This material was originally presented at www.mlaf.de.

Skeleton

Re-Rolls:

80.000 each

Apothecary:

not allowed

Team List

Qty

Position

MA

ST

AG

AV

Skills

Cost

Categories

0 - 15

Skeleton

5

3

2

7

Regenerate

30.000

Gen

1

Skeleton King

6

3

2

8

Regenerate, Spellcaster Level 1, Necromancy

100.000

Gen, Magic

No Special Players

Special rules

Skeleton teams ignore the effects of Sweltering Heat

There must be a Skeleton King on your team. If he dies and is not regenerated, the next purchase must be a new Skeleton King

Skeleton teams can hire a NecroTech for 100k. Once after a game, the NecroTech can influence the skill roll of a skeleton. Announce his influence before the actual

roll, on normal skill, roll on the Upgrade table below, on doubles, choose an upgrade from the table. If a stat increase is rolled that is not doubles, the skeleton is

destroyed and cannot be regenerated. Each successful upgrade costs 20,000 gold pieces. You have to pay for it immediately, and add the 20k to the player value to

make sure the TR is affected as well. The skeleton is also destroyed if you roll an upgrade it already has.

D12

Upgrade

works like...

1

Big Hand

the mutation

2

Big Feet

Stand Firm

3

Claw

the mutation

4

Extra Arms

the mutation

5

Extra Legs

Sure Feet

6

Horns

the mutation

7

Prehensile Tail

the mutation

8

Razor Sharp Fangs

the mutation

9

Spikes

the mutation

10

Thick Skull

the mutation

11

Two Heads

the mutation

12

Very Long Legs

the mutation

 

 

 

 

 

 

 

 

 

 

On pitch Spellcasters:

The starting spell for a Skeleton Spellcaster is Necromancy.

When: immediately after a failed regeneration roll
The spellcaster regenerates a player whose regeneration roll just failed.
Failure: no effect
Succeeds on: 4+