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Expedition: Agartha Descent: Scramble To The Center of The Earth Faction Expedition Book: Old & New Mu

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0% found this document useful (0 votes)
54 views27 pages

Expedition: Agartha Descent: Scramble To The Center of The Earth Faction Expedition Book: Old & New Mu

Uploaded by

javacorr1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EXPEDITION :

AGARTHA DESCENT :
Scramble to the center of the Earth

Faction Expedition Book :

Old & New Mu


- New Mu is a front-facing group of city-states Old Mu uses to
communicate with the Colonials. New Mu denizens seem human
enough, but some are known to have strange inhuman features.
New Mu send their dead to Old Mu through grotesque
intermediaries known as Tallymen. This is presented as a peculiar
New Mu funerary ritual. Nobody actually knows what is done to
them there.

- Old Mu is an ancient, reclusive monarchy with ties to the


deepest depths. Described as a hellish place, no mortals are
known to have physically returned from a “visit”.

- The origins and makeup of New Mu are very diverse, with every
city-state having its own history and culture. Many of the New Mu
groups are former Deep-Folk tribes who swore fealty to the grim
emissaries of Old Mu, while some claim to be descendants of
more recent migrants from the Surface, mainly from the steppes
of Eurasia and the Pacific.

- The city-states form a confederation with rotating supreme


leadership, each city-state possessing a great degree of
autonomy. Beyond the city-states the great steppes and deserts
of the Layer are home to the numerous nomadic groups pledging
allegiance to them. Conflicts between the cities and/or the
nomads are not uncommon, but are prevented from erupting into
all-out wars by the interference of Old Mu and the threat of
outlander encroachment.

- King Kamehameha V of Hawaii has accepted their protectorate


to fight the growing American influence. A certain amount of the
islanders’ corpses are now sacrificed to the sea in special
sarcophagi, with the Mu supposedly retrieving them under the
waters. The loss of American business aer the Mu attack on New
York has hurt their economy, but it is compensated with
the rich gis from Below.
Old & New Mu Special Rules
Avatar of the Deep : [4 LP] You may use this whenever this model would
be removed from the game for any other reason than I Am Become Death. In
the order of your choice, test your model’s Discipline until one succeeds.
Remove that model from play, and put this model back instead in the same
Hex with no Wounds.

Prehistoric Predators Random Table (d20):


1-5 : Nothing
6-7 : 1 Wild Apeman
8-9 : 1 Terror Bird
10-11 : Wild Clawsaur
12-15 : d3 Wild Clawsaurs
16 : 1 Meganeura
17 : 1 Megagorilla
18 : 1 Megalania
19 : 1 Wild Megasaur
20 : 1 Terrorsaur

Pelagic Problems Random Table (d20):


1-5 : Nothing
6-7 : 1 Blind Cave Fish
8-9 : 1x Glowing Sea Worm
10-11 : d3 Megacymothoa
12-15 : d3 Sea Swine
16 : d3 Python Eels
17 : Flying Swarmfish
18 : 1 Dragon Turtle
19 : 1 Typhoon Lamprey
20 : 1 Desert Shark

Idol of the Deep : (Requires 3 Build Action) When you succeed the 3rd
required build action for this model, choose one friendly model currently on
the battlefield. This Building gains one Special Rule which specifies a Range
from the chosen model’s Profile.
Leaders
The Nameless Khan

Nameless Khan Cost : 75 Silver


Leader, Diplomat, Deep
Leadership:
L L L L L L L L L L
AP : 3 Discipline : 5
Movement : 2 Evasion : 8
Accuracy : 8 Labour : 1
Strength : 7 Awareness : 9

Location Armour Health Weapons

Limbs 5 L B H
Body 5
Head 3

Special Rule :
Avatar of the Deep

Shadowsaur Pet : Your Expedition includes a Free Shadowsaur Model.

Doom Rider : [2AP 2LP] :If there is a friendly Shadowsaur model in play,
remove it from play. Immediately equip a Shadowsaur Mount.

Shadowstep : [1 AP 1 LP] You may place this model in any eligible Hex,
anywhere outside of an enemy model’s Line of Sight.

I Am Become Death : [3AP 3LP] Remove this model from play and Deploy Its
True Form in the same Hex. This does not count has dying.

