Age of Sigmar/Tactics/Warscrolls Compendium/Tomb Kings: Difference between revisions

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NOTE: This faction has been removed from the game. The .pdf is in the Last Chance section, so if you have Tomb Kings models you should download it ASAP.  
As of GHB 2020, the Tomb Kings units are now Warhammer Legends, meaning they are no longer matched play legal unless your opponent (or the event organiser) consents beforehand.


EVEN MORE IMPORTANT NOTE: Yes, this army has been squatted. So what? Okay, we won't be getting new models, and you won't be able to use Tomb Kings in official tournaments. But, wasn't that almost the same for Bretonnian players for years? They didn't get new models, and their army book was so outdated that few people dared to use them in official events. BUT their loyal players survived and continued playing Bretonnia, and still do today. Too late Britannia has been squared all hope is lost. You can also do the same with Tomb Kings in Age of Sigmar, if you like the game. We have very good and well-thought rules for them, and the models are still cool and beautiful. They even are very strong in AoS, much more that they ever were. And, if something new appears that affects DEATH and DEATHRATTLE units (and that will happen, because the rest of DEATH factions are still supported), then they'll benefit, too. Try to stay positive, and consider this a new form of undeath.
==Allegiance Abilities==
Tomb Kings don't have any allegiance abilities of their own, so you're stuck with the Grand Alliance Death allegiance abilities from the Core Book.  


From a fluff perspective, as always, nothing stops you from using your imagination. You can just say that you're recreating past battles of The World That Was (even the rules book suggest you to do that), or you can invent something new. Like, say, that the Tomb Kings VS Stormcast Eternals battle you see there, is in fact the result of a travel to the past caused by a magical storm in the Realm of Death (or a travel to the future caused by Athel Loren), or an illusionary manipulation of the minds of the Eternals by a Tzeentch wizard, or a space-time distortion generated in the Realm of Chaos (this stuff happens in 40K fluff every five minutes). Or you can go for something more elaborate, for example, that Nagash re-created a Liche Priest with his original personality to have a more effective minion, but then the priest regained his memories and escaped to a hidden country in the Realm of Death, where he recreated the culture and army of Ancient Nehekhara and founded his own kingdom, all while magically maintaining a desert microclimate.  There's even a '''canon''' example that can be used: [[Queen Neferata|Neferata]], Mortarch of Blood, created a realm called Nulahmia (named for Lahmia, her Nehekharan city of birth) which is Lahmia 2.0 so you could say Neferata hid some Tomb Kings stuff (like sphinxes, chariots or favored Princes/Kings) from Nagash and was able to put them in her new realm.  I don't know, use your imagination, Warhammer has alwasy has been about that.
===Battle Traits===
'''Deathless Minions:''' Each time you allocate a wound or mortal wound to a friendly '''DEATH''' model within 6" of your general or a friendly '''DEATH HERO''', roll a dice. On a 6+ the wound is negated.


tl;dr  If you have a great army, and want to play with it, don't let GW nor anyone else say what you can and can't do
This is your only battle trait, and note that it is on a model by model basis - if half your unit is within 6" of a hero and the other half isn't, only the models within 6" of a hero get the death save.


Where [[Meme|Yo Mumma]] resides, and she's coming out to omnomnom some brains
===Command Traits===
==Mummy Tactics==
#'''Ruler of the Night:''' Friendly '''DEATH''' units are affected by the Deathless Minions battle trait if they are within 12" of this general rather than only 6". Interesting point - note that Deathless Minions benefits <i>models</i> within 6", but a Ruler of the Night general benefits <i>units</i> within 12". This is a significant difference.
<s>The only tactic you need is this:
#'''Predator of the Shadows:''' Add 1 to hit and wound rolls for your general if they are in cover.
#'''Death Incarnate:''' In your hero phase, you can pick one enemy unit within 3" of the general. Roll 2d6 and if you get equal to or higher than their Bravery, they suffer d3 mortal wounds.
#'''Master of the Black Arts:''' The general becomes a '''WIZARD''' and knows Arcane Bolt and Mystic Shield. They'll also be able to use realm spells if they are being used, and endless spells if you paid for them. If you give this trait to someone who is already a '''WIZARD''', they get +1 to cast and unbind.
#'''Red Fury:''' After the general has finished doing their attacks in the combat phase, roll a dice. On a 5+ the general immediately gets to pile in again and fight a second time. Only happens once per turn, though. Also, note that command traits don't affect your mount unless stated otherwise, so you can give this to a mounted Tomb King but it'll only be the King himself fighting twice, not his sphinx or the skelly steeds on his chariot.
#'''Supernatural Horror:''' In the battleshock phase, if your general is within 12" of an enemy unit and that unit fails a battleshock test, twice as many models flee.


1: Buy a single Tomb Swarm.
===Artefacts===
(You are entitled to pick an artefact from Malign Sorcery instead, just like any other army)
#'''Cursed Book:''' If a unit (friend or foe) is within 3" of the bearer and they don't have the '''DEATH''' keyword, they suffer -1 to all of their hit rolls. Note that the bearer can affect the whole enemy unit simply by being within 3" of one model.
#'''Cloak of Mists and Shadows:''' You can activate this at the start of the combat phase. If you do, the bearer disappears and reappears anywhere within 12", but more than 3" from all enemy models.
#'''Blade of Dark Summons:''' Once per battle, in your hero phase, you can summon a new unit to add to your army. It must have the '''DEATH''' and '''SUMMONABLE''' keywords. Roll 2d6 and that's the combined Wounds characteristic of the whole unit. They arrive wholly within 12" of the bearer, and more than 3" from enemy models. None of the Tomb Kings units have the '''SUMMONABLE''' keyword, so if you're using this then you'll have to pick a unit from the Legions of Nagash or Nighthaunt selection. You might consider Myrmourn Banshees, Bladegheist Revenants etc.
#'''Black Amulet:''' Once per battle in your hero phase, you can use this to inflict mortal wounds to an enemy unit within 12". The number of mortal wounds is equal to the battle round you're on.
#'''Tomb Blade:''' This upgrades one of the hero's melee weapons. Each time the hero rolls a 6+ to wound with that weapon, you can instantly heal a wound to a friendly '''DEATH''' model within 6" of the bearer.
#'''Ring of Immortality:''' One use only. When the bearer is killed, roll a d6. On a 1-2 nothing happens and you're just dead. On a 3+ you survive with d3 wounds remaining, and if the enemy still has any wounds still to allocate from that attack sequence, those wounds have no effect. Your hero can also reappear anywhere within 18" of where they were when they "died", but more than 3" from enemy models.


2: Deploy it as the entirety of your army.
===Other special rules===
A note on keywords: some of your synergy abilities specify the '''DESERT LEGIONS''', '''EMBALMED''' or '''REANIMANT''' keywords.
'''DESERT LEGIONS''' is your skelly units and anything ridden by skellys, so that includes Necropolis Knights and the Warsphinx. '''EMBALMED''' is the various Kings, Queen, and Scarab Prince. '''REANIMANT''' is the animated constructs, including the Royal Warsphinx.


3: Declare Sudden Death and choose Endure.
'''Icon Bearers:''' all of your skelly units (doesn't include Ushabti, Carrion etc) can include Icon Bearers. You can use these in your hero phase to resurrect slain models - Legionnaires and Archers get d6 models back. Horsemen, Horse Archers, and Tomb Guard get d3 models back. Chariots and Necropolis Knights get a single model back. A very useful thing to have, but bear in mind that some armies have spells or attacks that can target a specific model in your unit (such as a Giant or Morathi's shooting attack), so they may try to snipe out your icon bearer.


4: Burrow the Tomb Swam.
'''Hornblowers:''' your skelly units can include musicians as well. These do two things: if you ever make a charge roll of less than 6, the hornblower still lets you charge 6". Very handy to avoid fluffing a charge at close range. It also lets you run and shoot in the same turn, for those units with bows (Archers, Horse Archers, and Chariots)


5: Hang around for 6 turns.
'''The Curse:''' All of the kings and queens (Tomb King on Exalted Chariot, Tomb King on Royal Chariot, Royal Warsphinx, Tomb Queen, and Tomb King) have a rule that puts a curse on the enemy when they're killed: the enemy unit that did the last wound suffers d3 mortal wounds or d6 in the Exalted Chariot's case.


6: Win.</s>
==Warscrolls==


It won't work. As per the rules, if, at any point, you don't have any unit on the battlefield you lose.
===Leaders===
'''Tomb King on Exalted Chariot (460pts):''' What used to be Settra the Imperishable, this is now a generic unit (so, not being a named character anymore, he can be given an artefact and command trait).
For a hefty 460pts, you get this guy who moves 10", has a 3+ save and 8 wounds, and has a scarab amulet that can negate wounds or mortal wounds he suffers on a roll of a 5+. He has a strong melee weapon - four attacks at -2 rend and 3 damage, and he gets two extra attacks on the charge. His horses do 8 attacks, they don't look all that great at first glance because they wound on 5+ with no rend, but on the charge they get 16 attacks instead and get +1 to wound. On top of this he has two things going for him that make him truly awesome: his command ability and his prayer.
*His command ability gives your guys a bonus in your following combat phase if they are within 18" of the King when they attack: friendly '''TOMB KINGS''' units get +1 to hit, <i>and</i> friendly '''DESERT LEGIONS''' units get +1 to wound as well. Note that the +1 to hit will affect the whole army, but the +1 to wound only works for certain units. Also note that it doesn't affect shooting and it doesn't last through your opponent's turn, but it's still a huge force multiplier.
*His prayer works on a 2+ and lets you select a single friendly '''DESERT LEGIONS''' unit within 18"; in your following movement phase, this unit doubles its movement characteristic and can fly. If the prayer fails on a 1, the King takes a mortal wound.
*He also has a crown which unfortunately was written for the previous edition of AoS and hasn't been updated. It used to allow other nearby TK heroes to use their command abilities even though they aren't the general. But ever since the introduction of command points, this rule doesn't really do anything and GW can't be bothered updating it.


