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— Greater Bastethi Statistics — Main Profile WS BS S T Ag Int WP Fel 20% 0% 18% 21% 55% 12% 89% 12% Secondary Profile A W SB TB M Mag IP FP 1 8 1 2 5 3 0 0

Skills: Concealment, Dodge Blow +10%, Perception, Scale Sheer Surface +10%, Silent Move +10%

Talents: Dark Magic, Frightening, Luck, Natural Weapons, Night Vision, Undead

Special Rules:

• Blessed of the Gods: The divine favour of the Nehekharan Gods grants the Greater Bastethi the Luck Talent, giving them a single fortune point. In addition, this blessing may extend to others in its presence. If the Greater Bastethi so chooses, it may spend its fortune point on behalf of another sentient Undead within its line of sight.

• Master of the Dead: The Greater Bastethi may use their Magic Characteristic to cast the following spells from the Lore of Necromancy: Summoning Re-Animate, Call of Vanhel, and Raise the Dead. If the Greater Bastethi rolls doubles or triples on its Casting Roll, it must roll on Table 7–5: The Wrath of the Gods on page 144 of WFRP to find out what happens.

Armour: None

Armour Points: Head 0, Arms 0, Body 0, Legs 0

Weapons: Claws

Slaughter Margin: Challenging

skeLeton soLdIers

Karitamen’s warriors were mighty fighters even in life. Karitamen himself was a great warrior, as well as a talented general, and after he became king, he gathered his best and most loyal warriors to serve as his royal guard. The best hundred of these men were killed, mummified, and placed in the tomb with him after he died. When Karitamen was awakened by Nagash’s curse, his guards woke as well, transformed into powerful Skeleton Soldiers.

Unlike Skeletons, Skeleton Soldiers are intelligent. They are smart enough not only to follow complex orders but also to act on their own initiative when necessary. This is because they were enchanted using a more extensive version of the Mortuary Cult process specifically to retain their intelligence and martial prowess.

The other major difference between Skeleton Soldiers and ordinary Skeletons is gear. Karitamen made sure his royal guardsmen had the best armour and weapons possible. Some kings were only concerned with trappings and outfitted their household guards in beautiful but ineffective armour. Karitamen had served in too many battles to make that mistake. His armourers produced high quality armour and weapons with some ornamentation but with more focus on function than appearance. As a result, his Skeleton Soldiers are extremely well armed, well armoured, and very dangerous.

Each Skeleton Soldier wears a handsome, gold-edged breastplate with the onyx scarab of Karitamen’s service prominently placed at the throat. Etched, gold-chased bracers and greaves and a rune-inscribed golden helm, with the scarab set just above the nose, complete the armour. They each carry a curved sword, its guard and pommel made of gold and marked with Karitamen’s scarab, and a long bronze dagger hangs at their gold-link belts. Several warriors had personal decorations as well, rings and pendants and bracelets or more elaborate belts or a second hand weapon of personal significance. Their eye sockets have the red glow of the Undead, but in these warriors, the glow is a sharp pinpoint, as if tiny red eyes glared out from their skulls, and the light has a clear intelligence.

The weapons and armour used by these creatures count as Good Craftsmanship items.

— Skeleton Soldier Statistics — Main Profile WS BS S T Ag Int WP Fel 25% 20% 30% 30% 25% 15% 28% 12% Secondary Profile A W SB TB M Mag IP FP 1 12 3 3 4 0 0 0

Skills: Dodge Blow, Perception, Search, Speak Language (Nehekharan)

Talents: Frightening, Night Vision, Undead

Armour: Heavy Armour (Breastplate, Helmet, Plate Bracers)

Armour Points: Head 2, Arms 2, Body 2, Legs 0

Weapons: Bow with 10 Arrows, Hand Weapon (Khopesh)

Trappings: None

Slaughter Margin: Average

tomb Guards

If the Skeleton Soldiers are a sign of Karitamen’s expected discipline and skill of his warriors, Tomb Guards are un-living proof. The elite warriors of his time, the Tomb Guards retain much of their memories and are unswervingly loyal to their master. Chosen from the greatest of his mortal servants, they gladly gave their lives to protect the Death Scarab on his journey into the Underworld.

Tomb Guards are, in effect, greater and more powerful versions of Skeleton Soldiers. They are tougher, faster, and deadlier, retaining much of the fighting skills they had in life. Like the Skeleton Soldiers, they benefit from the advanced procedures of the Mortuary Cult, enabling them to keep their intellect and training. Charged with protecting the inner sanctums of the tomb, the Tomb Guards should not be encountered outside unless Karitamen somehow gets free, at which point they serve as his personal entourage. They are ruthless and efficient, slaughtering any who dare set foot in the tomb.

Tomb Guards appear as Skeletons except they have parchment- thin flesh covering their bones. Their eyes are twin globes of fiery red light that narrow to pinpricks. Their mouths are stretched in a gaping grin, revealing the broken brown teeth of their skulls. They wear finely crafted suits of boiled leather armour and carry shields embossed with a scarab, showing their allegiance unto death.