Dread-Born : This model ignores Shaken and Panicked, when it would be


Broken instead replace it with Its True Form, and it enters Frenzy.

Call the Shadows : (2 AP x LP) : Roll d3. Spawn (the number rolled + x)
Shadows anywhere on the map, outside of a light source and LoS of Enemy
models.

Recruitment: Can take any Melee or Range Weapon available to Mu. Cannot
take any other equipment or mounts.
The Mother Unknown

Mother Unknown Cost : 35 Silver


Leader, Deep
Leadership:

AP : 2 Discipline : 7
Movement : 1 Evasion : 5
Accuracy : 5 Labour : 1
Strength : 4 Awareness : 9

Location Armour Health Weapons

Limbs 1 L B H
Body 1
Head 1

Special Rule :
Avatar of the Deep

Great Wise Woman : Once per turn, you may take 1 Dread to have a Friendly
model may automatically succeed any Labour, Discipline or Awareness Test.

Entropic Grace : Enemy models within 5 of this model suffer -2 to any rolls
that would result in causing wounds to a Friendly model (Charge, Attacks
and Special Actions).

Mother’s Love : (1AP 2LP) : Select a Friendly model within 5. That model may
immediately erase two / or two X Wounds on its profile.

Call to Oblivion : (1AP 1LP) : Select a model within 5 of this one and test its
Discipline. If failed, as long as that model remains in play, its owner gains +1
Dread at the beginning of every Turn.

Bedlam : (1AP 3LP) : immediately exchange both player’s Dread count for the
next 3 turns.

Dread-Born : ignores Shaken and Panicked, immediately dies when Broken

Recruitment : May only be armed with Daggers or a Mu Staff.


The Mad Morlock Shaman

Mad Morlock Shaman Cost : 3 Silver


Leader, Deep
Leadership:

AP : 2 Discipline : 5
Movement : 2 Evasion : 6
Accuracy : 6 Labour : 3
Strength : 6 Awareness : 6

Location Armour Health Weapons

Limbs 1 L B H
Body 1
Head 1

Special Rule :
Elder Council : You may take up to 3 copies of this model in your Expedition,
they all count as Leaders.

Swarm Leader : Your Expedition may include up to 30 models.

Morlock Constitution : Whenever this model takes any amount or types of


Wounds, it must succeed a Strength Test or be removed from play as if it had
just had its last Health box filled.

Light of the Shoal : Friendly Morlocks in your Expedition gain +1 Accuracy and
Awareness if this model is within 3 of them, or +2 Accuracy and Awareness if
at least 3 models with this rule are within 3 if them.

Pelagic Call [1AP 1LD] : roll a D10 and add your opponent’s current Dread.
Check the given result on the Pelagic Problems random table and Deploy it
legally according to its Behaviour Rules.

Recruitment : May take any weapon from the melee weapon list, or a Mu
Staff.
The Sinister Dr Moreau

Sinister Dr Moreau Cost : 10 Silver


Leader, Academic
Leadership :

AP : 3 Discipline : 6
Movement : 2 Evasion : 6
Accuracy : 5 Labour : 5
Strength : 5 Awareness : 6

Location Armour Health Weapons


Limbs 1 L B H
Body 1
Head 3

Special Rule :
Sinister : All players start the game with 3 Dread.

Rebellious followers : Models in this Expedition lose Utterly Expendable.


Whenever a Deep model in this Expedition would Panick/be Broken, it must
instead move its Movement toward this model. After all such moves have
been resolved, this model takes one / wound for each model adjacent to it.

Experimental miscegenation : You may reroll any Strength test and rolls on
the Mutation/Defect table taken by Murlocks, Neanderthals Condotieri or
Devolved Deepfolks.

Planned Devolution : [1 LP] Use this ability before Deployment. Choose one
Troop type. Every third model of that type Recruited must roll on the
Mutation/Defect table.

Charismatic Leader : [1 LP] Use this ability whenever resolving Morale rules.
Friendly models within 3 of this model ignores Morale rule until the end of
the turn.

Special Action : Parley [Forced Union] : This action may target any enemy
model within 3 and adjacent to a friendly Murlock, Neanderthal or Devolved
Deepfolk. If successful, regain 1 LP, lower Dread by 1 and Stun the enemy
model. If failed, gain 1 Dread and the enemy model gains Hatred for the type
of model that was adjacent to it.

