any Tomb Kings of
Khemri army made using any army composition list that includes this option. He must be
fielded as presented here.
M WS BS S T W I A Ld Points
Nekaph, 4 5 3 4 4 2 4 3 8 120
Emissary of Settra
R S AP Special Rules
The Flail of Combat S+2 -2 Magical Attacks, Multiple Wounds (2),
Conquered Kings Requires Two Hands
Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round
of combat.
Arch Necrotect
Character
M WS BS S T W I A Ld Points
Arch Necrotect 4 4 3 4 4 3 3 3 8 90
Options:
• May purchase magic items up to a total of ........................................................................75 points
Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical
Arch Necrotects constructs of the Mortuary Cult are driven to ever greater efforts.
Amongst the ranks of
ancient Nehekhara’s During the Command sub-phase of their turn, this character may attempt to drive a single
most skilled artisans and friendly unit within their Command range to greater efforts by making a Leadership test
architects thereNecrotect
Arch were those (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase
that stood supreme, either that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
for their mastery of their
chosen crafts or for their Stone Shaper
brutality as overseers in Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the
command of the Great duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs.
Land’s armies of labourers.
Such individuals would During the Command sub-phase of their turn, if they are not engaged in combat, this
quickly rise to the rank of character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti
Arch Necrotect, a privileged or unit of Venerable Ushabti that is within their Command range. Until the end of this
position that granted them turn, the nominated unit improves the armour value of its Regeneration save by 1.
a measure of the esteem to
which those they served
were accustomed. In death, Representing This Unit In Your Games
the Arch Necrotects are Painted in rich and vibrant colours, or mounted upon a scenic base, an Arch Necrotect
tasked with endlessly can easily be distinguished from a humble Necrotect.
driving legions of undead
to maintain and rebuild
the crumbling necropolis
cities of Nehekhara, and
with tending to the ranks
of animated statuary and
cyclopean undead constructs
that guard the tombs of
their masters and kings
through eternity.
Skeleton Infantry Cohorts
Infantry
M WS BS S T W I A Ld Points
Royal Host
Skeleton WarriorCohorts 4
Infantry 2 2 3 3 1 2 1 5 5
Royal Host Archer 4 2 2 3 3 1 2 1 5 5
Master of Arms 4 2 2 3 3 1 3 2 5 +5
Options:
• Any unit may:
- Upgrade one model to a Master of Arms (champion) ..........................+5 points per unit
- Upgrade one model to a standard bearer...................................................+5 points per unit
- Upgrade one model to a musician ................................................................+5 points per unit Infantry Cohorts
- Take a magic standard worth up to................................................................................50 points The mixed-infantry
- Have the Nehekharan Phalanx special rule.............................................+10 points per unit formations of the Royal
• A Master of Arms may purchase magic items up to a total of ...................................30 points Hosts allow the forces of
Nehekhara to advance under
Special Rules:
Venerable Arrows of Asaph, Close Order, Horde, Motley Crew*, Nehekharan Undead,
Ushabti the cover of bowfire without
Regeneration (6+), Regimental Unit, Steadfast Discipline (see page 31) leaving units of archers
vulnerable to the enemy.
*When writing your muster list, a Skeleton Infantry Cohort must contain at least ten Royal Host Those foolish enough to
Warriors and ten Royal Host Archers. Royal Host Warriors always occupy the front rank(s) of the charge the cohort head-on
unit, pushing past any Royal Host Archers to get there if necessary (such as when the unit turns). will likely find themselves
on the receiving end of
a volley of arrows before
Venerable Ushabti their advance is brought to
a standstill by the towering
M WS BS S T W I A Ld Points shields of the cohort’s
Venerable Ushabti 4 5 3 5 4 3 2 3 8 56 impenetrable front ranks.