A tomb swarm is removed form the battlefield when it burrows.
'''Royal Warsphinx (440pts):''' Is also a Behemoth. A Khemrian Warsphinx mounted by a Tomb King instead of four tomb guard. Rather slow with only a 6" move, but it's quite tanky. It has three melee weapon profiles - the King has three attacks at -2 rend and 3 damage, the Sphinx has six claw attacks at -1 rend and 1 damage, and a choice of two tail options - the blade tail has more attacks but the venom-spike tail hits harder. The venom-spike is the better choice unless you're attacking something unaffected by rend. The sphinx can also breathe fire in the shooting phase: one attack at -1 rend, d6 damage. As he gets hurt, the King gets fewer attacks with his glaive, the Sphinx claws get less accurate and the breath weapon doesn't wound so easily. At least it doesn't get any slower.
The sphinx has a rule that helps to make it a little tankier: all weapons attacking him halve their Damage characteristic, rounding up (so it doesn't help at all against weapons with a Damage characteristic of 1); and this rule also halves the number of mortal wounds he suffers from spells and similar abilities. (The regular Warsphinx and the Necrosphinx have this rule too). Both Warsphinxes also have the chance to do d3 mortals to the enemy on impact after a successful charge (it's more likely to work the more models are in the enemy unit). His command ability lets him choose a visible enemy unit and then all of your '''EMBALMED''' and '''DESERT LEGIONS''' units get +1 to wound against it until your next hero phase.
All in all, ridiculously overcosted at 440pts; the same cost as a Vampire Lord on Zombie Dragon who is better in pretty much every way. To balance this, the sphinx claw attacks really ought to have a Damage characteristic of 2 and it ought to cost roughly the same as a Runefather on Magmadroth, not a VLoZD.


What about a unit of Carrion with there untargetable ability?
'''Tomb King in Royal Chariot (160pts):''' Moves 10", eight wounds and a 3+ save. Same weapon as a Tomb King on foot, but he gets two extra attacks on the charge. Also has four crappy horse kicks but they get eight attacks instead of four on the charge. His command ability allows him and your Skeleton Chariots within 18" to reroll charges. This isn't as good as it sounds because Skeleton Chariots can always charge a minimum of 6" thanks to their hornblowers, and at longer distances you can simply wait to see if you fail the charge and then spend a CP to reroll it anyway, assuming you have a hero close enough. So he doesn't really add much to the army besides being a fairly fast and somewhat durable combat character.


'''WELL DONE''', you just broke the game... (Except if your opponent also deploy 1 fig) Just let them deploy first.
'''Tomb Queen (120pts):''' The old Khalida model, no longer a named character. The main thing about her is her command ability; for 1cp she gives +1 to hit in the shooting phase for all friendly '''DESERT LEGIONS''' units (that's Skeleton Archers, Skeleton Chariots, Skeleton Horse Archers and the Warsphinx). Note that there is no range restriction here.
==Mummies Warscrolls==
If she's the General and the entire army shares the '''TOMB KINGS''' keyword then Skeleton Archers become battleline. She has a shooting attack from her venom staff, 18" range, one shot with no rend and d6 damage. Finally, if an enemy unit is selected to fight in the combat phase and she is within 3", she can immediately jump the queue and hit first if she hasn't fought already. Even though she doesn't hit terribly hard in melee (again, it's one attack with no rend and d6 damage) being able to swing first is nice if she gets jumped by Khinerai, Tree-Revenants or the like.
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.


This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a grain of salt. [[Age_of_Sigmar/Tactics/Edition_1.0/Deathrattle|Go here for the Skeleton units (mainly in the "retconned stuff" section)]].
'''Tomb King (100pts):''' A fairly cheap support hero who's not too shabby in melee and quite resilient, assuming you take the shield... He can either take a Monarch's Great Blade with three attacks at -2 rend and 3 damage, or a Dynastic Blade and Tomb Shield in which case he has four attacks at -1 rend and d3 damage, and the shield lets him reroll his failed armour saves. The Dynastic Blade and Shield is probably the way to go.
His command ability (the awesomely named "My Will Be Done") lets him select a '''DESERT LEGIONS''' unit within 18" and they get +1 to run, charge and hit rolls. +1 to hit can be much better than it sounds when combined with the Liche Priest's spell (see below).


==Mummies==
'''Tomb Herald (100pts):''' The main thing this guy does is his Standard of the Undying Legion. In your hero phase, he can activate his banner which brings back a slain model to all of your '''DESERT LEGIONS''' units within 24" of the Herald. Works especially well for Necropolis Knights and Skeleton Chariots since you're getting a 5-wound model back. However, if the Herald does activate his banner, he can't move at all until your next hero phase.
===Named Characters===
The other thing he does is function as a bodyguard for any friendly '''EMBALMED''' heroes (which is basically all the Kings, the Queen and the Scarab Prince); if he's within 3" when they suffer damage, then on a 2+ the wound is transferred to the Herald instead. If you're paying 460pts for a Tomb King on Exalted Chariot, or 440pts for a Royal Warsphinx, then another 100pts for a Herald to take wounds for him is probably worthwhile. He can also take a skelly steed for free, giving him a 12" move and a couple of extra melee kicks.
'''Settra the Imperishable:''' He rules. He deals a total of 12 attacks in melee, which become ''22, count them,'' in the turn he charges (+2 to his attacks, double attacks for the steeds). He can save wounds/mortal wounds on a 5+, on top of his 3+ save at 8 wounds, moves 10", and deals d6 mortal wounds to whoever kills him (but don't let that happen). He gives double movement and flight to a Deathrattle unit within 18" on a 2+, with a 1 he suffers a mortal wound but he can still avoid it with his 5+ save-after-the-save. So, say hello to floating hordes of Skeleton Chariots and Necropolis Knights descending upon the enemy from nowhere. Your opponent will have to change his pants each turn. His awesome command ability allows every Death unit within 18" to reroll every 1 to hit, and Deathrattle also get +1 to wound. But... *JOKE RULE ALERT* if Settra is your general, you lose the battle in the moment you bend over (totally justified). Oh, and HE ALLOWS EVERY OTHER HERO WITHIN 18" TO USE HIS COMMAND ABILITY, WHILE STILL USING HIS. You can laugh at Nagash, Archaon (that does something similar, but inferior), and whatever other supposedly cheesy model you may imagine. Only by using Khalida and a pair of Tomb Kings, with the right army (lots of Skeleton + Liche Priests), you can deal HUNDREDS of wounds each turn, and if you add more Kings and Khemri Warsphinxes, you'll need buckets and buckets of dice, and a new opponent each game. So, be a gentleman and don't do it, he's brutal enough as he is. Truly, SETTRA RULES.


'''High Queen Khalida:''' Can reroll the number of wounds she inflicts when fighting against vampires (read: Mannfred, Neferata, Soulblight Heroes and Blood Knights), can reroll failed hit rolls against Neferata, haves the same "attacks before your opponent if she hasn't attacked before in the current round" ability as a Slaanesh Daemon Prince, deals 3 mortal wounds to whoever kills her and her command ability gives +1 to hit rolls for ALL Skeletons in the shooting phase. The skeletons that can shoot are Skeleton Archers, Skeleton Horse Archers, and Skeleton Chariots. That doesn't seem like much, but massed Skeleton Archers with 4+ to hit can be useful, threatening even. THEN you add a (you guessed it) Liche Priest's unique spell to make 1/3 extra attacks with each affectd unit. THEN you add Settra to give them an additional +1 to hit and wound. THEN you add one or two Tomb Kings to give other +1 to hit to some units. THEN all of a sudden, your opponent has lost half of his army on the first turn, and refuses to play with you ever again. Well, even without the arguably cheesy Settra, you can still use only Khalida and priests and be very effective, but you have to center all you army around this strategy.
'''Liche Priest (120pts):''' A wizard who can cast one spell in your turn and unbind one spell in the enemy's. Like the Tomb Herald, he can have a skelly steed for free. He has a scroll that can be used once per game to automatically succeed an unbind attempt, very useful. His unique spell targets a '''DESERT LEGIONS''' or '''REANIMANT''' unit within 18": for each hit roll of 6+, they generate an extra attack with the same weapon. Note that this is 6+, not unmodified 6s, so it gets much better when you have +1s to hit from a Tomb King, Tomb Queen, or the Tomb King on Exalted Chariot. A simple 1cp from a Tomb King combined with this spell means that any 5+ to hit generates the extra attack. For Skeletal Legionnaires, who get an extra +1 to hit by being near an '''EMBALMED''' hero, it'll happen on a 4+ to hit.


