The Pharon have been waging war for thousands of years. Thier martial prowess have not fled them in death. On the contrary, without the slightest spark of humanoid compassion to hinder them, the Pharon have become more ruthless killers than they ever have been. Thier mastery of ancient technologies and complete lack of regard for sentient life make the Pharon feared and hated throughout the Maelstrom.
This list is still a prototype. I will be modifying it as it is playtested more extensively. If you have any questions, comments or suggestions please E-Mail me and let me know. This includes new troop types, spells, etc... If you include your name, I'll even give you credit for your creation!
Warrior
Pharon Warriors are usually drawn from the lesser nobility of the Pharon or else are career soldiers. In either case, they are intelligent, merciless and have had thousands of years experience in war.
MP:9 CC:4 RC:5 POW:4 BOD:5 BRN:4 GUT:6 LIF:2 AR:3 Size:M
Point Value: 48
Structure: 2-4 Models
Equipment: Reaver Cannon, Scarab Pistol
Options: Sekmhet Talon(+4 pts), Soul Web(+18 pts), Up to one Warrior may replace his Reaper Cannon with a Purifier(+19 pts)
Foot Soldiers
Foot Soldiers form the rank and file of Pharon armies. Foot soldiers tend to be highly motivated. unlike the Pharon nobility, who recieve regenerative "goo" as thier due, the amount of "goo" a Foot Soldier gets is directly related to his performance in battle!
MP:9 CC:4 RC:4 POW:4 BOD:5 BRN:4 GUT:6 LIF:1 AR:2 Size;M
Point Value: 27
Structure: 4-8 Models
Equipment: Sebek Assault Rifle
Options:Up to one troop may exchange his Sebek for a Purifier (+6 pts) or a Reaver Cannon (+13 pts). Any Foot Soldier can buy a Scarab Pistol(+13 pts)
High Priest
Pharon High Priests are the assistants and henchmen of the Overpriest. They are not as powerful as the Overpriest but are able to draw sorcerous strength from the murderous efforts of the Neophytes they lead.
MP:10 CC:5 RC:3 POW:4 BOD:5 BRN:6 GUT:7 LIF:1 AR:1 Size:M
Point Value: 29
Structure: Individual, One per Neophyte squad in your army.
Equipment: Scarab pistol, Sacrificail knife.
Options:Incinerator gauntlet(+10pts), Sekmhet Talon(+4pts). The High Priest may also select up to two of the spells listed under the Overpriest, with the exception of Judgement of the Gods.
Abilities: When casting spells, the High Priest gains a bonus of +1 to his BRN for every point of LIF his Neophytes inflict on an enemy model in Close Combat, up to a maximum of +3. The bonus applies in the same round that the LIF points are inflicted only.
Neophytes
Neophytes are Pharon who are aspiring to join the ranks of the Pharon Priests. They must prove themselves by dispatching thier foes at close quarters and maintaining a steady supply of bodies for "processing". Some Neophytes attain the proscribed level of "readiness" and instead opt to emain in the Neophyte squads. Their minds are too brutal and violent to begin training in the esoteric arts of the Pharon Priesthood.
MP:9 CC:5 RC:3 POW:4 BOD:5 BRN:4 GUT:6 LIF:1 AR:3 Size: M
Point Value: 20
Structure:Squad, 4-8 Models
Equipment: Scarab Pistol, Sacrificial Knife.
Options:Up to one neophyte may buy a Soul Web(+18pts). Any Neophyte may buy a Sekmhet talon(+4pts)
Slaves
The Pharon do not always render down thier captives. "Dead captives" are sometimes brought back to this life by the black rituals of Pharon Priests. These unfortuneate wretches are given the most rudimentary spark of sentience. Thier very existance is a mockery to life itself. In battle, they are marched in front of the more valuable Pharon Warriors. The slaves are valued for thier ability to stop bullets as much as they are for thier Kephera Light Rifles.
MP7 CC:3 RC:3 POW:5 BOD:5 BRN:2 GUT:8 LIF:1 AR:2 Size:M
Point Value: 9
Structure:Squad, 6-12 Models
Equipment: Kephera Light Rifle
Options:None unless being blown to bits counts as an option.
Slayers
Pharon Slayers comprise some of the most feared and despised units in the Pharon Empire. Thier reputation is well earned. The Slayer Suits of the Pharon mix dark magics and technology to create a deadly, hulking killing machine, driven by the blackest of Pharon minds. Slayers are usually either armed with a ranged weapon, such as the Anubis PE, or with a full complement of melee weapons.
