The Necromancer Multi-Applicable Special Rules
  1. The Necromancer himself is a special Necrom unit. He has a maximum strength of 8 instead of the usual 4. Use a coin off to the side to help indicate this; heads, and his indicated strength is actually strength+4; tails, and his strength is as indicated. Purchasing strength costs only 1GP per point (instead of the usual 2GP for a Wizard). He also may receive additional spells; see the lists below.
  2. In any scenario involving The Necromancer, the player controlling him loses if he is eliminated.
  3. Allies: If the Necromancer is indicated as having Allies, he may purchase units from other Armies at the beginning of the game. There is an additional charge of 1GP per unit to purchase these; so to buy a 3s Orc at start would cost 7GP instead of the usual 6GP. No more than one Wizard may ever be purchased for each Allied army; if it is lost, it may not be replaced. New allied units may not be built during the game; so if eliminated, allied units are eliminated for good. When adding strength to an allied unit during the game, there is an additional 1GP penalty (per unit, not per strength point); adding 2s to the Orc above would cost 5GP instead of 4GP.
  4. (Optional) One additional set of Chaos units (at least) is highly recommended for these scenarios. Mortod should be given a selection of the more powerful Chaos creatures (I've given them two Demons and a Dragon, as well as a Cockatrice and a Wyvern).


Additional Necromancer Spells

Level One
cost 1 - Raise Dead: Cast this spell if an enemy unit was eliminated in the last combat round. Bring a new 3s Zombie unit into the game in the battle hex; it may temporarily over stack.
cost 2 - Teleport: Cast during the movement phase. Move caster to any friendly hex or battle hex involving friendly units.
cost 3 - Sands of Time: Cast during the Initiative phase, before the dice are rolled. The casting Wizard’s side automatically wins the initiative.
cost 4 - Hand of Death: Cast 6d6@F3. Targeting allowed.