'''Prince Apophas:''' Great fluff, crunch still weak. Can be placed in reserves and pop out later, at 9" min of an enemy unit. He also regenerates a wound in each turn, gets +1 to hit and wound rolls against heroes and when he dies he can immediately do a shooting attack before being removed. So, the idea is to teleport him next to a Hero, shoot at him, and charge to steal his soul and offer it to the God of the Underworld. But even if you make the charge, even if you die and make the extra shooting, you still only deal like 5 wounds BEFORE saves. That's not enough to kill your average Hero, who will survive and penetrate your lame 5+ save to kill you, regeneration or not. Sure, you don`t have to kill the Hero that same turn, and you can attack something weak like a wizard, but even they will probably survive then kill you with an Arcane Bolt next turn. So, he's only useful at killing war machines, extremely weak things, or already damaged Heroes. And, well, he's not bad at any of that, just don't expect much of him.
'''Casket of Souls (160pts):''' 8 wounds and a 4+ save (but gets +1 to its save against shooting attacks). Only moves 2" and can't charge, and since it doesn't have a conventional shooting attack it may as well run every turn. It gives every Liche Priest within 18" +1 to their casting rolls, and it can unbind a single spell in each turn... but the main thing is what happens when you open the casket, which you can do in each of your hero phases. You choose a visible enemy unit within 20" and it hits them on a 3+. They suffer d3 mortal wounds (d6 if their Bravery is 4 or less), then every unit within 6" from that one suffers the same on a 5+. It's also a Behemoth for some reason. I guess size doesn't matter.


===Heroes===
'''Scarab Prince (80pts):''' The old Prince Apophas model, again, no longer a named character. Your cheapest hero at 80pts, he can be placed in reserves and pop out in your movement phase, anywhere more than 9" from enemies. Besides that he moves 12", can fly and heals a wound in each of your hero phases. In melee he's got five attacks with no rend and 1 damage, but gets +1 to hit and wound rolls in melee if he's attacking a '''HERO'''. He has a 10" range shooting attack as well, 2d6 shots with no rend, and when he dies he can immediately do his shooting attack one last time before being removed.
'''Tomb King:''' Like most "Lord-level" Heroes, he's very resilient and combat capable. Deals d3 mortal wounds to whoever kills him, his shield allows him to reroll saves (or you can give him a two-handed Monarch's Great Blade if you want more Rend and Damage, but you're much better off with the shield) and his command ability ("My will be done") gives a Skeleton unit within 18" +1 to run, charge and hit rolls. And in this army that can be amazing, because of how many models do nasty things when you roll a 6+ to hit with their attacks. Apart from being a force multiplier, the King's ability will make those effects happen 1/3 of the time instead of 1/6, so he doubles the chance. It's also an automatic combo with the Liche Priest spell (extra attack on 6+ to hit), so pay attention to where you place him to make the most of his ability. Also, pair him with a Tomb Herald to give him extra killyness and 5 more Wounds. Use him well, and the King will win the game for you.
*This guy can be a real terror if you give him the Sword of Judgement artefact from Malign Sorcery. He'll have five attacks and with his +1 to hit against heroes, he'll score d6 mortal wounds with every 5+. And with his ability to arrive from reserves, his small base and a speedy fly move, he's not so easy to screen against.


'''Tomb King in Royal Chariot:''' Gets 6 extra attacks when charging for a total of 14, still haves the "d3 mortal wounds to whoever kills him" rule, and his command ability allows him and every Skeleton Chariot within 18" to reroll charges. Only take him as General if you want to center ALL your strategy around chariots. In that case, you have to be smart with his ability, to make combat happen when, where and how you want. Also take the Royal Legion of Chariots formation, and some Screaming Skull Catapults to reduce the enemy's Bravery, and kill units half with the charge, half with Battleshock.
'''Necrotect (100pts):''' Do you like giant war statues made of stone, bone and gold? He does, too, he'll be your friend. In your hero phase he can choose a '''DESERT LEGIONS''' unit within 8" and give it +3 Move and they reroll 1s to wound in your following combat phase. Also, he gives various passive buffs to some of your other units just by being nearby, but those are written on <i>their</i> warscrolls, not his. He improves Bone Giants, Tomb Scorpions, Ushabtis and Screaming Skull Catapults; they will be discussed in their own entries.


'''Liche Priest:''' Actually a Deathmage and not a Mummy, but who cares. Can unbind automatically a spell one time per game (that's mighty useful) and his unique spell allows a Deathrattle or Reanimant unit within 18" to get an extra attack for every 6 to hit. Being limited to one spell/unbind a turn, plus his piss-poor 6+ save, make him seem lame at first, but his spell can be amazing on Bone Giants and Skeleton Warriors, and he can also summon/heal/resurrect some of the best Mummies/Deathrattles models, so he's very good after all. With that save and 5 wounds he probably won't live long, so get a bunch of them, or use a Tomb Herald as bodyguard.  
===Battleline===
'''Skeleton Chariots (140pts for three, max 12):''' Moves 10", five wounds and a 5+ armour save. Has six melee attacks per chariot (two from the skelly crew and four horse kicks). However, on the charge the number of attacks is doubled, so a unit of three chariots is rolling 36 attacks on the charge (37 thanks to the champion). Each chariot also gets to fire two bow shots at 18" range, but only hitting on 5+ so don't expect too much from that. They get great use out of their Icon Bearer to bring back a slain chariot in each of your hero phases; that's five wounds back per battle round. All in all a solid Battleline unit.


'''Casket of Souls:''' Every Liche Priest within 18" gets +1 to casting. Gets +1 Save in shooting phase since it can't charge, can unbind a single spell in each turn... but the best part is obviously what happens when you open the casket. You choose an enemy unit within 20" and on a 3+ it suffers d3 mortal wounds (d6 if their Bravery is 4 or less), then every unit within 6" from that one suffers the same on a 5+. Combine it with the -2 Bravery to up to two units that the two shots of a Screaming Skull Catapult (with close Necrotect) will give you, and you'll think you're watching the last scene of Raiders of the Lost Ark all over again. And remember that units get +1 Bravery for each ten models only when Battleshock tests are taken, not in the shooting phase.  
'''Skeletal Legionnaires (80pts for ten, max 40):''' The warscroll is very similar to the Skeleton Warriors from Legions of Nagash with a few slight differences. Like the Skeleton Warriors, they get one attack base, two if there are 20+ in the unit, or three if there are 30+. The unit either has spears that hit on 5+ with a 2" range, or swords that hit on 4+ with a 1" range. Either way they're wounding on 4+. Their shields work differently to the Legions of Nagash guys; here, you can choose to put your shields up in the movement phase which gives you +1 to save rolls until your next movement phase, but you can't run or charge in your turn if you do so. They get +1 to hit in melee if there is a friendly '''EMBALMED''' hero (that's the various kings, queen or prince) within 18". And obviously having different keywords, the synergies are different - by combining a Tomb King's My Will Be Done command ability with Righteous Smiting from a Liche Priest, you can generate an additional attack with each 4+ to hit. A nice simple and effective combo. And while the unit only moves 4", you can speed them up with a Necrotect and/or the Tomb King on Exalted Chariot's prayer. On the whole, not quite as good as Legions of Nagash skeleton warriors because their resurrection is much better thanks to gravesites and deathly invocation, but these guys can still do some good work.


'''Royal Warsphinx:''' Veeeery good. A Khemrian Warsphinx mounted by a Tomb King instead of four skeletons, so he's slightly better in combat. Always suffers halved wounds (both regular and mortal ones), usual curse rule as the other two Tomb King variants, and his command ability targets an unit in his line of sight allowing every Deathrattle and Mummy to get +1 to wound against it. Because how tall the Sphinx is, that will probably mean you can target ANY enemy unit, which is very good, and amazing with things that do something on 6+ to wound (Tomb Guard, Necropolis Knights). Also, you can attack the target unit with more than one of your own, and each one of them will get the bonus. Other than that, it's identical to the Khemrian Warsphinx (read: it's brutally powerful). Remember to always read the name of the command ability in a deep voice while using it: "WHO DARES DISTURB MY SLUMBER?"
'''Skeleton Horsemen (100pts for five, max 30):''' A decent chaff unit with a move of 12" and the built-in ability to run and charge. They won't do much damage to the enemy but they can scoot around to snag objectives, get in the way, tag enemies in combat and so on. Not a bad unit at all, and being able to bring d3 of them back in your hero phase thanks to their Icon Bearer is a nice bonus.


===Troops===
'''Skeleton Archers (100pts for ten, max 30):'''
Everything is in the [[Age_of_Sigmar/Tactics/Edition_1.0/Deathrattle|Deathrattle]] page, as said before.
Battleline in a '''TOMB KINGS''' army if the general is a Tomb Queen. The bow has 20" range, and the archers get two shots each if there are least twenty in the unit and there are no enemies within 3". No rend and normally hitting on 5+, but you can use a Tomb Queen's command ability to boost the hit rolls, and a Liche Priest's Righteous Smiting is good for these guys too. They only move 4" but remember that they can run and shoot thanks to their musician.