MP:10 CC:6 RC:4 POW:5 BOD:5 BRN:4 GUT:5 LIF:3 AR:6 Size:M
Point Value: 58
Structure:Individual
EquipmentSLayer Gauntlet, Slayer Spikes
Options:Anubis Plasma Ejector(+26 pts),Sekmhet Talon(+4 pts), Incinerator gauntlet(+18 pts)
Captain
Pharon Captains are often nobility in Pharon society. Many of them joined the military because it gives them an excellent excuse to kill and inflict pain on others. Being dead has not made these heartless nobles any kinder. Pharon Captains employ a variety of weapons to deal death, but one thing always remains the same--they always enjoy it!
MP:10 CC:5 RC:6 POW:4 BOD:5 BRN:5 GUT:6 LIF:2 AR:3 Size:M
Point Value: 37
Structure:Individual
Equipment: Scarab Pistol
Options:Reaver Cannon(+26 pts), Sekmhet Talon(+4 pts), Soul Web(+18 pts), Purifier(+19 pts)
Overpriest
The Overpriests of the Pharon hold a revered and feared position in Pharon Society. The Overpriests are said to be in communication with the long dead gods of the Pharon. The Overpriests are certainly able to call upon some terrible power when in battle. The old gods of the Pharon are said to be cruel and vindictive. Thier dark demeanor is reflected in thier undead servants.
MP:10 CC:4 RC:4 POW:4 BOD:5 BRN:8 GUT:6 LIF:2 AR:2 Size:M
Point Value: 32
Structure:Individual
Equipment: Priest Staff, Sacrificial Knife, Scarab Pistol
Options:The Overpriest may select up to three of the following spells:
In order to use any spells, the Overpriest must first expend the correct amount of MP. Then the Overpriest must roll equal to or less than his Brains. If the roll is failed, the spell is not cast, the MP are wasted and and the attempt counts towards the Uses Per Turn for that turn. Unless otherwise stated, each spell may only be used once per turn.
Minions of Set PV:10 MPC:6 Target must be within 20" and LOS. The Overpriest rolls to hit as normal. If he hits the target, portals to the Pharon Underworld open up and long, clawed dead limbs reach out and attempt to tear the target to pieces. The target is hit by a POW 6 attack at AM -2.
Planetary Conjunction PV:12 MPC:6 Target must be within 20" and LOS. The Overpriest rolls to hit as normal. If hit, the planets align in the skies,and a beam of unholy energy strikes the target, boiling his blood! The target must resist a POW 4 attack with no armor roll allowed! If this is failed, the model explodes! Place the explosion template over the exploding model. Small models explode with a 1" radius, Medium models explode with a 2" radius, and Large models explode with a 3" radius. All models touched by the template take POW 5 AM 0. When Shard blow up, (yes they are affected) they do POW 5 AM -2.
Eye of Horus PV:10 MPC:6 The eye of Horus appears above the overpriest, casting a critical glare on the battlefield. The next shooting attack that hits the overpriest is intercepted by the eye. The Overpriest is still hit by splash attacks as normal. After stopping an attack, the eye dissapears. If the Eye doesn't stop any RC attacks, it still dissapears at the beginning of the Overpriests next activation.
Judgement of the Gods PV:12 MPC:4 To perform this spell, the Overpriest must score a hit on an enemy in Close Combat. After scoring the hit, the Overpriest spends the MP's for this spell. A hit that causes damage (resolved after the spell is cast) results in the targets heart being torn out! The Pharon Gods will now judge the target. The target of the spell must make a Guts check. If it passes, its heart ends up back in its chest and it takes no damage. If it fails, the model is dead, regardless of how much LIF it had! If, however, the target passes the Guts test, the Overpriest must now take a Guts test at -2 or take a point of life himself for wasting the Gods time!
Mummification PV:10 MPC:5 When this spell is cast, the ancient wrappings of the Pharon dead seem to flow rapidly from the Overpriests outstretched hands. The wrappings will attempt to wrap anyone and anything in thier path. Any model touched by the template is wrapped up on a 5 or less. Wrapped models take a POW 4 hit with no AM as the wrappings tighten and constrict, cutting off air and squeezing tighter. Models that begin thier activation may spend 5 MP to attempt to break out. The models must roll under its POW to break out. Models that roll a 1 for this test break out without spending that 5 MP. Models that roll a 10 for the test take a point of damage as thier struggles cause the wrappings to constrict further. Models that do not need to breathe air can stil be crushed by the wrappings and still must test for damage. The wrappings will fall off of the models next activation after failing to break free.