Wednesday, September 14, 2016

Bast Warriors (Nehekhara Monsters)

Bast Warriors

Bast is the ancient feline god of Warfare. Her Warriors protect Nehekhara from Serpent Folk and foreign invaders. 

Name                   W           M           WS         BS          S             T            I             A            DD
Bast Warriors      13          3/5***   4            5+          3            2(3)        4            1(2)        2
Bast Champions  20          4/5***   5            5+          5            3            7            1(2)        1
Bast Lord             50          4/6***   7            6+          6            5(7)        4            3            4
Bast Priest           35          5            6            5+          3            3(4)        7            2            1

Large Cat             28          9/3**     5            -             4            3            7            2            2
Caterwaul            45          12          4            -             6            5            3            4            4
Catmmasu           50          6            6            -             6            7            6            3            4
**Climbing
***On all fours
 
Bast Warriors: Ambush 6+; Bounce; Hates Snake Folk; Bite
Bite: If all attacks have successfully hit, the Bast follower gains an extra Bite attack, 6+ Ignores Armor.
Bast Champions: Ambush 5+; Bounce; Serious Hatred Snake Folk; Bite
Bast Lord: Ambush 5+; Bounce; Serious Hatred Snake Folk; Magical Item; Terror 9; Bite
Bast Priest:  Ambush 5+; Bounce; Serious Hatred Snake Folk; Bast Magic 3; Magical Item; Bite
Catmassu: Ambush 5+; Serious Hatred Snake Folk; Sorcerous Exaltation; Terror 10; Bite
Caterwaul: Terror 9; Bite
Caterwauls are like lions without manes. Their strength also surpasses that of any normal cat-creature, other than actual cat-men. Evil sorcerers often use them as pets.
Large Cat: Fear 10, Bite, Claws 5+ 
Bite: Ignores Armor on a natural 6+
Claws: Ignores Armor 5+

Bast Magic
D6

2-3
Failure
4
Allure of the Feline
-1 Attack against all Bast followers
5
Light Bolt
This spell causes a blast of brilliant light to shine forth from the priestesses' body. 1D3 monsters recover 1D6 wounds this turn.
6
Cat's Armor
This spell makes the caster agile, like a cat, and able to partially dodge most blows.
7
Speed Of The Cheetah
All allies get +D3 Initiative and cannot be Pinned for the rest of the turn.
8
Roar
All Warriors are deafened by the sheer power of the roar and lose ½ their Attacks this turn.
9
Predator
1D3 monsters get an extra attack this turn.
10
Love Meow # 9
Target random player must pass a WP test or he will not attack this Priest for the remainder of the Turn. If there are no other targets to fight, the Warrior will defend the Bast priest with his life against his fellow adventurers until the end of the Turn.
11
Scratch
2D6 wounds (ignoring toughness) are caused on a target of the feline’s choice.
12
Call of the Wild
Summons forth help that arrives at the start of next Turn.
D6

1
1D6 Bast Warriors
2
1D3 Bast Lord
3
1D3 Bast Priest 
4
1 Caterwaul
5
1D6 Large Cats
6
1 Catmmasu

Gold
Monster
Gold
Bast Warrior
120
Bast Champion
360
Priest
2340
Lord
2400
Large Cat
280
Caterwaul
2510
Catmmasu
2000

Random Monster Level Table

Level

Monsters

# of Monsters

2

Manticora

1D6

3

Bast Champions

1D6

4

Bast Champions

1D6+3

5

Bast Champions

2D6

6

Bast Lords

D3




Caterwaul, Catmmasu and Manticora are from the Omnibus Collection.