Recruitment : May only be equipped with a Mu Staff from the Special


Equipment list.
The Imaterii

Imaterii Cost : 20 Silver


Leader, Deep
Leadership :

AP : 1 Discipline : 5
Movement : D6 Evasion : 9
Accuracy : 4 Labour : 1
Strength : 5 Awareness : 8

Location Armour Health Weapons


Limbs 1 L B H
Body 1 R ( 12 / +3 / -2 / /0)
Head 3 M (0 / 0 / 0 / 6 / [x]/[x x])

Special Rule :

Soul-Cistern : Whenever a Model dies within 8 of this one, Test Awareness. If


you succeed, regain 1 LD. If you fail, gain 1 Dread.

Immaterial Being : This model ignores all terrain types, impassable terrain
and intervening models when moving or drawing LoS. It may end its
movement in any Hex that is not occupied by another model.

Plane Shift : This model must move its full Move value every Move, and
cannot change facing once it has left its initial hex.

Eldritch Blast [1 LD] : Whenever this model makes an Attack action, you may
use this ability to force adjacent models to the one targeted to succeed an
Evasion Test or take a / wound.

Acceleration [1 LD] : This model gains 1d3 AP.

Slipstream [1AP 2LD] : This model makes a Move action. Models within 3 of
its starting location are then moved into the equivalent hex relative in facing
and distance from its end location. (Remove these models if they end in an
Impassable hex or one that would otherwise result in them dying).

Recruitment : Cannot take any Weapons, Equipment or be mounted.


The Psysaur

Psysaur Cost : 20 Silver


Leader, Beast
Leadership : l l l

AP : 3 Discipline : 5
Movement : 4 Evasion : 7
Accuracy : 6 Labour : 1
Strength : 5 Awareness : 7

Location Armour Health Weapons


Limbs 4 L B H Claws & Fangs
Body 4 ( 0 / -2 / -1 / 6 / [ / X ]/[ X ])
Head 4

Special Rule :

Mind-Shackled Apes : Non-Saur models or models with no Saur Mount in


this Expedition suffer -2 Discipline, but ignore Broken.

Psy Call [1AP 1LD] : roll a D10 and add your opponent’s current Dread. Check
the given result on the Prehistoric Predator random table and Deploy it
legally according to its Behaviour Rules.

Assert Control [1AP 1LP] : Target an NPC or Shaken model within 5 and do a
Face to Face Awareness vs Discipline test. If you win, the NPC or Shaken
model becomes under your control and Ignores Morale rules (ignore its
Behavior rules and use its Profile as a normal unit in the appropriate case).
At the beginning of every subsequent turn, Models affected by this rule must
succeed a Discipline test or lose its effect.

Special Action Parley [Brainburst Mind-duel ] : This Parley action may target
any enemy Model within 5. Whoever wins may regain 1 LP, the loser must
take a X wound.

Recruitment : This model cannot take any Weapons, Equipment or Mounts.


Heroes
Generic Traits

(Select up to 5 out of 5 from these)


- Born to Lead : This model is a Leader for its Faction and gains Leadership 3. (3 Silver)
- Fast : +1 Movement (2 Silver)
- Strong Limbed : +1 Health to Limb Location (1 Silver)
- Witty : +1 Awareness (Free)
- Swole : +1 Strength (Free)
- Barrel Chested : +1 Health to Body Location (2 Silver)
- Educated : Gains the Academic keyword and +1 Awareness (1 Silver)
- Military Training : Gains the Soldier keyword and +1 Discipline (1 Silver)
- Precise : +1 Accuracy (1 Silver)
- Agile : +1 Evasion (Free)
- Pigheaded : +1 Health to Head Location (3 Silver)
- Officer Training : Gains the Soldier Keyword and +1 Leadership (Leader only) (1 Silver)
- Intelligent : +2 Awareness (1 Silver)
- Bodybuilder : +2 Strength (1 Silver)
- Courageous : +2 Discipline (1 Silver)
- Duelist : +2 Accuracy (3 Silver)
- Spy : +2 Evasion (1 Silver)
- Bombastic : +2 Leadership (Leader Only). Choose 1 Special rule with a Range specified.
Add +2 to the Range mentionned. (4 Silver)

Mu Faction Traits

(Select up to 1 out of 5 from these)


