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Age of Sigmar/Tactics/Warscrolls Compendium/Tomb Kings
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==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. ===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. 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=== #'''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. #'''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. ===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. ===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. '''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.
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