Random Dungeon Tiles Tables




Random Dungeon Tiles

This is a way of spicing up the dungeon, using the old school tiles that came with the game, but in a different way. For every board section, roll on the table below to determine how many tiles are placed according to the dungeon level being explored. The deeper the Warriors explore, the fewer tiles there are found.
Dungeon Level
Dungeon Tokens per Board Section
1
D3+2
2
D3+1
3
D3
4
D3-1
5+
1

Next determine what which kind of dungeon tile is being put in play with the table below.
Random Tiles Table
1-3
Treasure/ Storage
4-5
Bones
6
Features

Placing random Tiles:
Simply determine the location of the dungeon tile by using dice that account for the size of the room. For example, if the room is a 4x4, use D4 dice. If the room is 8x5, use a D8 and a D6, re-rolling the 6. Sorry to break from format, but this way it is truly random. There are lots of free random number generators on-line instead of using dice.  Tiles are placed before an Event card is drawn. There are three possible approaches to placing the tiles.

1)     Simply place them before the Warriors enter the board section.

2)     After the first Warrior enters a board section, place them accordingly.

3)     Wait until all the Warriors have moved onto the board section that Turn, place them accordingly.


Random Tiles Table
1-3
Treasure/ Storage
4-5
Bones
6
Features

Dungeon Level
Dungeon Tokens per Board Section
1
D3+2
2
D3+1
3
D3
4
D3-1
5+
1

Treasure/ Storage
1
Barrel

1-2
Empty
3
Draw D3 Treasure cards. Any organic item like provisions or scrolls are worthless. Roll a D6 for each item when used, on a 5+ it is breaks or fails and becomes useless.
4-5
1D6 Provisions of smelly tofu healing D3 Wounds. Only two per DL can be consumed or the player suffers from Nausea (-1 Attacks, -1 Movement) until the next DL.
6
Treasure!
Take a random Treasure Card. Now roll a D6, 6+ it has been ruined. This is a box of garbage!!
If randomly placed in the water they float! Any provision or organic substance including Treasure are ruined.
2
Random Treasure

The red bag contains DLD6 gold. There is a scroll containing one random spell card.
Knife
When examined, roll on the table below:
1-3
Useless
4-5
Rusty dagger, 1D6+Str Wounds, 2 Gold. On a 1 to Hit it breaks.
6
Treasure!
Rolling on a random Treasure table to determine an easily adaptable bonus. The knife has this magical quality. It may be considered a Chaos Weapon.
3
The Weapons Rack

1-2
“Most of the items are useless, crumbling to rust and dust as you touch them. In the pocket of one ripped leather jerkin, however, you find a small, glowing gem”. Roll on the table below:
1-4
The gem is worth 200 Gold
5
The gem glows whenever are near enemy Monsters are nearby. All Ambush attacks suffer -1. The gem is worth 300 Gold.
6
This gem glows enough that is can be used as a lantern if held in one hand. The gem is worth 200 Gold.
3-4
Trap!
Roll for a random trap if the weapons rack has been disturbed in any way. When and if the Event is over, roll on Treasure! below.
5-6
Treasure!
 The Warriors have found a helmet, mace, sword and spear. For each item roll a D6:
1-2
Roll a D6 for each item, 5+: The item is useless, crumbling to rust and dust as you touch it.
3-5
Helmet:  +1 Ar; Spear (Reach 2); Mace: DD+Str+BL; Sword
6
It is magical. Take a random Treasure Card and apply its values to the item found. If the card does not apply, keep drawing cards until something does, placing the other cards at the bottom of the deck.
4
The Stone Chest

1-3
“As soon as the lid is lifted off this chest, each Warrior must make …[an] Initiative test…If a Warrior fails he is enveloped in choking fumes emitted from the chest and suffers 1D6 Wounds, with no modifiers for Toughness or Armour. If he passes, then he manages to hold his breath until the noxious fumes have cleared. In the chest there is [no] treasure.”☼
4-5
The moment a Warrior reaches for the box D3 Angler Ooze emerge. They attack immediately with Ambush 5+. 