==Reanimant==
===Other Units===
===Hero===
'''Necropolis Knights (240pts for three, max 12):''' A very solid unit, if an expensive one. They move 8", five wounds and a 5+ armour save but the shields give them +1 to save rolls in melee. Each model gets two attacks from the rider and three from the snake; it's all at -1 rend and the snake bites have a Damage characteristic of d3 and also do an additional mortal wound on a 6+ to wound. This is already a strong unit, but can be made terrifying with the Tomb King on Exalted Chariot to boost their movement with his prayer, and boost their hit and wound rolls with his command ability. Then you can use a Liche Priest's spell to let them generate extra attacks, and a Necrotect to speed them up even further and let them reroll 1s to wound. And they benefit very well from their icon bearer to bring back a slain model in each of your turns, or more than one if you brought a Tomb Herald.
'''Necrotect:''' Do you like giant war statues made of stone, bone and gold? He does, too, he'll be your friend. He can choose a Deathrattle unit within 8" and give it +3 Move and the ability to reroll every 1 to wound, which can be useful, but his real meat (he's a mummy, remember) is his Reanimant boosting. He improves Bone Giants, Tomb Scorpions, Ushabtis and Screaming Skull Catapults. The thing about him is that he does his artist's work in a 18" bubble (except with Screaming Skull Catapults, he's got to be within 1" then), so if you get a bunch of 'tects and place them carefully, you can improve your constructs a lot. Great if you use him well.


===Troops===
'''Tomb Guard (80pts for five, max 30):''' Very similar warscroll to the Grave Guard from Legions of Nagash. Their shields work differently though (see the Skeletal Legionnaires entry) and they have slightly different weapon options - the halberds hit on 4+ and wound on 3+, the swords are the other way around. Either way it's two attacks at -1 rend, and any wound roll of 6+ inflicts 2 damage instead of 1 (note that this is <i>6+</i> not <i>unmodified 6s</i>, and you can get +1 to wound from the command ability of the Exalted Chariot or the Royal Warsphinx to make that happen more often). Unlike Grave Guard, you get to keep your shield either way. More importantly, they don't benefit from gravesites, Vanhel's and all the other stuff Legions of Nagash get. Instead they can get better hit and wound rolls from the various Tomb King synergies. Like the Legionnaires they're somewhat hampered by a 4" movement but they can be sped up by a Necrotect or Tomb King on Exalted Chariot, or both.
'''Tomb Scorpions:''' Can save any spell-induced wound on a 5+ (4+ if there is a Necrotect within 18") and do the same pop out ability as Apophas (but arriving at least 6" of any enemy unit, instead of 9). And that's awesome, because you'll reach the unit that was your target that same turn with a charge more often than not. This thing has good rend but low damage output (deals some 3 wounds before saves each turn), which means that you have to use them in units of at least two to threaten heroes. But even alone they can be useful at killing war machines or wizards (their anti-spell save makes them specially useful against the latter). BUT they can also shine at tarpitting (yes, you can still tarpit in Age of Sigmar, everyone can retreat from combat, but they basically waste the turn by doing so) hordes without rend. The scorpion has 5W and a 4+ save, so the horde will have to deal some 10 wounds to kill it in a turn, which is unlikely. And a Death wizard within 18" can add another scorpion to the unit with a spell that has the low value of 6, so you can hold them up indefinitely (with a little luck) at the cost of a scorpion and a wizard, adding a new scorpion each turn to replace the one that will most likely die. You can even do this with only two scorpion models, always "resurrecting" the dead one, trolling GW in the proccess.  


'''Ushabti:''' Giant god statues with 5 wounds and a 5+ save. Get +2 Save against attacks dealing a single wound and reroll every 1 to save if a Necrotect is within 18". So, against the vast majority of things they have 3+ save rerolling 1s, one of the best in the game. Add a Death Wizard to resurrect one of them with the "Reanimate Ushabti" 5+ spell (or just add +1 to their save with Mystic Shield), and they'll be almost indestructible. They can be shooty with oversized bows, or go for combat with their ''blade-staves''. It's probably better to just go for melee, 'cause they only shoot once per turn, but they have 24" range, -1 rend and D3 damage, and with their rerollable save only artillery or (truly) mass shooting can kill them, so they can also work as shooters.
'''Skeleton Horse Archers (140pts for five, max 20):''' Fast cavalry with bows. They move 12" and can run and shoot thanks to their musicians. But the bows aren't likely to do much damage thanks to only hitting on 5+, unless you're using command abilities to boost that. Could be a really cool unit, but five of them cost the same as three chariots which are more durable, much better in combat, and are Battleline. Shame really. They do however have a special ability that lets them shoot in the movement phase, and then if they did that, they can move in the shooting phase. This does let them pull a couple of neat tricks; firstly they can shoot and then retreat in the same turn. Secondly, if an enemy unit is bogging one of your units down in melee, you can kill them with shooting <i>in the movement phase</i> and then your unit is free to move normally, without having to retreat.
One thing to note, though. If you're using a Tomb Queen's command ability, she gives you bonuses to hit <i>in the shooting phase</i> only. So if you do use the Horse Archers' nifty trick to shoot in the movement phase, they're stuck with hitting on 5s. The champion doesn't even get his +1 to hit, because again, that specifies that he gets +1 to hit <i>in the shooting phase</i>.


'''Necrosphinx:''' THE ULTIMATE KILLING MACHINE IS HERE. He must always charge when able even if he ran (so he CAN run and charge, very threatening), you roll 3 dices and discard the lower when charging, and suffers halved wounds/mortal wounds (and a Death wizard 18" of it can heal it D3 wounds with a 6+ spell). If he rolls 6 to wound with at least two of his Scything Blades when attacking a monster, HE DEALS 10 MORTAL WOUNDS (would be useful if it happened with hit rolls, as it is, it's too difficult). Also, each of the aforemented Scything Blades attacks (4 in total, FYI) deal 3 wounds each with a rend value of -3. Ouch. So, it's got enormous defense, offense, ''and'' mobility (it also flies). One of the best monsters of the game.  
'''Ushabti (120pts for three, max 12)''' Giant god statues with four wounds and a 5+ save. However, if they're attacked by weapons with a Damage characteristic of 1, they get +2 to that armour save roll. Furthermore, if you have a Necrotect within 18", they reroll 1s for their armour saves as well. If you combine these things and put them in cover, they effectively have a 2+ save rerolling 1s.
They have two weapon options - either Ritual Blade-staves, or Great Bows. The bows have 24" range, one shot per model at -1 rend and d3 damage. If they have bows they get three rather meh melee attacks as well from their fists. If you're running Blade-staves instead then each Ushabti has three attacks at 3+ to hit, 3+ to wound, -1 rend and d3 damage. At 120pts per three models, that's pretty good value. If they have a downside, it's the fact they don't have the '''DESERT LEGIONS''' keyword so they miss out on most of the various Tomb Kings synergies. Besides the Necrotect giving them reroll 1s to save, the only Tomb Kings synergies they <i>do</i> benefit from are the Exalted Chariot's command ability in melee, and the Liche Priest's spell Righteous Smiting.


'''Sepulchral Stalkers:''' Can do the same pop out thing as Aphopas, except they can also go away and come back in the next turn. Their Missile Weapon is based on a d6 roll: on a 1 the Stalkers suffer a mortal wound, on a 4+ the target unit suffers a mortal wound and on a 6 the mortal wounds are d3 (they turn the victims to sand, rad, I know). They emerge from the sands at 9" of the enemy minimun, and the range of their gaze is 10", so you can shoot that same turn, then try to charge. That, combined with their rend -1, makes them good at stalking armored units, but they're pretty vulnerable, with only 5+ save (but 5 wounds). So, if you're stuck in a disadvantagous combat, or already killed/maimed enough your target, you can teleport again at the cost of a turn (you don't get healead or anything, as the Tomb Swarm rules probe, but a Death Wizard within 18" of them can add one model to the unit with a 5+ spell, can be useful).  
'''Sepulchral Stalkers (140pts for three, max 12):''' Your tunnelling shooty stone snakes. They can deploy underground and arrive in your movement phase anywhere more than 9" away from enemies. This is handy because their shooting attack has a 10" range. It doesn't use the normal attack sequence; instead you simply roll a dice for each stalker. Each roll of 1 does a mortal wound to your stalkers. Each 2-3 does nothing. Each 4-5 does one mortal wound to the target and each 6 does d3 mortal wounds to the target. In melee, each Stalker has two attacks at -1 rend, 2 damage. All in all, a cool concept but you shouldn't expect much damage out of them. They can also go back underground if they want to, and reappear somewhere else next turn.


'''Bone Giant:''' Killy as any giant but also well protected with a 4+ save. Gets an extra attack for every 6 to hit (and has 7 attacks, so on average you'll get an extra attack), and after he attacked you roll a dice and on a 5+ (4+ if a Necrotect is within 18") he gets to pileup and attack again. Death Wizards, on a 5+, make them reroll failed hit rolls. With that and the unique spell of Liche Priests (extra attack on 6 to hit, same as the Giant's first ability), you end up with lots of extra attacks that can generate new extra attacks, which can be ridiculous. But he will not do the Tomb King's will, sorry, because he's no Skeleton, but a Reanimant (that is a giant skeleton... what the hell...).
'''Tomb Scorpions (80pts, max three):''' Can deploy underground and arrive in your movement phase anywhere more than 9" away from enemies. Has a couple of weapon profiles with decent rend and damage - might kill a 5-wound hero with some decent dice rolls. Has a 4+ armour save and five wounds. Also has a 5+ roll to negate any mortal wounds inflicted by enemy spells, which is improved to a 4+ if there you have a Necrotect within 18".  


