Barely thirty of us survived to find the tomb - well hidden on the side of a stark red stone cliff. Our "fearless leader" demanded the honour of entering the tomb first. He stepped five paces before the pit opened. We never heard him hit the bottom, but we could track his progress by his fading screams. His younger brother, second in command, insisted we continue. This trinket must be something! By the time we found the main chamber many more had died in devious traps or at the fangs or claws of the many cobras and scorpions infesting the cursed place. We crept cautiously across the floor, our eyes straining as our torches sputtered in the gloom. In the hands of a jackal-headed statue, lay an ornate headpiece. Was this our objective? Was it worth its price in lives? Our leader mounted the steps and gently lifted the crown from its resting place. Suddenly, the sound of grinding stone filled the echoing hall , and horrors beyond imagination stepped out of the newly opened niches... |
Use a special table about 24" x 24". The entire table is the main chamber of an ancient tomb. On one side of the chamber there should be an open doorway through which the Explorers entered. Opposite the door lies a two-tiered dais on which stands a statue of a jackal-headed god. The statue holds a crown. The floor is of sand or sandstone and a set of pillars line either side of the chamber, approximately 4" out from both walls.
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The Explorers are here to capture the Crown of Hamon Ra. These warriors must leave the room with the Crown by the only exit from the tomb.
The Undead have but one goal; destroy the tomb raiders before they escape with the blessed Crown of Hamon Ra!
There is no turn limit (time matters not to the Undead).
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The Undead set up first. The Tomb Lord and Liche Priest start on the tomb
edge directly opposite the doorway. Tomb Guards start at the exit door. Scorpions
will enter from the exit door at the start
of Turn 2.
The Explorers set up anywhere in the chamber but the Hero must start in front of the dais with the crown.
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The Khemri force gets the first turn.

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This scenario uses the special rules detailed below:
Djerdra's Summoning of the Vengeful Dead
The Liche Priest has three special scrolls of Djerdra's Summoning of the Vengeful
Dead. A scroll may be read at the start of the Khemri player's turn and
may not be dispelled (limit one scroll per turn). The 5 summoned Skeletons enter
as a group from the board edge of the Khemri player's choice - they basically
just emerge from loose sections in the sandstone floor. They are NOT allowed
to charge the turn they appear.
Rout Tests
Both sides are desperate, and neither will rout. Explorers will not rout from
fear, but they still may fail Fear tests and require 6s to hit, or fail to charge
(as appropriate).
Leaving the Tomb
Any Explorers may leave the board via the doorway at any time. If they do, they
may not return.
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Any army can be used as the Explorer's forces.
If the Khemri player wins this scenario, the opposing player loses either 10% or 200 points of his army in your next game (whichever is lower).
If the Explorers win, the Khemri player may not take the Tomb King's Crown and loses either 10% or 200 points of his army in your next game (whichever is lower).
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Warhammer Skirmish - Lost Tomb of Hamon Ra: [Download PDF - 64 Kb]
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he
sun killed most of us. Two hundred of our finest entered this cursed desert
and searched for weeks. And for what? A stupid bauble! Why did m'lord
send so many of us? Why is it so important?