Necromancers
A new subclass of Magicians for "Hordes of the Things"
By Nick Hawkins

Troop Definition

Necromancers function exactly as Magicians except for the following:

Only the General of an Undead army can be a Necromancer. If the General is a Necromancer then there may be no other Magicians in the Army. In mass battles each command may include a single Necromancer.

A Necromancer may "raise the dead": replacement Hordes may be placed in base contact instead of in the usual locations. This is not compulsory and does not cost any additional PIPs.

If the Necromancer is within 600 paces of a Cleric, Paladin or running water then the attempt may fail; roll a D6 and subtract 1 for each disrupting influence within range, if the result is zero or less then the attempt has failed.

If the Necromancer is in contact with a Cleric, Paladin or running water then the attempt automatically fails.

A failed attempt counts as a "1" on a bespelling dice, the Necromancer may be transformed into a frog or grinning skull, the PIP point is wasted and the Horde is not replaced.

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