- PsySaur Brain Mesh: This model gains the Psy Call Special Action. (see Psysaur’s
Profile (3 Silver)

- Shadow infusion : This model gains the Hide Generic Special Action as well as the Call
the Shadows Special Action (see the Nameless Khan’s profile), but suffers -2 Accuracy,
Strength and Evasion while within 1 of a Light Source. (8 Silver)

- Eloi Halfbreed : This model is immune to Morale and gain Assert Control (see Psysaur’s
Profile). Do not lower your Dread at the end of the turn unless this model caused Wounds
to an enemy. (4 Silver)

- Morlock Graft :

- Megacymothoa “Companion” : This model gains Terror. If it dies, spawn an Active


Megacymothoa NPC model adjacent to it before removing this model from play, and set its
Target to the enemy model who caused this model to die. (3 Silver)

- Lemur Tongue Meld : This model gains Ghoulish Triumph (seeNew Mu Revenant’s Profile
(1 Silver)

- Imaterii Halfbreed : This model gains Immaterial Being (see Imaterii’s Profile) 2 Silver
The Morlock Tall Fin

Tall Fin Cost : 6 Silver


Hero, Deep

AP : 2 Discipline : 4
Movement : 2 Evasion : 4
Accuracy : 5 Labour : 6
Strength : 4 Awareness : 5

Location Armour Health Weapons

Limbs 1 L B H
Body 1
Head 1

Special Rules :
Amphibious

Soul of the Shoal : Other Friendly Morlocks in your Expedition ignore Morlock
Constitution if this model is within 3 of them, and additionally ignore Shaken
if at least 3 models with this rule are within 3 of them.

Traits (Select a maximum of 2 out of 5 from these):


Tiderunner : This model gains “Call the tide” (1 AP) : Roll a d3. Add that many
Water hexes on the Map within 5 of this model, adjacent to another Water
hex. (1 Silver)

Ink Sacks : This model may use the Hide Generic Special Action and may use
it while in opponent’s LoS as long as it is in a Water Hex. (4 Silver)

Endless Swarm : While this model is alive, whenever you have less than 10
models in your Expedition, at the beginning of the turn, roll d3. Add that many
Morlock Grunts to your Deployment zone. (4 Silver)

Deep Ones : You may Reserve this model and up to 3 Morlock models at the
start of the game. If you do, Deploy these models at the start of the 2nd turn,
anywhere on the battlefield in a Water Hex. (3 Silver)

Recruitment : May take any weapons or Equipment. Cannot be Mounted.


Soldiers
The Morlock Grunt

Morlock Grunt Cost : 1 Silver


Soldier, Deep

AP : 2 Discipline : 3
Movement : 2 Evasion : 5
Accuracy : 5 Labour : 4
Strength : 4 Awareness : 3

Location Armour Health Weapons


Limbs 1
Body 1
Head 1

Special Rule :

Amphibious

Morlock Constitution : Whenever this model takes any amount or


types of Wounds, it must succeed a Strength Test or be removed
from play as if it had just had its last Health box filled.

Soul of the Shoal : Friendly Morlocks in your Expedition gain +1


Discipline if this model is within 3 of them, or +2 Discipline if at
least 3 models with this rule are within 3 of them.

Utterly Expendable : This model dying never cause Dread to be


generated.

Recruitement : This model can take any weapons from the Mu list
as well as Rations, Materials, and Torches. It cannot be mounted.
The New Mu Phalanxman

New Mu Phalanxman Cost : 7 Silver


Soldier

AP : 2 Discipline : 5
Movement : 2 Evasion : 5
Accuracy : 5 Labour : 5
Strength : 5 Awareness : 4

Location Armour Health Weapons


Limbs 1
Body 1
Head 3

Special Rule :

Saur Scale Formation : This model gains =1 Armour to all its


Armour Location for each other model with this rule within 3 and
with a model adjacent to it, up to +6.

Recruitment : This model must take a Spear or a Pike, and may


additionally take a Sword, Axe, Javelins, Buckler or Shield. It may
take Rations, Materials and Torches. It cannot be Mounted.
The New Mu Revenant

New Mu Revenant Cost : 13 Silver


Soldier

AP : 2 Discipline : 4
Movement : 2 Evasion : 6
Accuracy : 6 Labour : 6
Strength : 7 Awareness : 5

Location Armour Health Weapons


* 5

Special Rules :

Revenant Body : This model has a single Hit Location, all


successful hits are resolved against it.

