[[I originally wrote this as the "Sorceror's Host", but the idea of a group of spell casters with a lose assembly of magical creatures seemed too... random. I distilled the idea (inspired by old alchemy books), and now have wee Undead Band. Seems appropriate, considering Sylvania harbors the moot!]]
HOMUNCULUS HORDE
On the North side of the Moot is the border of Stirland… more specifically, the cursed province of Sylvania. This cold land is so filled with necromancers and dark scientists that they often compete for the same resources. If such a Reanimist feels too threatened by it’s rivals, it will sometimes be forced to flee the dark lands of Sylvania. Some hide out in the bustling streets of the Empire cities, praying nightly that holy or unholy agents don’t sniff them out. Others flee East into the mountains… where life can be hauntingly lonely, or mercifully short. The brasher ones, however, have been known to trickle Southwards, into the realm of the Moot.
The goal is simple: to find a simple Halfling farmer, isolated from the rest of his village. Steal into his barn in the night, murder him in his sleep, and replace him with a reanimated puppet. One by one, a necromancer could take over an entire Halfling village, making it the perfect place to continue his experiments without interruption or rivals.
The necromancers most likely drawn to this environment are not the typical necromancers, with legions of zombies and ghouls. They are the astrologers, the scientists, the alchemists. Even the mad nobles of Sylvania ridicule their research, making them worse (or better) than the typical Sylvanian Reanimist. The most common research is the study of the homunculus, or “little person”. Others work with spirits, summoning souls of the dead or lesser demons and trapping them inside of objects for careful studies. These tiny animated spirits make excellent servants, but have a limit on what they can bring… thus, it’s sometimes necessary for the animist to lead a raiding party himself, to secure fresh blood and flesh for his experiments.HOMUNCULUS HORDE SPECIAL RULES
Succession – If a Reanimist is killed, the leadership falls to Familiar. If the warband, at any point, does not contain a Reanimist or a Familiar, it must purchase a new one at the next available point or disband. A Reanimist may be rehired if killed.
HIRED SWORDS- Reanimists Host may hire any Hired Sword that will work for Undead warbands.
STARTING A HOMUNCULUS’S HORDE WARBAND
You must have a minimum of 3 models. The maximum size is 20. They start with 500 gc at the start.
You may only start with 5 heroes, chosen from the following:
You warband must include 1 Reanimist. He starts with 20 experience.
You may include 0-1 Homunculus Familiars. They start with 4 experience.
You may include 0-3 Dwergers. They start with 8 experience.
You may include any number of Constructs. They start with no experience, and cannot gain experience.
You may include up to 5 Spectres. They start with no experience, and cannot gain experience.
You may include any number of Homunculi. They start with no experience.
You may include up to 1 Abomination. They start with no experience, and cannot gain experience.
HOMONCULUS & FAMILIAR MAX STATS
M WS BS S T W I A LD
5 5 5 3 4 3 5 4 7
REANIMIST EQUIPMENT LIST
Dagger … 1st free, 2nd 2gc
Club … 3gc
Axe … 5gc
Sword … 10gc
Spear . . . . .10gc
Double Handed Weapon … 15gc
MISSILE WEAPONS
Short Bow … 5gc
ARMOR
Light Armor … 20 gc
Shield … 5gc
Buckler … 5gc
Helmet … 10gc
SKILL LIST
Reanimist – Combat, Academic, Speed, Special
Familiar – Academic, Speed, Special
Dwerger – Combat, Strength, Speed, Special
1 REANIMIST – 60gc
M WS BS S T W I A LD
4 4 4 3 3 1 4 1 8
Weapons and Armor – A Reanimist may use any weapons or equipment from the Reanimist Equipment list. As a reminder, he may not use armor and cast spells without the “Warrior Wizard” skill.
Wizard - The Reanimist starts with a spell from the Necromancy Spell List. The spell “Call of Vanhel” affects Contructs and Spectres.
Human: Unlike the other members of the warband, the Reanimist is human and uses the human stat list.
0-1 Familiar - 40 gc
The art of a homunculus is a rare and strange one, involving blood and magicks. On rare occasions, the magical energies infused in the creative process seep in better than normal- these special creations serve as the right hand to the master, channeling his energies, aiding in his spells. Over the years, they are more demonic than mortal.
M WS BS S T W I A LD
5 2 3 2 3 1 4 1 7
Weapons and Armor – A Spell Familiar may use any weapons from the Homonculus Equipment list. He may never wear armor.
Magical Aide – You may reroll the Difficulty roll of any Spellcaster in your warband that is within 6” of the Spell Familiar. You may not reroll a reroll, nor may the Familiar be used to reroll a spell from a Hired Sword. A familiar may only use this reroll ability once per turn.
Fiercely Jealous – If you own a Homunculus familiar, you may not purchase a Familiar Equipment item… only one familiar is allowed!
Acad, Speed, Special
0-3 Dwergers - 35gc
Dwergers are fully developed homunculi, who have come to realize their strength. They are educated in the basic ways of the world, and may run errands for the Reanimist. They are also as loyal to him as children, defending him with their lives.