— Tomb Guard Statistics — Main Profile WS BS S T Ag Int WP Fel 38% 33% 42% 45% 36% 24% 36% 15% Secondary Profile A W SB TB M Mag IP FP 2 16 4 4 4 0 0 0

Skills: Dodge Blow +10%, Perception +20%

Talents: Frightening, Lightning Parry, Night Vision, Strike Mighty Blow, Undead

Special Rules:

• Tomb Blades: Any weapon a Tomb Guard wields is considered magical. In addition, Tomb Guards roll for Ulric’s Fury whenever they roll a 9 or a 10, instead of just a 10.

“At first I thought it was funny, especially after we’d fought the two big cats outside. Sitting on top of the central sarcophagus was a cat. Not one of the big predators but your typical alley cat, the kind you see hunting rats in Altdorf. This one was somewhat more impressive, admittedly. It was adorned with gold and jewels and wrapped in bandages like the others. I almost felt sorry for the poor thing. Unlike its two cousins outside, I didn’t see this poor moggy being much of a challenge. That’s when I heard the shuffling noises coming from the other sarcophagi lining the chamber, and I realised that the cat was the least of my worries.”

—Heinrich Johannes, procurer of ancient artefacts

“My own skill with a sword being less than exemplary, I sought to hold back the Zombies assailing me for as long as possible, confident Heinrich would be able to defeat his attackers and come to my aid. Sure enough, I soon heard a yell of triumph as he cut down the first of the Undead pressing him. Suddenly, one of my attackers turned from me and leapt at Heinrich with astonishing speed. Catching him off guard, it delivered a terrible blow to his shoulder, almost knocking him from his feet. The other Zombie attacking him also increased its rate of attacks, and I realised he would soon fall. Glancing up, I saw the cat seemed to be focusing all its attention on the skirmish with Heinrich, and I realised it was somehow directing the Zombies’ attacks. If I could not find some way to break free from my attackers and destroy that accursed feline, I knew we were doomed.”

Appendix I: New Creatures

Armour: Light Armour (Full Leather Armour)

Armour Points: Head 1, Arms 1, Body 1, Legs 1

Weapons: Hand Weapon (Khopesh), Shield

Slaughter Margin: Challenging

ushabtI

These massive stone statues stand three times the height of a Human. They are carved in the likeness of the Nehekharan Gods and carry whatever weapons the particular deity prefers, usually a curved golden sword, flail, or an imposing sceptre- like mace. As guardians, Ushabti protect the great pyramids of the Tomb Kings and usually do their duties from atop plinths situated at the perimeter of the tomb. Under most circumstances, an Ushabti is just a statue, albeit an imposing one, but Liche Priests have the power to imbue these vessels with terrible magic. By intoning ancient rituals, the statues shudder to life, stepping from their mounts to destroy all in their path. When awakened, an Ushabti’s eyes glow with a golden light. They cannot speak or make any sound other than by their footsteps or by striking another object.

Like most Nehekharan statues and carvings, Ushabtis are carved from solid stone and then plastered and painted. However, they do not have metal weapons or armour—gems may be affixed in appropriate spots, but otherwise, the entire Ushabti is crafted from the same block of stone.

While animated, an Ushabti houses the spirits of the dead. Despite this, they have no real intelligence. They are objects created for a purpose, and they can follow basic commands. An Ushabti can tell the difference between Undead and living, construct and natural, and even between Nehekharans and

foreigners. They can recognise their animators without fail and only obey commands from those animators unless ordered to do otherwise. — Ushabti Statistics — Main Profile WS BS S T Ag Int WP Fel 46% 0% 55% 38% 25% — — — Secondary Profile A W SB TB M Mag IP FP 3 24 5 3 5 0 0 0 Skills: None

Talents: Frightening, Natural Weapons, Night Vision, Specialist Weapon Group (Two-handed Weapon), Strike Mighty Blow, Strike to Injure.

Special Rules:

• Construct: Ushabti are not living creatures but animated statues. Their stone construction grants them 5 Armour Points to every area.

• Hideous Strength: All Ushabti attacks count as having the Impact Quality.

• Mindless: Ushabti have no mind of their own. They have no Intelligence, Will Power, or Fellowship, and they can never take or fail tests based on these Characteristics.

Armour: None

Armour Points: Head 5, Arms 5, Body 5, Legs 5

Weapons: Great Weapon (Ritual Blade) and Fists.