Angler Ooze: Ambush 5+; Secrete Acid; Paralysis; Dazzle (6+)
W
M
WS
Str
T
I
A
D
Gold
16
2
2
5
2
1
2
2
220

“Secrete Acid
  All attacks done by a creature with this ability ignore all Armour. All Non-magical Armour hits disintegrates on a 4+. All non-magical weapons that hit the ooze also disintegrate after damage on a 4+.
DAZZLE (n+)
  Every time this creature hits with a roll of n+, it has dazzled its target. A warrior who is dazzled is at –1 To Hit for the next warriors phase. This ability is not cumulative.”*
6
All Warriors standing adjacent to the stone chest when it is opened are healed D6 Wounds.
5
The Treasure Chest

1-2
“The treasure chest is trapped. If a Warrior tries to open it a dart flies out causing 2D6 Wounds, with no modifiers for Toughness and Armour. There is 400 gold in the chest”☼.
3-4
Mimic
The treasure chest is really a Mimic Monster in its hidden form
.
Mimic: Ambush A
W
M
WS
Str
T
I
A
D
Gold
6
3
3
4
4
5
1
D6+Str
150
5
Empty
6
1 random Treasure card.

6
Open Treasure Chest

1-2
Fool’s Gold
Everything within this chest is fake and worthless. Draw an Event Card.
3-4
BLD6x50 gold. Draw an Event Card.
5-6
Draw Battle Level Treasure cards. Draw an Event Card.

Bones
1-4
If the bones are disturbed in any way, roll below.
1-2
These bones are nothing special.
3
It’s a trap. Roll on a Random Traps table.
4-5
Roll on the DL Monster table for random Undead Monsters. They emerge from the bones magically. Place them like usual, they Attack this Turn.
6
Roll a D6, on a 6+ there is a random Treasure. Other than that, nothing special.
5-6
If the bones are disturbed in any way, roll below.
1-3
These bones are nothing special and the items are useless.
4
Treasure!
1-4
Roll on the DL Monster table for a random Undead Monster. It emerges suddenly. Replace the tile with the Monster. It Attacks this Turn.
5
Just a skeleton. The items are useless.
6
The warhammer, shield and armor are magical. Roll on the Magical Weapons and Armor table. Draw an Event card.
5-6
Random Undead
A random undead corpse animates to fight the Warriors. It has a putrid smell of decay gaining Tomb Rot 1 and is at a -1 To Be Hit in hand-to-hand combat.  If it is not killed in the first Turn, roll a D6, 5+ more of the same kind appear out of the ground and attack gaining the same benefits. Take two Treasure cards


Features
1
Slime

1-2
This is some smelly slimy stuff. Any Warrior standing adjacent must take a WP test or is at a -1 To Hit anything.
3-5
This is a. If it is not killed within D3 Turns, more will arrive in full numbers.

*Dark Jelly: None
W
M
WS
Str
T
I
A
D
Gold
10
5
4
5
3
3
2
1
150
6
Nothing special after all.
2
The Trapdoor

1-2
The trapdoor is locked and bolted. It has a Toughness of 5, 20 Wounds Beneath the trapdoor is a staircase leading to the next Dungeon Level. 
3-4
The trapdoor is unlocked but before the Warriors can open it, the door swings open and random Monsters emerge. Place them adjacent to the trapdoor.  The hole reveals a staircase leading to D6 Dungeon Cards.
5
Trap!
Roll on the random Traps table.
6
Treasure Trove!
Draw D6 Treasure cards. For each Treasure card, draw an Event Card.
3
The Spiked Pit

After placing the tiles, any models caught standing above must have an Initiative test with a -1 to the roll. Failing means the model has fallen in. For each model falling in roll below. It’ll need a rope to climb out.