===Other stuff===
'''Carrion (80pts for three, max 12):''' Undead rotting birbs. They start the game flying high above the battlefield, although the models are still placed on the tabletop. While flying high they can't attack or be attacked, or affected in any way by spells/abilities etc. When they make a charge (and they get a 3d6" charge instead of 2d6"), they come down and behave normally from then on. Their attacks are not great, four attacks each with no rend, but by being essentially invincible until they charge you may get decent mileage against a war machine or a wizard or whatever.
'''Carrion:''' They charge on a 3d6 roll, but the real deal is that they're unattackable until they charge. Place them, never attack with them, and everyone hates you. But if you want them to hate you because you won legitimally, use them to kill vulnerable and isolated things. Unlike units that teleport by going beneath the sands, they must start the game in your deployment zone, even if they're flying and invulnerable. The downside is that they have to go from there to their target, but with their 12" move, "high flying" and 3d6 charge they'll arrive fast. The upside is that you can guarantee the charge by getting 3" from the target, and if you are farther and fail the charge, you won't drop down (that only happens when you charge, and if you fail the roll the charge doesn't happen, I think). They are weak and squishy but make lots of attacks. Also, you can summon 3 of them on 5+, but they'll be flying and won't be able to block anything that turn unless they successfully charge, which reduces their value as a summoned chaff.  
Technically, there isn't a rule saying they can't hold objectives while flying high, but if you actually try doing that you're an unmitigated dick and nobody will want to play you again, for good reason.


'''Tomb Swarms:''' Same "come and go" ability as Sepulchral Stalkers, and the unit revives d3 models every time they come out after the first time. But you´ll lose a turn by doing that, they don't have any save at all, and it's difficult to justify their "wound cost" (5 each). They're also weak as hell, so they don't make good teleporting assasins. Their only worth is as cheap summonable chaff, 3 at 5+, which is a pretty low casting roll, but you'll also get something very poor. Use them at desperate times, like when you need to block for a turn a charge to your wizard.
'''Tomb Swarm (80pts for two, max 8):''' Bases full of scarab beetles and whatnot. They can deploy underground and arrive later, and can even go back underground if they want to replenish their numbers. Their attacks are rubbish and they die easily. While there is something to be said for a unit that can set up on the board mid-way through the game in the hope of snagging an objective or something, for the same cost you can take a Tomb Scorpion which might actually kill something.


==Formations==
===Behemoths===
'''Royal Legion of Chariots:''' A Tomb King in Royal Chariot takes four units of Skeleton Chariots. Everyone gets +1 to hit and deals a mortal wound on a 4+ to the unit they charged. Combined with the Tomb King's command ability allowing everyone to reroll charges, it's kinda devastating.


'''Tomb Legion:''' A Tomb King and a Liche Priest take 2 units of Skeleton Warriors, 2 of Skeleton Archers, 1 of Tomb Guards and a unit of your choice between Skeleton Chariots, Skeleton Horsemen, Skeleton Horse Archers or Necropolis Knights. Everything within 18" from the Tomb King gets an extra attack every time they roll a 6 to hit, and everyone within 18" from the Liche Priest basically gets the Necron Reanimation Protocols.
'''Necrosphinx (440pts):''' Very powerful, but very expensive. Moves 12", can fly, and can run and charge. In fact, it <i>has</i> to attempt to charge if possible, and it also rolls 3d6 instead of 2d6 for its charge roll, discarding the lowest. In melee, its main weapon is the Scythe Blades - four attacks that wound on 2s, -3 rend and 3 damage. If they all attack an enemy Monster and you roll at least two 6s to wound, then it does '''TEN MORTAL WOUNDS''' on top of its normal damage. Not likely to happen very often though. It also has more attacks from its claws and its tail. It also has the same ability all three Sphinxes have: the Damage characteristic of all weapons attacking it are reduced by half, rounding up, and the number of mortal wounds suffered by spells and abilities is cut in half as well.
 
'''Warsphinx (280pts):''' Like the Royal Warsphinx but crewed by four Tomb Guard instead of Tomb King, so it isn't a Hero. Its attacks are weaker overall than the Royal Warsphinx since the Tomb Guard don't have rend, and it lacks the command ability of the Royal Warsphinx. Still a rather tanky monster though, due to the same ability all the Sphinxes have that reduces the Damage characteristic of incoming attacks. And it still has the flame breath and the chance to inflict mortal wound impact damage when it charges. Interestingly, it does have the '''DESERT LEGIONS''' keyword, so it can benefit from various command abilities and other synergies.
 
'''Bone Giant (200pts):''' Nine wounds and a 4+ save. Has two weapon profiles - the swords have three attacks at -2 rend, 3 damage. And four kick attacks at -1 rend, 1 damage. Has two extra rules going on: firstly each time it rolls a 6+ to hit, it generates an extra attack with the same weapon (and this can be improved by the +1 to hit from the Tomb King on Exalted Chariot). Secondly, after it's done attacking, roll a dice and on a 5+ (or a 4+ if you have a Necrotect within 18") it immediately gets to pile in again and fight a second time. Only one extra activation per turn, though. Another thing to note is that he doesn't have a degrading profile like most other Monsters. He can be fun to use, but he's drastically overcosted at 200pts.
 
===Artillery===
'''Screaming Skull Catapult (160pts):''' Okay, let's start with the good news. It has a 36" range, its shot does a nice consistent 4 damage (but keep reading), it doesn't need line of sight and it gets two shots instead of one if you have a Necrotect next to it. Also, if it does damage to an enemy unit, they suffer -2 to their Bravery until the end of the turn.
Now the bad news. It has a crew of three skellys who function as a separate unit, and they need to stay within 1" of the machine for it to be able to move or fire. These guys have one wound each and a crappy save and if some of the crew die, your catapult's Damage characteristic starts to degrade. If they all die, your catapult can no longer move or fire at all. That's the main problem - you need to protect your catapult and its crew from enemy shooting, and enemy magic, and deepstriking units - otherwise it will be very quickly rendered useless. Hopefully you'll have some nice line-of-sight-blocking terrain on the table for at least the crew to shelter behind.
Furthermore, while the catapult has a maximum range of 36", it also has a minimum range of 6", so if a small enemy unit can tag your catapult in melee, you'll be unable to fire even if they don't kill you. All in all, it's a bit of a risky investment at 160pts. The simple way to fix this thing and make it decent would be to remove the crew as a separate unit - simply add 3 wounds to the catapult, give it the Crew's Tools as a melee weapon and delete the rules relating to the crew, and then give it the '''DESERT LEGIONS''' keyword. <s>(things had changed a bit because now if you play any catapult all the DEATH wizard in your army now a unique spell with a CV of 5, who let you respawn the crew if they get killed. Quite nice all at all.)</s> this is untrue, the crew summoning spell has been removed from the warscroll in the compendium.
 
==Battalions==
None. Sorry.
 
==Allies==
None, technically - Tomb Kings don't have a list of allies and they are not on anyone else's list of allies. However, since a Tomb Kings army is essentially fielded as a Death Grand Alliance, it is possible to include any unit with the '''DEATH''' keyword in the army anyway. The only exception is if you want to make Skeleton Archers battleline - in which case, every unit in the army needs the '''TOMB KINGS''' keyword (and a Tomb Queen must be the general)
 
==Base sizes==
(Taken from the Tomb Kings: Age of Sigmar facebook group)
 
<i>Games Workshop provides a list of base sizes for models in Age of Sigmar. However, they have not released a list for the base sizes for compendium armies and other out-of-production models. We recommend the following base sizes for Tomb Kings. There isn't an official list, but this is what we suggest.</i>
 
*Tomb King on Exalted Chariot/Settra: 120x92mm*
*Royal Warsphinx: 120x92mm
*Tomb King in Royal Chariot: 105x70mm
*Casket of Souls: 100mm
*Tomb King: 32mm
*Tomb Queen/Khalida: 32mm
*Liche Priest: 32mm
*Tomb Herald: 32mm
*Necrotect: 32mm
*Scarab Prince/Apophas: 32mm
*Liche Priest on Skeletal Steed: 60x35mm
*Tomb Herald on Skeletal Steed: 60x35mm
*Skeleton Chariots: 105x70mm
*Skeleton Horsemen: 60x35mm
*Skeletal Legionnaires: 25mm
*Skeleton Archers: 25mm
*Tomb Guard: 25mm
*Skeleton Horse Archers: 60x35mm
*Necropolis Knights: 105x70mm
*Sepulchral Stalkers: 105x70mm
*Ushabti: 40mm
*Carrion: 40mm
*Tomb Scorpion: 60mm
*Tomb Swarm: 50mm
*Bone Giant: 60mm
*Warsphinx: 120x92mm
*Necrosphinx: 120x92mm
*Screaming Skull Catapult: 105x70mm
*Screaming Skull Catapult crew: 25mm
 
<i>*Settra/Exalted Chariot may alternatively be used on a 130mm base. His recent Made-to-Order model came with a 120x92mm base, and he does fit on that but it is a little cramped.</i>


==External links==
==External links==
Rules come from here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-vampire-counts-en.pdf] and here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-tomb-kings-en.pdf]
Rules here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-tomb-kings-en.pdf]
 
'''Update'''
No longer, can you get named characters in these pdfs, but a Redditfag has done the unexpected: [https://www.reddit.com/r/ageofsigmar/comments/860xyn/need_the_rules_for_the_tomb_kings_or_vampire/]<br>
/tg/ gets shit done, but this Redditor doesn't mind helping sometimes (Grand Alliance: Digital anyone?)