Slaughter Margin: Hard

— compILed statIstIcs —

T

he following statistics first appeared in or are otherwise modified from Old World Bestiary and have been included here for your convenience.

mummIes

Created from the corpses of ancient warriors and nobles, the Undead creatures are wrapped in funeral linens and embalmed to prevent decay. — Mummy Statistics — Main Profile WS BS S T Ag Int WP Fel 44% 0% 45% 52% 40% 10% 28% 0% Secondary Profile A W SB TB M Mag IP FP 3 32 4 5 4 0 0 0

Skills: Academic Knowledge (Genealogy/Heraldry, History +10%, Necromancy +10%), Evaluate, Perception, Read/ Write +20%, Ride +10%, Speak Language (Nehekharan)

Talents: Frightening, Night Vision, Specialist Weapon Group (Flail, Great Weapon), Strike to Stun, Undead

Special Rules:

• Ancient Will: Mummies cannot be controlled as other Undead. Indeed, their will is such that lesser Undead, such as Skeletons and Zombies, obey them, and Mummies can control Undead just like a Necromancer (see The Restless Dead on page 219 in WFRP or

Necromancers on page 130 of Realms of Sorcery). • Flammable: The ancient wrappings and embalming fluids make these creatures quite flammable. When hit by a fire-based attack, any Wounds suffered are doubled. This is calculated after any deductions for Toughness Bonus or armour.

Armour: None

Armour Points: Head 0, Arms 0, Body 0, Legs 0

Weapons: Hand Weapon

Slaughter Margin: Hard

mummIfIed zombIes

These wretched creatures are slaves sacrificed to honour the Death Scarab. Though they appear as Mummies, they are actually Zombies.

— Mummified Zombie Statistics — Main Profile WS BS S T Ag Int WP Fel 25% 0% 35% 35% 10% — — — Secondary Profile A W SB TB M Mag IP FP 1 12 3 3 4 0 0 0 Skills: None

Talents: Frightening, Night Vision, Undead

Special Rules:

• Flammable: The ancient wrappings and embalming fluids make these creatures quite flammable. When hit by a fire-based attack, any Wounds suffered are doubled. This is calculated after any deductions for Toughness Bonus or armour.

• Mindless: These creatures have no Intelligence, Will Power, or Fellowship, and they can never take or fail tests based on these Characteristics.

• Shambling: These creatures cannot take the run action.

Armour: None

Armour Points: Head 0, Arms 0, Body 0, Legs 0

Weapons: Dagger

Slaughter Margin: Routine

nIGhtmare

Terrifying Undead steeds, these foul creatures are the favoured mounts of Undead champions.

— Nightmare Statistics — Main Profile WS BS S T Ag Int WP Fel 24% 0% 40% 40% 25% — — — Secondary Profile A W SB TB M Mag IP FP 1 14 4 4 8 0 0 0 Skills: None

Talents: Natural Weapons, Night Vision, Strike Mighty Blow, Undead

Special Rules:

• Mindless: Nightmares have no Intelligence, Will Power, or Fellowship, and they can never take or fail tests based on these Characteristics.

• Shambling: Nightmares cannot take the run action.

Armour: None

Armour Points: Head 0, Arms 0, Body 0, Legs 0

Weapons: Hooves

Slaughter Margin: Routine

undead dwarfs

Little more than Zombies, these fearsome creatures are covered in mouldering funerary wrappings.

— Undead Dwarf Statistics — Main Profile WS BS S T Ag Int WP Fel 25% 0% 35% 35% 10% 26% 33% 21% Secondary Profile A W SB TB M Mag IP FP 1 12 3 3 4 0 0 0 Skills: None

Talents: Frightening, Night Vision, Undead

Special Rules:

• Compelled: These Undead Dwarfs are driven to attack intruders in the complex, regardless of their desires. They fight until their foes are killed or until they themselves are destroyed.

• Flammable: The ancient wrappings and embalming fluids make these Undead Dwarfs quite flammable. When hit by a fire-based attack, any Wounds suffered are doubled. This is calculated after any deductions for Toughness Bonus or armour.

• Shambling: Undead Dwarfs cannot take the run action.

Armour: None

Armour Points: Head 0, Arms 0, Body 0, Legs 0

Weapons: Hand Weapon

Slaughter Margin: Easy

wIGht GeneraLs

Once counted among Karitamen’s most loyal soldiers, these Undead horrors continue to serve their master, even in death.

— Wight Statistics — Main Profile WS BS S T Ag Int WP Fel 40% 35% 45% 45% 30% 25% 35% 20% Secondary Profile A W SB TB M Mag IP FP 1 15 4 4 4 0 0 0

Skills: Academic Knowledge (Strategy/Tactics +20%), Perception, Read/Write +20%, Speak Language (Nehekharan)

Talents: Frightening, Night Vision, Undead

Special Rules:

• Wight Blade: The generals wield ancient, deadly weapons infused with the power of the Undead. In the hands of a Wight, these blades count as magical weapons and inflict SB+2 Damage. When a Wight causes a Critical Hit, it makes two rolls on Table 6–3: Critical Hits on page 133 in WFRP and inflicts the deadlier result. The Wight Blades are otherwise ordinary hand weapons when wielded by anyone else.

Armour: Heavy Armour (Full Plate Armour)

Armour Points: Head 5, Arms 5, Body 5, Legs 5

Weapons: Wight Blade and Shield

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