M WS BS S T W I A LD
5 3 3 3 3 1 4 1 6
Weapons and Armor – May use any hand to hand weapons or armor for the Reanimist’s Equipment List.
Fear: Dwerger are hideous to behind, even for normal Homunculi. They cause fear.
Can learn Combat, Strength, Speed Special
HENCHMEN
Constructs – 10gc
The Constructs are weaker spirits, trapped inside common objects. Some animists place these in mundane objects, such as brooms, parasols, or shoes… the more twisted ones will animate the corpses left behind by their research.
M WS BS S T W I A LD
4 2 0 2 2 1 1 1 5
Weapons & Armor – Constructs may never use weapons or equipment. They receive no penalties for fighting unarmed.
Immune to Psych, Immune to Poison
No Brain- Constructs may not gain experience.
No Pain – Constructs treat all rolls of “Stunned” as knocked down.
May Not Run – Constructs may not run. They may double their move when charging as normal.
0-5 SPECTRES – 40 gc
Spectres are airy spirits commanded by the Reanimist. They are too beautiful to be sealed within mere objects or corpses, so they are allowed to fly free. Underneath their innocent spritely nature, however, is a much darker presense… one that not discovered until the animist is far past the point of no return…
M WS BS S T W I A LD
9 3 0 4 2 1 7 1 6
Weapons & Armor – Spectres may never use weapons or equipment. They receive no penalties for fighting unarmed.
Undead: Immune to Psychology and Immune to poison.
Shapeless Spirits – Spectres cannot gain experience.
Limited Movement – Spectres do not double their movement when running. Their movement is doubled when charging as normal.
Ethereal – Has a 5+ save against all Non-magical attacks. This is negated by spells, holy, gromril, and ithilmar weapons.
Incorporeal – Spectres fly close to the ground, and are more spirit than flesh. They may automatically pass any climbing or falling test they are required to make, and may climb any object even if they did not start a turn next to them. In addition, they may move through any terrain or friendly models. They must end their turn in an open space (ie you cannot end your turn in the middle of a terrain feature.) In addition, Spectres are unable to pick up objects such as Shards, Treasures, chests, etc. They can search rooms as normal.
Flighty – When breaking from combat, Spectres may reroll any failed escape rolls once. The second results must be accepted.
Homunculus – 25 gc
Homunculus are little beings, grown from human blood and seed. These soulless, motherless creatures follow their creator loyally, and for the duration of their unnatural lives.
M WS BS S T W I A LD
5 2 3 2 3 1 3 1 5
Weapons and Armor – A Homunculus may use any weapons or equipment from the Reanimist Equipment list.
Cause Fear – Homunculus are twisted, deformed little creatures. They cause fear.
0-1 Abomination 190 gold crowns to hire
Vile constructs, these twisted beings are torn from the nightmares of men. They are made from looted graves, animated through perverse science and dark magics. Some reanimists are even successful in growing a homunculus to enormous size, and proudly parade their greatest experiment for all to see.
M WS BS S T W I A LD
4 3 0 4 5 3 2 3 5
Weapons/Armor: Abominations do not employ weapons, and suffer no penalties for doing so.
Special Rules:
Cause Fear: Abominations are terrifying Undead creatures and thus cause Fear.
Immune to Psychology: Abominations are not affected by psychology.
Immune to Poison: Abominations are immune to poisons.
No Pain: Abominations treat Stunned results as Knocked Down.
No Brain: Abominations do not gain experience.
Large Target: Abominations are Large Targets as defined in the shooting rules.
Powered: A Necrarch has placed a shard of wyrdstone in the Abomination to bring it life. Should the Abomination be removed from combat, the model who took it down receives a shard of wyrdstone. A new shard is then needed to re-animate the Abomination. [Note: in settings that do not have Wyrdstone, a Treasure or similar item can be used… this valuable item is no doubt exchanged for this vital magical talisman.
Spare Parts: Thanks to the dark magics of their lords and the manner of their construction, Abomination ignore rolls of 1&2 on the post battle Injury Table; they cannot be destroyed.
Special Skills:
Endow Strength – Leader only. If the Leader gains a Characteristic advance of WS, BS, S, I, A, or LD, you may roll a 1D6: on a 4+, instead of altering the Leader’s stat, the enhancement is instead passed on to the Animate henchmen group of your choice. On a roll of 1-3, the Enhancement stays with the Leader. A henchmen group can only have each stat enhanced once, and hiring a henchmen into that group costs an additional 5gc for each stat enhanced.
Endow Spirit – Reanimist and Familiar Only – If you find (or steal!) an equipment item, rather than use it in the traditional sense, you may choose to turn it into a Construct. If so, you may transform it into a Construct at a cost of 10gc, minus the item’s cost. (Ex. A dagger costs 2gc… thus, it would cost 8gc to turn it into an Construct.) (Ex2. You steal a Double Handed weapon from an opponent. Since the cost is over 10gc, you gain the Construct for free! The extra -5gc does NOT go into your pocket, but is lost permanently.) The special abilities of the item are lost when it is transformed (ie. A Construct created from a sword may not parry.)