{{Age_of_Sigmar_Compendium_Tactics}}
{{Age_of_Sigmar_Compendium_Tactics}}

Latest revision as of 22:33, 19 June 2023

As of GHB 2020, the Tomb Kings units are now Warhammer Legends, meaning they are no longer matched play legal unless your opponent (or the event organiser) consents beforehand.

Allegiance Abilities[edit]

Tomb Kings don't have any allegiance abilities of their own, so you're stuck with the Grand Alliance Death allegiance abilities from the Core Book.

Battle Traits[edit]

Deathless Minions: Each time you allocate a wound or mortal wound to a friendly DEATH model within 6" of your general or a friendly DEATH HERO, roll a dice. On a 6+ the wound is negated.

This is your only battle trait, and note that it is on a model by model basis - if half your unit is within 6" of a hero and the other half isn't, only the models within 6" of a hero get the death save.

Command Traits[edit]

  1. Ruler of the Night: Friendly DEATH units are affected by the Deathless Minions battle trait if they are within 12" of this general rather than only 6". Interesting point - note that Deathless Minions benefits models within 6", but a Ruler of the Night general benefits units within 12". This is a significant difference.
  2. Predator of the Shadows: Add 1 to hit and wound rolls for your general if they are in cover.
  3. Death Incarnate: In your hero phase, you can pick one enemy unit within 3" of the general. Roll 2d6 and if you get equal to or higher than their Bravery, they suffer d3 mortal wounds.
  4. Master of the Black Arts: The general becomes a WIZARD and knows Arcane Bolt and Mystic Shield. They'll also be able to use realm spells if they are being used, and endless spells if you paid for them. If you give this trait to someone who is already a WIZARD, they get +1 to cast and unbind.
  5. Red Fury: After the general has finished doing their attacks in the combat phase, roll a dice. On a 5+ the general immediately gets to pile in again and fight a second time. Only happens once per turn, though. Also, note that command traits don't affect your mount unless stated otherwise, so you can give this to a mounted Tomb King but it'll only be the King himself fighting twice, not his sphinx or the skelly steeds on his chariot.
  6. Supernatural Horror: In the battleshock phase, if your general is within 12" of an enemy unit and that unit fails a battleshock test, twice as many models flee.

Artefacts[edit]

(You are entitled to pick an artefact from Malign Sorcery instead, just like any other army)

  1. Cursed Book: If a unit (friend or foe) is within 3" of the bearer and they don't have the DEATH keyword, they suffer -1 to all of their hit rolls. Note that the bearer can affect the whole enemy unit simply by being within 3" of one model.
  2. Cloak of Mists and Shadows: You can activate this at the start of the combat phase. If you do, the bearer disappears and reappears anywhere within 12", but more than 3" from all enemy models.
  3. Blade of Dark Summons: Once per battle, in your hero phase, you can summon a new unit to add to your army. It must have the DEATH and SUMMONABLE keywords. Roll 2d6 and that's the combined Wounds characteristic of the whole unit. They arrive wholly within 12" of the bearer, and more than 3" from enemy models. None of the Tomb Kings units have the SUMMONABLE keyword, so if you're using this then you'll have to pick a unit from the Legions of Nagash or Nighthaunt selection. You might consider Myrmourn Banshees, Bladegheist Revenants etc.
  4. Black Amulet: Once per battle in your hero phase, you can use this to inflict mortal wounds to an enemy unit within 12". The number of mortal wounds is equal to the battle round you're on.
  5. Tomb Blade: This upgrades one of the hero's melee weapons. Each time the hero rolls a 6+ to wound with that weapon, you can instantly heal a wound to a friendly DEATH model within 6" of the bearer.
  6. Ring of Immortality: One use only. When the bearer is killed, roll a d6. On a 1-2 nothing happens and you're just dead. On a 3+ you survive with d3 wounds remaining, and if the enemy still has any wounds still to allocate from that attack sequence, those wounds have no effect. Your hero can also reappear anywhere within 18" of where they were when they "died", but more than 3" from enemy models.

Other special rules[edit]

A note on keywords: some of your synergy abilities specify the DESERT LEGIONS, EMBALMED or REANIMANT keywords. DESERT LEGIONS is your skelly units and anything ridden by skellys, so that includes Necropolis Knights and the Warsphinx. EMBALMED is the various Kings, Queen, and Scarab Prince. REANIMANT is the animated constructs, including the Royal Warsphinx.

Icon Bearers: all of your skelly units (doesn't include Ushabti, Carrion etc) can include Icon Bearers. You can use these in your hero phase to resurrect slain models - Legionnaires and Archers get d6 models back. Horsemen, Horse Archers, and Tomb Guard get d3 models back. Chariots and Necropolis Knights get a single model back. A very useful thing to have, but bear in mind that some armies have spells or attacks that can target a specific model in your unit (such as a Giant or Morathi's shooting attack), so they may try to snipe out your icon bearer.

Hornblowers: your skelly units can include musicians as well. These do two things: if you ever make a charge roll of less than 6, the hornblower still lets you charge 6". Very handy to avoid fluffing a charge at close range. It also lets you run and shoot in the same turn, for those units with bows (Archers, Horse Archers, and Chariots)

The Curse: All of the kings and queens (Tomb King on Exalted Chariot, Tomb King on Royal Chariot, Royal Warsphinx, Tomb Queen, and Tomb King) have a rule that puts a curse on the enemy when they're killed: the enemy unit that did the last wound suffers d3 mortal wounds or d6 in the Exalted Chariot's case.

Warscrolls[edit]

Leaders[edit]

Tomb King on Exalted Chariot (460pts): What used to be Settra the Imperishable, this is now a generic unit (so, not being a named character anymore, he can be given an artefact and command trait). For a hefty 460pts, you get this guy who moves 10", has a 3+ save and 8 wounds, and has a scarab amulet that can negate wounds or mortal wounds he suffers on a roll of a 5+. He has a strong melee weapon - four attacks at -2 rend and 3 damage, and he gets two extra attacks on the charge. His horses do 8 attacks, they don't look all that great at first glance because they wound on 5+ with no rend, but on the charge they get 16 attacks instead and get +1 to wound. On top of this he has two things going for him that make him truly awesome: his command ability and his prayer.

  • His command ability gives your guys a bonus in your following combat phase if they are within 18" of the King when they attack: friendly TOMB KINGS units get +1 to hit, and friendly DESERT LEGIONS units get +1 to wound as well. Note that the +1 to hit will affect the whole army, but the +1 to wound only works for certain units. Also note that it doesn't affect shooting and it doesn't last through your opponent's turn, but it's still a huge force multiplier.
  • His prayer works on a 2+ and lets you select a single friendly DESERT LEGIONS unit within 18"; in your following movement phase, this unit doubles its movement characteristic and can fly. If the prayer fails on a 1, the King takes a mortal wound.
  • He also has a crown which unfortunately was written for the previous edition of AoS and hasn't been updated. It used to allow other nearby TK heroes to use their command abilities even though they aren't the general. But ever since the introduction of command points, this rule doesn't really do anything and GW can't be bothered updating it.

Royal Warsphinx (440pts): Is also a Behemoth. A Khemrian Warsphinx mounted by a Tomb King instead of four tomb guard. Rather slow with only a 6" move, but it's quite tanky. It has three melee weapon profiles - the King has three attacks at -2 rend and 3 damage, the Sphinx has six claw attacks at -1 rend and 1 damage, and a choice of two tail options - the blade tail has more attacks but the venom-spike tail hits harder. The venom-spike is the better choice unless you're attacking something unaffected by rend. The sphinx can also breathe fire in the shooting phase: one attack at -1 rend, d6 damage. As he gets hurt, the King gets fewer attacks with his glaive, the Sphinx claws get less accurate and the breath weapon doesn't wound so easily. At least it doesn't get any slower. The sphinx has a rule that helps to make it a little tankier: all weapons attacking him halve their Damage characteristic, rounding up (so it doesn't help at all against weapons with a Damage characteristic of 1); and this rule also halves the number of mortal wounds he suffers from spells and similar abilities. (The regular Warsphinx and the Necrosphinx have this rule too). Both Warsphinxes also have the chance to do d3 mortals to the enemy on impact after a successful charge (it's more likely to work the more models are in the enemy unit). His command ability lets him choose a visible enemy unit and then all of your EMBALMED and DESERT LEGIONS units get +1 to wound against it until your next hero phase. All in all, ridiculously overcosted at 440pts; the same cost as a Vampire Lord on Zombie Dragon who is better in pretty much every way. To balance this, the sphinx claw attacks really ought to have a Damage characteristic of 2 and it ought to cost roughly the same as a Runefather on Magmadroth, not a VLoZD.

Tomb King in Royal Chariot (160pts): Moves 10", eight wounds and a 3+ save. Same weapon as a Tomb King on foot, but he gets two extra attacks on the charge. Also has four crappy horse kicks but they get eight attacks instead of four on the charge. His command ability allows him and your Skeleton Chariots within 18" to reroll charges. This isn't as good as it sounds because Skeleton Chariots can always charge a minimum of 6" thanks to their hornblowers, and at longer distances you can simply wait to see if you fail the charge and then spend a CP to reroll it anyway, assuming you have a hero close enough. So he doesn't really add much to the army besides being a fairly fast and somewhat durable combat character.