Venerable Ancient 4 5 3 5 4 3 2 4 8 +7
Venerable Ushabti
Troop Type: Monstrous infantry Amongst the innumerable
Base Size: 40 x 40 mm Ushabti that guard
Unit Size: 3+ necropolises and tombs of
Equipment: Hand weapons, ritual blades and heavy armour the Land of the Dead stand
some of truly ancient age,
Options: crafted by masons in the
• Any unit may upgrade one model to a Venerable Ancient ........................+7 points per unit earliest days of Nehekhara
in honour of gods and
Special Rules: Close Order, Indomitable (1), Khopesh, Magic Resistance (2), goddesses long since
Nehekharan Undead, Regeneration (6+) forgotten. Though their
surfaces have become pitted
R S AP Special Rules and eroded by the passage of
Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last the centuries and the names
of the deities they represent
have been forgotten, they
Representing This Unit In Your Games remain powerful servants of
Venerable Ushabti can easily be distinguished from regular Ushabti by painting the the Mortuary Cult.
models in rich, vibrant colours or by placing them on scenic bases.
Skeleton Cavalry Cohort
Cavalry
M WS BS S T W I A Ld Points
Royal Host Horseman - 2 2 3 3 1 2 1 5 12
Royal Host Horse Archer - 2 3 3 3 1 2 1 5 11
Master of Horse - 2 2 3 3 1 3 2 5 +6
Skeletal Steed 8 2 - 3 - - 2 1 - -
Options:
• Any unit may:
Cavalry Cohorts - Upgrade one model to a Master of Horse (champion)..........................+6 points per unit
Much like their infantry - Upgrade one model to a standard bearer...................................................+6 points per unit
counterparts, the mixed- - Upgrade one model to a musician ................................................................+6 points per unit
cavalry cohortsCavalry
Skeleton often seenCohort - Take a magic standard worth up to................................................................................50 points
in the Royal Hosts ensure - Have the Counter Charge special rule ......................................................+1 point per model
that its mounted forces • A Master of Horse may purchase magic items up to a total of...................................30 points
can harass the enemy
with bowfire, whilst still Special Rules: Arrows of Asaph, Close Order, Horde, Motley Crew*,
maintaining the ability to Nehekharan Undead, Regeneration (6+),
flatten an enemy formation Steadfast Discipline (see page 31), Swiftstride, Vanguard
with a devastating charge
from spear-armed horsemen. *When writing your muster list, a Skeleton Cavalry Cohort must contain at least five Royal Host
Horsemen and five Royal Host Horse Archers. Royal Host Horsemen always occupy the front
Necroserpents rank(s) of the unit, pushing past any Royal Host Horse Archers to get there if necessary (such as
Though they are most when the unit turns).
commonly seen serving as
mounts for Tomb Guard,
occasionally the Mortuary
Necroserpents Necroserpents
Cults will call upon
Necroserpents who do not M WS BS S T W I A Ld Points
yet have a rider. Most of Necroserpent 7 3 0 5 4 3 3 3 7 38
these stone serpents were
built in the image of the Troop Type: Monstrous cavalry
hooded Khemrian Cobra, Base Size: 50 x 100 mm
a snake whose noxious Unit Size: 2+
venom is potent enough Equipment: Lashing tails and venomous fangs (counts as hand weapons)
to kill a dozen warhorses Special Rules: Ambushers, Armoured Hide (1), Impact Hits (1), Indomitable (1),
with a single drop – and Move Through Cover, Nehekharan Undead, Open Order,
the same toxin that drips Poisoned Attacks, Regeneration (6+), Swiftstride
from the fangs of the
Necroserpents themselves.
Representing This Unit In Your Games
Necroserpents are easily represented by using the Necroserpents from the Necropolis
Knights kit.
Tomb Guard Chariots
Chariot
M WS BS S T W I A Ld Points
Chariot - - - 4 4 3 - - - 53
Tomb Guard Crew (x2) - 3 3 4 - - 2 1 7 -
Tomb Captain - 3 3 4 - - 2 2 7 7
Skeletal Steed (x2) 8 2 - 3 - - 2 1 - -
Options:
• Any unit may:
- Upgrade one model to include a Tomb Captain (champion)..............+7 points per unit Tomb Guard Chariots
- Upgrade one model to include a standard bearer ...................................+7 points per unit Though traditionally
- Upgrade one model to include a musician.................................................+7 points per unit forming blocks of elite
- Purchase a magic standard worth up to........................................................................50 points infantry, it has been known
• A Tomb Captain may purchase magic items up to a total of ......................................50 points for a king’s Tomb Guard to
crew their prized chariots,
Special Rules: Cleaving Blow (Tomb Guard Crew only), Dry as Dust, riding into battle alongside
Impact
Tomb Guard Hits (D3+1), Indomitable (2), Khopesh, Nehekharan Undead,
Chariots their lord. These already
Open Order, Regeneration (6+), Reserve Move, Swiftstride deadly warriors become even
more dangerous atop these
Note that a Tomb Captain, a standard bearer or a musician each replace a single Tomb Guard fast moving chariots, as they
crew, and that each must be placed aboard a different chariot. can crash through any lesser
warriors using their crushing
momentum and focus their
Representing This Unit In Your Games precise strikes against their
Skeleton Chariots crewed by Tomb Guard infantry are ideal for representing Tomb more dangerous foes. With
Guard Chariots. such elite warriors forming
the tip of Settra’s invasion
spear, those who inhabit the
lands of the living should
tread lightly indeed – as the
sound of rumbling chariots
echoes across the Border
Princes and beyond.
