Expedition: Agartha Descent: Scramble To The Center of The Earth Faction Expedition Book: Old & New Mu
Expedition: Agartha Descent: Scramble To The Center of The Earth Faction Expedition Book: Old & New Mu
AGARTHA DESCENT :
Scramble to the center of the Earth
- 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.
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
Limbs 5 L B H
Body 5
Head 3
Special Rule :
Avatar of the Deep
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.
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
AP : 2 Discipline : 7
Movement : 1 Evasion : 5
Accuracy : 5 Labour : 1
Strength : 4 Awareness : 9
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.
AP : 2 Discipline : 5
Movement : 2 Evasion : 6
Accuracy : 6 Labour : 3
Strength : 6 Awareness : 6
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.
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
AP : 3 Discipline : 6
Movement : 2 Evasion : 6
Accuracy : 5 Labour : 5
Strength : 5 Awareness : 6
Special Rule :
Sinister : All players start the game with 3 Dread.
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.
AP : 1 Discipline : 5
Movement : D6 Evasion : 9
Accuracy : 4 Labour : 1
Strength : 5 Awareness : 8
Special Rule :
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.
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).
AP : 3 Discipline : 5
Movement : 4 Evasion : 7
Accuracy : 6 Labour : 1
Strength : 5 Awareness : 7
Special Rule :
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.
Mu Faction Traits
- 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 :
- 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
AP : 2 Discipline : 4
Movement : 2 Evasion : 4
Accuracy : 5 Labour : 6
Strength : 4 Awareness : 5
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.
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)
AP : 2 Discipline : 3
Movement : 2 Evasion : 5
Accuracy : 5 Labour : 4
Strength : 4 Awareness : 3
Special Rule :
Amphibious
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
AP : 2 Discipline : 5
Movement : 2 Evasion : 5
Accuracy : 5 Labour : 5
Strength : 5 Awareness : 4
Special Rule :
AP : 2 Discipline : 4
Movement : 2 Evasion : 6
Accuracy : 6 Labour : 6
Strength : 7 Awareness : 5
Special Rules :
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
AP : 2 Discipline : 5
Movement : 2 Evasion : 6
Accuracy : 6 Labour : 5
Strength : 5 Awareness : 5
Special Rule :
AP : 2 Discipline : 3
Movement : 2 Evasion : 6
Accuracy : 6 Labour : 4
Strength : 7 Awareness : 3
Special Rule :
Amphibious
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
AP : 2 Discipline : 6
Movement : 2 Evasion : 5
Accuracy : 7 Labour : 3
Strength : 6 Awareness : 5
Special Rule :
Deadly [Spear]
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
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.
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
AP : 3 Discipline : 6
Movement : 3 Evasion : 7
Accuracy : 8 Labour : 4
Strength : 6 Awareness : 6
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
AP : 2 Discipline : 5
Movement : 2 Evasion : 4
Accuracy : 4 Labour : 3
Strength : 4 Awareness : 7
Special Rules :
AP : 2 Discipline : 5
Movement : 2 Evasion : 5
Accuracy : 4 Labour : 5
Strength : 5 Awareness : 6
Special Rules :
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
AP : 2 Discipline : 5
Movement : 2 Evasion : 6
Accuracy : 6 Labour : 3
Strength : 6 Awareness : 6
Special Rule :
Amphibious
AP : 2 Discipline : -
Movement : 4 Evasion : 9
Accuracy : 6 Labour : -
Strength : 9 Awareness : 5
Limbs 6 L B H Shadowflame
Body 5 Spray ( 5 / /1 )
Head 4
Special Rule :
Flyer
Terror : The enemy faction gains +1 Dread at the end of the turn if
this model is within 3 of an enemy model.
AP : 4 Discipline : -
Movement : 5 Evasion : 9
Accuracy : 9 Labour : -
Strength : 9 Awareness : 9
Limbs 8 *
Body 7
Head 6
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.
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 :
Buckler -1 +2 0 7 [/]/[X] 1
Special :
Shield -2 +3 0 7 [/]/[X] 2
Special :
Mu Range Weapons
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]
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]
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]/[ ]
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
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.