Tomb Queen (120pts): The old Khalida model, no longer a named character. The main thing about her is her command ability; for 1cp she gives +1 to hit in the shooting phase for all friendly DESERT LEGIONS units (that's Skeleton Archers, Skeleton Chariots, Skeleton Horse Archers and the Warsphinx). Note that there is no range restriction here. If she's the General and the entire army shares the TOMB KINGS keyword then Skeleton Archers become battleline. She has a shooting attack from her venom staff, 18" range, one shot with no rend and d6 damage. Finally, if an enemy unit is selected to fight in the combat phase and she is within 3", she can immediately jump the queue and hit first if she hasn't fought already. Even though she doesn't hit terribly hard in melee (again, it's one attack with no rend and d6 damage) being able to swing first is nice if she gets jumped by Khinerai, Tree-Revenants or the like.

Tomb King (100pts): A fairly cheap support hero who's not too shabby in melee and quite resilient, assuming you take the shield... He can either take a Monarch's Great Blade with three attacks at -2 rend and 3 damage, or a Dynastic Blade and Tomb Shield in which case he has four attacks at -1 rend and d3 damage, and the shield lets him reroll his failed armour saves. The Dynastic Blade and Shield is probably the way to go. His command ability (the awesomely named "My Will Be Done") lets him select a DESERT LEGIONS unit within 18" and they get +1 to run, charge and hit rolls. +1 to hit can be much better than it sounds when combined with the Liche Priest's spell (see below).

Tomb Herald (100pts): The main thing this guy does is his Standard of the Undying Legion. In your hero phase, he can activate his banner which brings back a slain model to all of your DESERT LEGIONS units within 24" of the Herald. Works especially well for Necropolis Knights and Skeleton Chariots since you're getting a 5-wound model back. However, if the Herald does activate his banner, he can't move at all until your next hero phase. The other thing he does is function as a bodyguard for any friendly EMBALMED heroes (which is basically all the Kings, the Queen and the Scarab Prince); if he's within 3" when they suffer damage, then on a 2+ the wound is transferred to the Herald instead. If you're paying 460pts for a Tomb King on Exalted Chariot, or 440pts for a Royal Warsphinx, then another 100pts for a Herald to take wounds for him is probably worthwhile. He can also take a skelly steed for free, giving him a 12" move and a couple of extra melee kicks.

Liche Priest (120pts): A wizard who can cast one spell in your turn and unbind one spell in the enemy's. Like the Tomb Herald, he can have a skelly steed for free. He has a scroll that can be used once per game to automatically succeed an unbind attempt, very useful. His unique spell targets a DESERT LEGIONS or REANIMANT unit within 18": for each hit roll of 6+, they generate an extra attack with the same weapon. Note that this is 6+, not unmodified 6s, so it gets much better when you have +1s to hit from a Tomb King, Tomb Queen, or the Tomb King on Exalted Chariot. A simple 1cp from a Tomb King combined with this spell means that any 5+ to hit generates the extra attack. For Skeletal Legionnaires, who get an extra +1 to hit by being near an EMBALMED hero, it'll happen on a 4+ to hit.

Casket of Souls (160pts): 8 wounds and a 4+ save (but gets +1 to its save against shooting attacks). Only moves 2" and can't charge, and since it doesn't have a conventional shooting attack it may as well run every turn. It gives every Liche Priest within 18" +1 to their casting rolls, and it can unbind a single spell in each turn... but the main thing is what happens when you open the casket, which you can do in each of your hero phases. You choose a visible enemy unit within 20" and it hits them on a 3+. They suffer d3 mortal wounds (d6 if their Bravery is 4 or less), then every unit within 6" from that one suffers the same on a 5+. It's also a Behemoth for some reason. I guess size doesn't matter.

Scarab Prince (80pts): The old Prince Apophas model, again, no longer a named character. Your cheapest hero at 80pts, he can be placed in reserves and pop out in your movement phase, anywhere more than 9" from enemies. Besides that he moves 12", can fly and heals a wound in each of your hero phases. In melee he's got five attacks with no rend and 1 damage, but gets +1 to hit and wound rolls in melee if he's attacking a HERO. He has a 10" range shooting attack as well, 2d6 shots with no rend, and when he dies he can immediately do his shooting attack one last time before being removed.

  • This guy can be a real terror if you give him the Sword of Judgement artefact from Malign Sorcery. He'll have five attacks and with his +1 to hit against heroes, he'll score d6 mortal wounds with every 5+. And with his ability to arrive from reserves, his small base and a speedy fly move, he's not so easy to screen against.

Necrotect (100pts): Do you like giant war statues made of stone, bone and gold? He does, too, he'll be your friend. In your hero phase he can choose a DESERT LEGIONS unit within 8" and give it +3 Move and they reroll 1s to wound in your following combat phase. Also, he gives various passive buffs to some of your other units just by being nearby, but those are written on their warscrolls, not his. He improves Bone Giants, Tomb Scorpions, Ushabtis and Screaming Skull Catapults; they will be discussed in their own entries.

Battleline[edit]

Skeleton Chariots (140pts for three, max 12): Moves 10", five wounds and a 5+ armour save. Has six melee attacks per chariot (two from the skelly crew and four horse kicks). However, on the charge the number of attacks is doubled, so a unit of three chariots is rolling 36 attacks on the charge (37 thanks to the champion). Each chariot also gets to fire two bow shots at 18" range, but only hitting on 5+ so don't expect too much from that. They get great use out of their Icon Bearer to bring back a slain chariot in each of your hero phases; that's five wounds back per battle round. All in all a solid Battleline unit.

Skeletal Legionnaires (80pts for ten, max 40): The warscroll is very similar to the Skeleton Warriors from Legions of Nagash with a few slight differences. Like the Skeleton Warriors, they get one attack base, two if there are 20+ in the unit, or three if there are 30+. The unit either has spears that hit on 5+ with a 2" range, or swords that hit on 4+ with a 1" range. Either way they're wounding on 4+. Their shields work differently to the Legions of Nagash guys; here, you can choose to put your shields up in the movement phase which gives you +1 to save rolls until your next movement phase, but you can't run or charge in your turn if you do so. They get +1 to hit in melee if there is a friendly EMBALMED hero (that's the various kings, queen or prince) within 18". And obviously having different keywords, the synergies are different - by combining a Tomb King's My Will Be Done command ability with Righteous Smiting from a Liche Priest, you can generate an additional attack with each 4+ to hit. A nice simple and effective combo. And while the unit only moves 4", you can speed them up with a Necrotect and/or the Tomb King on Exalted Chariot's prayer. On the whole, not quite as good as Legions of Nagash skeleton warriors because their resurrection is much better thanks to gravesites and deathly invocation, but these guys can still do some good work.

Skeleton Horsemen (100pts for five, max 30): A decent chaff unit with a move of 12" and the built-in ability to run and charge. They won't do much damage to the enemy but they can scoot around to snag objectives, get in the way, tag enemies in combat and so on. Not a bad unit at all, and being able to bring d3 of them back in your hero phase thanks to their Icon Bearer is a nice bonus.

Skeleton Archers (100pts for ten, max 30): Battleline in a TOMB KINGS army if the general is a Tomb Queen. The bow has 20" range, and the archers get two shots each if there are least twenty in the unit and there are no enemies within 3". No rend and normally hitting on 5+, but you can use a Tomb Queen's command ability to boost the hit rolls, and a Liche Priest's Righteous Smiting is good for these guys too. They only move 4" but remember that they can run and shoot thanks to their musician.

Other Units[edit]

Necropolis Knights (240pts for three, max 12): A very solid unit, if an expensive one. They move 8", five wounds and a 5+ armour save but the shields give them +1 to save rolls in melee. Each model gets two attacks from the rider and three from the snake; it's all at -1 rend and the snake bites have a Damage characteristic of d3 and also do an additional mortal wound on a 6+ to wound. This is already a strong unit, but can be made terrifying with the Tomb King on Exalted Chariot to boost their movement with his prayer, and boost their hit and wound rolls with his command ability. Then you can use a Liche Priest's spell to let them generate extra attacks, and a Necrotect to speed them up even further and let them reroll 1s to wound. And they benefit very well from their icon bearer to bring back a slain model in each of your turns, or more than one if you brought a Tomb Herald.

Tomb Guard (80pts for five, max 30): Very similar warscroll to the Grave Guard from Legions of Nagash. Their shields work differently though (see the Skeletal Legionnaires entry) and they have slightly different weapon options - the halberds hit on 4+ and wound on 3+, the swords are the other way around. Either way it's two attacks at -1 rend, and any wound roll of 6+ inflicts 2 damage instead of 1 (note that this is 6+ not unmodified 6s, and you can get +1 to wound from the command ability of the Exalted Chariot or the Royal Warsphinx to make that happen more often). Unlike Grave Guard, you get to keep your shield either way. More importantly, they don't benefit from gravesites, Vanhel's and all the other stuff Legions of Nagash get. Instead they can get better hit and wound rolls from the various Tomb King synergies. Like the Legionnaires they're somewhat hampered by a 4" movement but they can be sped up by a Necrotect or Tomb King on Exalted Chariot, or both.

Skeleton Horse Archers (140pts for five, max 20): Fast cavalry with bows. They move 12" and can run and shoot thanks to their musicians. But the bows aren't likely to do much damage thanks to only hitting on 5+, unless you're using command abilities to boost that. Could be a really cool unit, but five of them cost the same as three chariots which are more durable, much better in combat, and are Battleline. Shame really. They do however have a special ability that lets them shoot in the movement phase, and then if they did that, they can move in the shooting phase. This does let them pull a couple of neat tricks; firstly they can shoot and then retreat in the same turn. Secondly, if an enemy unit is bogging one of your units down in melee, you can kill them with shooting in the movement phase and then your unit is free to move normally, without having to retreat. One thing to note, though. If you're using a Tomb Queen's command ability, she gives you bonuses to hit in the shooting phase only. So if you do use the Horse Archers' nifty trick to shoot in the movement phase, they're stuck with hitting on 5s. The champion doesn't even get his +1 to hit, because again, that specifies that he gets +1 to hit in the shooting phase.