Ghoulish Triumph : Whenever this model kills an enemy model, it


may heal 1 / Wound and immediately make a free Attack against a
target in range.

Rest in Carnage : This model ignores the effect of Shaken,


Panicked and Broken. Whenever he would otherwise become
Panicked, he may immediately resolve a Charge or Attack action,
and whenever he would be Broken, he becomes Frenzied instead.

Recruitment : This model can take any Melee weapons from the
Mu list as well as Rations, Materials, and Torches. It cannot be
mounted.
The Saur Keshiq

Saur Keshiq Cost : 9 Silver


Soldier

AP : 2 Discipline : 5
Movement : 2 Evasion : 6
Accuracy : 6 Labour : 5
Strength : 5 Awareness : 5

Location Armour Health Weapons


Limbs 4
Body 3
Head 2

Special Rule :

Weapon Training [Shortbow]

Twin Shot :Whenever this model Attacks with a Shortbow, resolve


2 Attacks against 1 Defense and Armour roll. Each Attacks cause
its own Wounds.

Recruitment : This model must take a Shortbow or Javelins, and


may additionally take a Sword, Axe, Spear, and Buckler. It may
take Rations, Materials and Torches. This model MUST be Mounted
on a Saur.
Elite
The Morelock

Morelock Cost : 4 Silver


Elite, Deep

AP : 2 Discipline : 3
Movement : 2 Evasion : 6
Accuracy : 6 Labour : 4
Strength : 7 Awareness : 3

Location Armour Health Weapons


Limbs 1
Body 1
Head 1

Special Rule :

Amphibious

Morlock Constitution : Whenever this model takes any amount or


types of Wounds, it must succeed a Strength Test or be removed
from play as if it had just had its last Health box filled.

Brawn of the Shoal : Friendly Morlocks in your Expedition gain +1


Strength if this model is within 3 of them, or +2 Strength if at least
3 models with this rule are within 3 if them.

Recruitement : This model can take any weapons from the Mu list
as well as Rations, Materials, and Torches. It cannot be mounted.
The Saur Knight

Saur Knight Cost : 20 Silver


Soldier

AP : 2 Discipline : 6
Movement : 2 Evasion : 5
Accuracy : 7 Labour : 3
Strength : 6 Awareness : 5

Location Armour Health Weapons


Limbs 7
Body 6
Head 5

Special Rule :
Deadly [Spear]

Hatred [Colonials, Atlan]

Recruitment : This model must take a Spear or a Pike, and may additionally
take any other Melee weapon from the Mu list. This model MUST be Mounted
on a Saur. It may take Rations, Materials, Medkits and Torches. If mounted on
a Megasaur, it may also take a Megasaur Howdah or Saur Plate.
Specialists
The New Mu Geomancer

New Mu Geomancer Cost : 6 Silver


Engineer

AP : 2 Discipline : 4
Movement : 2 Evasion : 4
Accuracy : 5 Labour : 6
Strength : 4 Awareness : 5
Location Armour Health Weapons
Limbs 1
Body 1
Head 1

Special Rules :
Alien Architecture : While within 5 of this model, Friendly Workers
may use Build Buildings on any hex, regardless of any restriction
or type of terrain (including Pit or Wall hexes), as long as there is
an adjacent hex to it in which that building could be constructed.

Architect of the Deep : This model and Friendly Expedition


workers may Build the Idol of the Deep Special Building :
Idol of the Deep : (Requires 3 Build Action) When you succeed the
3rd required build action for this model, choose one friendly model
currently on the battlefield. This Building gains one Special Rule
which specifies a Range from the chosen model’s Profile.

Recruitment : This model can take any weapons from the Mu list
as well as Rations, Materials, and Torches. It cannot be mounted.
The New Mu Blademaster

New Mu Blademaster Cost : 15 Silver


Specialist

AP : 3 Discipline : 6
Movement : 3 Evasion : 7
Accuracy : 8 Labour : 4
Strength : 6 Awareness : 6

Location Armour Health Weapons


Limbs 1
Body 5
Head 4

Special Rules :

New Mu Mutilation : The first Attack taken each turn by this model
count as a Critical if it hits and the target’s defense roll fails.