TOMB KINGS OF KHEMRI
MAGIC ITEMS
The following pages expand upon the Tomb Kings of Khemri magic items found in
Ravening Hordes. These magic items are unique to Tomb Kings of Khemri armies and
can be purchased in exactly the same way as Common magic items, as described in the
Warhammer: the Old World rulebook.
Extremely Common Magic Items: Any magic item marked with an asterisk (*) is
considered to be extremely common, as described in the Warhammer: the Old World rulebook.
Magic Weapons
Blade Of Antarhak........................................................................................45 Points
Those cut by the Blade of Antarhak age by decades in the blink of an eye, their vitality stolen and
Artefacts of Power bestowed upon the wielder of this fell blade.
Secreted away in the grand
mausoleums of the kings and R S AP Special Rules
queens
Tomb of Nehekhara
Kings of Khemri areMagic ItemsBlade of Antarhak Combat S+1 -1 Magical Attacks
riches and treasures beyond Notes: The Blade of Antarhak may only be taken by models in a Nehekharan Royal Host Army
the wildest imaginations of of Infamy. For each Wound an enemy unit loses as a result of an attack made with the Blade of
even the most ambitious Antarhak, its wielder immediately recovers a single lost Wound.
tomb raider. However,
alongside the mountains of The Conqueror’s Blade ..................................................................................55 Points
coins and rivers of precious Many a king and queen, warlord and emperor foolish enough to resist the rule of the Lord of
gemstones, were items of Nehekhara have found their heads parted from their bodies by this wicked weapon.
far greater value to those
who knew what lay before R S AP Special Rules
them. Though many of The Conqueror’s Combat S+2 -2 Killing Blow, Magical Attacks,
these ancient weapons Blade Requires Two Hands, Strike Last
and trinkets are relics of Notes: Whilst engaged in a challenge, the bearer of the Conqueror’s Blade strikes a Killing Blow
Nehekhara’s long lost glory, if they roll a natural 5 or 6 when making a To Wound roll, rather than the usual 6. In addition,
they have lost none of their should the wielder slay the enemy General in a challenge, you win a bonus of 100 Victory Points at
potency in their centuries the end of the game.
of dormancy.
Phakth’s Blades Of Justice ...........................................................................35 Points
Crackling lightning arcs from these twin blades as they slice through the ranks of Nehekhara’s foes.
R S AP Special Rules
Phakth’s Blades Combat S -1 Magical Attacks, Requires Two Hands
of Justice
Notes: Models whose troop type is ‘infantry’ only. Phakth’s Blades of Justice grant the wielder +1
Attack for each rank an enemy unit the wielder is engaged with has.
R S AP Special Rules
Staff of Aeons Combat S+2 -1 Magical Attacks, Requires Two Hands
Notes: The Staff of Aeons may only be taken by a Liche Priest in a Mortuary Cult Army of
Infamy. Any model that is hit by one or more close combat attacks made using this weapon suffers
a -1 modifier to its armour value for the remainder of the game.
Magic Armour Magic Standards
Royal Mantle .....................................................40 Points Royal Standard Of Settra.................................50 Points
It is said that the wisdom of the kings and queens of Nehekhara is When Settra’s personal banner marches to war, it is an
held within these armoured plates, giving counsel to the wearer as omen of doom for those who stand against him. For the True
they command their warriors on the battlefield. King of Nehekhara kneels to no one; all shall bow to him or
face annihilation.