Ushabti (120pts for three, max 12) Giant god statues with four wounds and a 5+ save. However, if they're attacked by weapons with a Damage characteristic of 1, they get +2 to that armour save roll. Furthermore, if you have a Necrotect within 18", they reroll 1s for their armour saves as well. If you combine these things and put them in cover, they effectively have a 2+ save rerolling 1s. They have two weapon options - either Ritual Blade-staves, or Great Bows. The bows have 24" range, one shot per model at -1 rend and d3 damage. If they have bows they get three rather meh melee attacks as well from their fists. If you're running Blade-staves instead then each Ushabti has three attacks at 3+ to hit, 3+ to wound, -1 rend and d3 damage. At 120pts per three models, that's pretty good value. If they have a downside, it's the fact they don't have the DESERT LEGIONS keyword so they miss out on most of the various Tomb Kings synergies. Besides the Necrotect giving them reroll 1s to save, the only Tomb Kings synergies they do benefit from are the Exalted Chariot's command ability in melee, and the Liche Priest's spell Righteous Smiting.

Sepulchral Stalkers (140pts for three, max 12): Your tunnelling shooty stone snakes. They can deploy underground and arrive in your movement phase anywhere more than 9" away from enemies. This is handy because their shooting attack has a 10" range. It doesn't use the normal attack sequence; instead you simply roll a dice for each stalker. Each roll of 1 does a mortal wound to your stalkers. Each 2-3 does nothing. Each 4-5 does one mortal wound to the target and each 6 does d3 mortal wounds to the target. In melee, each Stalker has two attacks at -1 rend, 2 damage. All in all, a cool concept but you shouldn't expect much damage out of them. They can also go back underground if they want to, and reappear somewhere else next turn.

Tomb Scorpions (80pts, max three): Can deploy underground and arrive in your movement phase anywhere more than 9" away from enemies. Has a couple of weapon profiles with decent rend and damage - might kill a 5-wound hero with some decent dice rolls. Has a 4+ armour save and five wounds. Also has a 5+ roll to negate any mortal wounds inflicted by enemy spells, which is improved to a 4+ if there you have a Necrotect within 18".

Carrion (80pts for three, max 12): Undead rotting birbs. They start the game flying high above the battlefield, although the models are still placed on the tabletop. While flying high they can't attack or be attacked, or affected in any way by spells/abilities etc. When they make a charge (and they get a 3d6" charge instead of 2d6"), they come down and behave normally from then on. Their attacks are not great, four attacks each with no rend, but by being essentially invincible until they charge you may get decent mileage against a war machine or a wizard or whatever. Technically, there isn't a rule saying they can't hold objectives while flying high, but if you actually try doing that you're an unmitigated dick and nobody will want to play you again, for good reason.

Tomb Swarm (80pts for two, max 8): Bases full of scarab beetles and whatnot. They can deploy underground and arrive later, and can even go back underground if they want to replenish their numbers. Their attacks are rubbish and they die easily. While there is something to be said for a unit that can set up on the board mid-way through the game in the hope of snagging an objective or something, for the same cost you can take a Tomb Scorpion which might actually kill something.

Behemoths[edit]

Necrosphinx (440pts): Very powerful, but very expensive. Moves 12", can fly, and can run and charge. In fact, it has to attempt to charge if possible, and it also rolls 3d6 instead of 2d6 for its charge roll, discarding the lowest. In melee, its main weapon is the Scythe Blades - four attacks that wound on 2s, -3 rend and 3 damage. If they all attack an enemy Monster and you roll at least two 6s to wound, then it does TEN MORTAL WOUNDS on top of its normal damage. Not likely to happen very often though. It also has more attacks from its claws and its tail. It also has the same ability all three Sphinxes have: the Damage characteristic of all weapons attacking it are reduced by half, rounding up, and the number of mortal wounds suffered by spells and abilities is cut in half as well.

Warsphinx (280pts): Like the Royal Warsphinx but crewed by four Tomb Guard instead of Tomb King, so it isn't a Hero. Its attacks are weaker overall than the Royal Warsphinx since the Tomb Guard don't have rend, and it lacks the command ability of the Royal Warsphinx. Still a rather tanky monster though, due to the same ability all the Sphinxes have that reduces the Damage characteristic of incoming attacks. And it still has the flame breath and the chance to inflict mortal wound impact damage when it charges. Interestingly, it does have the DESERT LEGIONS keyword, so it can benefit from various command abilities and other synergies.

Bone Giant (200pts): Nine wounds and a 4+ save. Has two weapon profiles - the swords have three attacks at -2 rend, 3 damage. And four kick attacks at -1 rend, 1 damage. Has two extra rules going on: firstly each time it rolls a 6+ to hit, it generates an extra attack with the same weapon (and this can be improved by the +1 to hit from the Tomb King on Exalted Chariot). Secondly, after it's done attacking, roll a dice and on a 5+ (or a 4+ if you have a Necrotect within 18") it immediately gets to pile in again and fight a second time. Only one extra activation per turn, though. Another thing to note is that he doesn't have a degrading profile like most other Monsters. He can be fun to use, but he's drastically overcosted at 200pts.

Artillery[edit]

Screaming Skull Catapult (160pts): Okay, let's start with the good news. It has a 36" range, its shot does a nice consistent 4 damage (but keep reading), it doesn't need line of sight and it gets two shots instead of one if you have a Necrotect next to it. Also, if it does damage to an enemy unit, they suffer -2 to their Bravery until the end of the turn. Now the bad news. It has a crew of three skellys who function as a separate unit, and they need to stay within 1" of the machine for it to be able to move or fire. These guys have one wound each and a crappy save and if some of the crew die, your catapult's Damage characteristic starts to degrade. If they all die, your catapult can no longer move or fire at all. That's the main problem - you need to protect your catapult and its crew from enemy shooting, and enemy magic, and deepstriking units - otherwise it will be very quickly rendered useless. Hopefully you'll have some nice line-of-sight-blocking terrain on the table for at least the crew to shelter behind. Furthermore, while the catapult has a maximum range of 36", it also has a minimum range of 6", so if a small enemy unit can tag your catapult in melee, you'll be unable to fire even if they don't kill you. All in all, it's a bit of a risky investment at 160pts. The simple way to fix this thing and make it decent would be to remove the crew as a separate unit - simply add 3 wounds to the catapult, give it the Crew's Tools as a melee weapon and delete the rules relating to the crew, and then give it the DESERT LEGIONS keyword. (things had changed a bit because now if you play any catapult all the DEATH wizard in your army now a unique spell with a CV of 5, who let you respawn the crew if they get killed. Quite nice all at all.) this is untrue, the crew summoning spell has been removed from the warscroll in the compendium.

Battalions[edit]

None. Sorry.

Allies[edit]

None, technically - Tomb Kings don't have a list of allies and they are not on anyone else's list of allies. However, since a Tomb Kings army is essentially fielded as a Death Grand Alliance, it is possible to include any unit with the DEATH keyword in the army anyway. The only exception is if you want to make Skeleton Archers battleline - in which case, every unit in the army needs the TOMB KINGS keyword (and a Tomb Queen must be the general)

Base sizes[edit]

(Taken from the Tomb Kings: Age of Sigmar facebook group)

Games Workshop provides a list of base sizes for models in Age of Sigmar. However, they have not released a list for the base sizes for compendium armies and other out-of-production models. We recommend the following base sizes for Tomb Kings. There isn't an official list, but this is what we suggest.

  • Tomb King on Exalted Chariot/Settra: 120x92mm*
  • Royal Warsphinx: 120x92mm
  • Tomb King in Royal Chariot: 105x70mm
  • Casket of Souls: 100mm
  • Tomb King: 32mm
  • Tomb Queen/Khalida: 32mm
  • Liche Priest: 32mm
  • Tomb Herald: 32mm
  • Necrotect: 32mm
  • Scarab Prince/Apophas: 32mm
  • Liche Priest on Skeletal Steed: 60x35mm
  • Tomb Herald on Skeletal Steed: 60x35mm
  • Skeleton Chariots: 105x70mm
  • Skeleton Horsemen: 60x35mm
  • Skeletal Legionnaires: 25mm
  • Skeleton Archers: 25mm
  • Tomb Guard: 25mm
  • Skeleton Horse Archers: 60x35mm
  • Necropolis Knights: 105x70mm
  • Sepulchral Stalkers: 105x70mm
  • Ushabti: 40mm
  • Carrion: 40mm
  • Tomb Scorpion: 60mm
  • Tomb Swarm: 50mm
  • Bone Giant: 60mm
  • Warsphinx: 120x92mm
  • Necrosphinx: 120x92mm
  • Screaming Skull Catapult: 105x70mm
  • Screaming Skull Catapult crew: 25mm

*Settra/Exalted Chariot may alternatively be used on a 130mm base. His recent Made-to-Order model came with a 120x92mm base, and he does fit on that but it is a little cramped.

External links[edit]

Rules here [1]


Age of Sigmar Compendium Tactics Articles