Bide your strike : At the end of its activation, if this model didn’t
make any Attack or Charge action during it, it gains Deadly [all
Melee weapons] for the duration of the following turn.

Twin Blade Style : If this model has two melee weapons equipped,
after the first melee Attack Action is resolved each turn,
immediately make a free melee Attack using the weapon that
wasn’t used against the same target.

Recruitement : This model can take any Melee weapons from the
Mu list as well as Rations, Materials, and Torches. It cannot be
mounted.
The New Mu Priestess

New Mu Priestess Cost : 12 Silver


Specialist

AP : 2 Discipline : 5
Movement : 2 Evasion : 4
Accuracy : 4 Labour : 3
Strength : 4 Awareness : 7

Location Armour Health Weapons


Limbs 1
Body 1
Head 1

Special Rules :

Special Action “Eldritch Revivification” (1 AP) : Select a Friendly


model within 5. That model may immediately erase a / or X Wound
on its profile. Every time this ability is used, note it. It may only be
used again after a Model within 5 is killed.

Embrace the Void : Friendly models adjacent to this one never


generates Dread when dying.

Special Action : Parley [Have you paid the Tithe, Outlander?] : If


this action is successful, the target player chooses between
losing 1 Leadership or giving you 5 Silver from its Chest (it may go
into Debt for this). If it fails, gain 1 Dread.

Recruitement : May only be armed with Daggers or a Mu Staff.


May be equipped with Torches, Rations and Medkits. May take any
Mounts available to Mu.
The New Mu Tallyman

New Mu Tallyman Cost : 15 Silver


Specialist

AP : 2 Discipline : 5
Movement : 2 Evasion : 5
Accuracy : 4 Labour : 5
Strength : 5 Awareness : 6

Location Armour Health Weapons


Limbs 1
Body 1
Head 1

Special Rules :

Special Action “Eldritch Taxation” (1 AP) : Test Awareness. If


successful, you may pay 5 Silver from your Chest to gain back 1
Leadership. You may go into Debt for this.

“In this world, nothing is certain, but … “ : Whenever a Friendly


model dies adjacent to this one, the player who killed it only gets
half of its Silver value for the kill. Add the other half to your own
Chest.

Recruitement : This model can take any weapons from the Mu list
as well as Rations, Materials, and Torches. It cannot be mounted.
The Morlock Apprentice

Morlock Apprentice Cost : 2 Silver


Specialist, Deep

AP : 2 Discipline : 5
Movement : 2 Evasion : 6
Accuracy : 6 Labour : 3
Strength : 6 Awareness : 6

Location Armour Health Weapons


Limbs 1
Body 1
Head 1

Special Rule :

Amphibious

Morlock Constitution : Whenever this model takes any amount or


types of Wounds, it must succeed a Strength Test or be removed
from play as if it had just had its last Health box filled.

Luck of the Shoal : Friendly Morlocks in your Expedition resolving


Attacks count roll results 1 below normal Critical results as if it
was also a Critical (I.e. if your attack would get a Critical on a roll
of 8, a roll of 7 or 8 will count as a Critical), if this model is within
3 of them.

Recruitement : This model can be equipped with any Melee


weapons or a Mu Staff.
Special Units
The Khan’s Shadowsaur

Shadowsaur Cost : 40 Silver


Beast, Deep

AP : 2 Discipline : -
Movement : 4 Evasion : 9
Accuracy : 6 Labour : -
Strength : 9 Awareness : 5

Location Armour Health Weapons

Limbs 6 L B H Shadowflame
Body 5 Spray ( 5 / /1 )
Head 4

Special Rule :

Shadowsaur Mount : When used as a Mount this model does not


change the profile of the model mounting it, however that model
gains both Flyer, Terror and Shadow-Born.

Shadow-Born : This model always counts as Dodging.

Flyer

Terror : The enemy faction gains +1 Dread at the end of the turn if
this model is within 3 of an enemy model.

Recruitment : This model cannot be Recruited, it is obtained for


free by Recruiting the Nameless Khan. Its Silver cost serves as a
prize when killing it.
Its True Form

Its True Form Cost : 75 Silver


Leader, Deep

AP : 4 Discipline : -
Movement : 5 Evasion : 9
Accuracy : 9 Labour : -
Strength : 9 Awareness : 9

Location Armour Health Weapons

Limbs 8 *
Body 7
Head 6

Special Rule : Flyer

Ephemeral Monster : Place 3 Manifestation counters on this


model when it is deployed, and remove one at the beginning of
each turn. When you cannot remove any, replace this model with
The Nameless Khan, with no Wounds.