1
The model is impaled and suffers 2D6+BL Wounds with no modifications for Toughness and Armor.  It is prone for the next D3 Turns and needs help to get free. For every Turn impaled the model suffers an additional 2D6+BL Wounds with no modifications. 
2-4
The model suffers 1D6+1 Wounds with no modifications for Toughness and Armor. 
5-6
The model suffers 1D6+BL Wounds with no modifications for Toughness and Armor. 
4
The Well

There is a dank dark well with a rope leading downwards into the darkness.
Any Warrior who descends below roll below. If a Warrior uses the rope, roll D6 at the end of the Turn, on a 5+ it breaks. The fall causes 1D6 + DL Wounds.
1-2
Shuffle together 2D6 Dungeon Cards, mixing in an Objective room card within the last three. Any room with Monsters show up in full numbers.
3-4
Shuffle together 2D6 Dungeon Cards, mixing in an Objective room card within the last three. Draw two Event Cards instead of one for every room. Roll twice on the Objective Room Monster table. If the Warriors survive, they get two Objective Room Treasures for their Warrior type.
5-6
The well leads to a small 4x4 dark room. Roll below
1-3
Draw an Event Card.
4-5
The room is empty.
6
Draw a Treasure Card. Draw two Event Cards.
5
The Chaos Grate

1-2
Ah Tzeentch!
Smoke begins to come out of the grate, suddenly Chaos Monsters appear.  Roll on the DL Random Monster table for Chaos Monsters. Place them around the Warriors. They gain Ambush A.
3-4
The grate reveals a small prison chamber. Use my Random Prison Table to determine who is contains. The grate is magically sealed but can be easily released with a Level 1 Open spell.
5-6
The sounds of running water can be heard, this grate is obviously part of sewer drain. If removed, it reveals stinky sewer water. Any Warrior who drinks the water roll below.
1-4
The water causes D6 Wounds with no modifications for Toughness or Armor.
5
The Warrior falls to the ground convulsing in shock. Roll on the Chaos Warrior Mutation table.  The Mutation will last for the next D6 adventures. It can be healed and removed in a city for BLx100 gold.
6
The water heals D6+ BL Wounds.
6
1-2
Cellar Door Table
1
There are D6 board sections until an Objective Room. All Monsters gain +2 Fear/Terror. Each Warrior gets a bonus Treasure Card with their Objective Room Treasure.
2-3
There is only 1 large board section containing the strongest (preferably Large) Monster, one level above the Warriors.
4
An empty dark room that smells dank and dangerous. 
5-6
Stairway to the next  dungeon level.

3-4
Cave-In

Part of the ceiling has collapsed and the rubble has collected on the floor.When placing the tiles, if it is palced in front of a door, that exit has collapsed.
If the debris is explored, it takes D3 Turns, afterwards  roll on the table below.
1-2
The Warriors unearth a crushed adventurer. Draw an Event Card. If it is Monsters, the surviving Warriors get two Treasure cards.
3-4
There are D3 crushed Monsters. Roll on the DL Random Monster table to determine what they found. The Warriors find the Monster’s gold value scattered in their remains.
5-6
Not worth the effort.

5-6
Roll a D3 to determine how many random pits there are in this board section. After placing the tiles, any models caught standing above must have an Initiative test with a -2 to the roll. Failing means the model has fallen in. Roll once for each pit type.

Pit Table
1-3
Pit
2D6 Wounds no modifications for Toughness. It will take a rope and D3 Turns to get out.
4-5
Deep Pit
The fall is longer than expected causing 2D6 Wounds. The hole requires two ropes but is easily climbable for an adventurer.
6
Teleport
Any model falling in disappears for the rest of the Turn. At the start of the next Turn, roll below.
1-2
The model is spat out of another random pit on the same board section. Place the model on a free adjacent square suffering 3D6 Wounds.
3-4
The model is spat out of the pit. Place it on a free adjacent square. It is stunned and considered prone for the remainder of the Turn.
5-6
The model reappears in a random previously explored dungeon room through a matching hole in the ceiling. The fall causes 2D6 Wounds.

☼ Warhammer Quest Role Playing Book ● Mimic was created by Quest of Legend site* Omnibus Collection