Editing
Age of Sigmar/Tactics/Warscrolls Compendium/Tomb Kings
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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. '''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 <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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information