Formless Shadow : This model does not have a Health pool.


Whenever it would suffer a Grievous Wound it loses 1 LP. If it no
longer has any LP, remove 1 Manifestation Counter instead.
Whenever this model is within 3 of a model with a Light Source
equipped, it suffers -5 to all its Armour Locations.

Khan’s Soul : The Nameless Khan and Its True Form retains the
same amount of Leadership when they transform into one
another.

Terror : The enemy faction gains +1 Dread at the end of the turn if
this model is within 3 of an enemy model.

Special Action Devour (2AP ): Remove a Friendly model adjacent


to this one from play. This model gains back 1 LD and reset its
Manifestation Counter to 3.
Mu Melee Weapons

Weapon Acc Eva Pen Threshold Weak/Strong Cost

Dagger 0 0 -1 4 [/]/[X] free


Special:

Shortspear +1 0 -1 5 [/]/[X] 1
Special : Thrown

Sword +1 +1 -1 6 [/]/[ ] 1
Special

2h Sword 0 +1 -2 7 [X/]/[ X ] 3
Special

Spear +1 +2 -1 6 [/]/[ ] 2
Special : Reach

Axe +1 -1 -1 5 [X]/[ ] 1
Special :

Club -1 -1 0 6 [/]/[X] Free


Special : Concussive

Buckler -1 +2 0 7 [/]/[X] 1
Special :

Shield -2 +3 0 7 [/]/[X] 2
Special :

Mu Range Weapons

Weapon Range Skill Penetration Lethality Reload Special Cost

Short bow 8 -2 1 X 0 - 1

Javelin 8 -1 2 X - thrown 1

Blowpipe 5 -2 0 / 1 * 1
Special : Deadly. Double the Armour value of the Location hit by this Weapon,
up to 9.
Mu Staves

Weapon

Morlock Staff
Melee Acc Eva Pen Threshold Weak/Strong
1AP -1 +1 0 7 [/]/[X]

Ranged Range Skill Penetration Lethality Reload


2AP 10 +2 1 0

Special : Whenever you hit with a Critical with this weapon, add 1 Murlock
Grunt in your Deployment zone.

Cost : 2 Silver

Weapon

Eldritch Staff
Melee Acc Eva Pen Threshold Weak/Strong
1AP -1 +1 0 7 [/]/[X]

Ranged Range Skill Penetration Lethality Reload


1AP 10 +2 1 / 0

Special : Cause Fire Damage. Whenever you hit with a Critical, Non-Deep
models adjacent to the one hit must succeed an Evasion test or take Fire
Damage.

Cost : 2 Silver

Weapon

Headshrinker’s Staff
Melee Acc Eva Pen Threshold Weak/Strong
1AP -1 +1 0 7 [X]/[ ]

Ranged Range Skill Penetration Lethality Reload


1AP 10 +2 1 X 0

Special : Whenever you kill an enemy model with this weapon, the enemy
gains 1 additional Dread.

Cost : 3 Silver
Mu Equipment List

Torch : Free
Medkit : 2 Silver
Rations : 1 Silver
Material : 1 Silver
Megasaur Howdah : To be finished
Saur Armour Plating : To be finished
Cruel Whip : To be finished

Mu Mounts

Mount Movement Skill Strength Evasion Health Charge Cost

Cavesaur 4 0 +1 +1 +1 (3/2) 7
Special :

Skysaur 6 -1 -1 +2 0 (2/1) 12
Special : Flyer

Bullsaur 2 0 +1 -2 +3 (5/3) 20
(Triceratop)
Special :
Bull Charge : Models mounted on this mount gain +1 Movement during
Charges.

Megasaur 2 -2 +3 -3 * (5/2) 30
(Bronto)
Special : This model must spend Movement points to change facing, 1 Hex
face per Movement. It adds another Health Column separated with its own
Location called Megasaur with Armour Value 4 to the mounted model’s
profile, which is hit whenever the 0-2 Location is hit. Limbs become 3-4,
Body 5-6 and Head 7+. This model may carry up to 30 Equipement, and uses
a 7 Hex model.

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