The Royal Mantle may only be taken by models in a
Nehekharan Royal Host Army of Infamy. May be worn with The Royal Standard of Settra may only be taken in a muster
other armour. The wearer of the Royal Mantle improves their list that includes Settra the Imperishable and/or Nekaph,
armour value by 1 (to a maximum of 2+). In addition, the Emissary of Settra. A unit carrying the Royal Standard
wearer’s My Will Be Done special rule affects all friendly units of Settra gains the Hatred (enemy characters) and Terror
with the Nehekharan Undead special rule within 6" of them, special rules.
not just a unit they have joined.
Sigil Of Centuries ..............................................45 Points
Warding Splint ...................................................35 Points Time behaves strangely around this odd icon, the weight of years
Protective strips of bronze and iron inscribed with regenerative slowing even the most agile warriors to a sluggish crawl.
hieroglyphics are placed across the Liche Priest’s shrivelled body, for
without their power the armies of the Tomb Kings will crumble. All enemy units within 6" of the model carrying the Sigil of
Centuries suffer a -1 modifier to their Initiative characteristic
The Warding Splint is a suit of heavy armour which may be (to a minimum of 1).
purchased and worn by a Liche Priest, even if they do not have
the option to be equipped with armour, a shield or barding, Tapestry Of Conquered Lands .......................35 Points
without penalty. In addition, its wearer has a 5+ Ward save Woven from the standards of vanquished enemies, this patchwork
against any wounds suffered. banner serves as a warning to those who stand against the rulers
of Nehekhara.
Talismans
Any enemy standard captured by a unit carrying the Tapestry
Amulet Of The Serpent ....................................30 Points of Conquered Lands is worth 100 Victory Points as a trophy
Cast in antique gold with glittering emeralds for eyes, this magical of war.
snake amulet laces the weapons of nearby Nehekharan warriors
with a fast-acting and deadly venom. Banner Of The Desert Winds.........................30 Points
This tattered banner snaps and waves under the command of
The bearer of the Amulet of the Serpent and any unit they a spectral breeze, whose gusts drive forward those who march
have joined gains the Poisoned Attacks special rule. under it.
Relic Of The Desert Sun ..................................25 Points Models whose troop type is ‘infantry’ only. A unit carrying the
With their withered, mummified forms vulnerable to open Banner of the Desert Winds gains the Vanguard and Reserve
flame, some Tomb Kings placed their faith in the sun god Ptra to Move special rules.
protect them.
The bearer of the Relic of the Desert Sun is not subject to the
Dry as Dust or Flammable special rules.
Enchanted Items
Staff Of Awakening.......................................................................................50 Points
Carried only by the most revered Liche Priests, this powerful artefact amplifies the wielder’s
already formidable necromantic talents.
High Priest only. When the wielder of the Staff of Awakening uses the Arise! special rule
on a friendly unit whose troop type is ‘infantry’ or ‘cavalry’, that unit recovers an additional
D3 Wounds.
Any enemy model that targets this character or any unit they have joined during the
Shooting phase suffers an additional -1 To Hit modifier.
Arcane Items
Phâzerakt’s Kanopi .......................................................................................40 Points
It is said that Phâzerakt’s spirit can be unleashed from within the ornate vessel in which it is
trapped to aid in a mass summoning.
Single use. During the Command sub-phase of their turn, if they are not engaged in
combat, the bearer of Phâzerakt’s Kanopi may attempt to unleash its contents by making a
Leadership test (using their own, unmodified Leadership). If this test is passed, place a unit
of 2D6+3 Summoned Skeleton Warriors on the battlefield anywhere completely within 12"
of this model, but not within 1" of any enemy models:
M WS BS S T W I A Ld Points
Skeleton Warrior 4 2 2 3 3 1 2 1 5 4
Note that Summoned Skeleton Warriors are not worth any Victory Points.
The bearer of the Curse-weaver Wand gains a +1 modifier to their Casting roll when
attempting to cast a Hex spell.
A Wizard may purchase up to three Tablets of Tahoth, each of which is single use. Before
making a Casting roll, a Wizard may choose to use any number of their Tablets. For each
Tablet used, you may apply a +1 modifier to the result of the Casting roll.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.