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==Equipment== *'''Tomb Blades:''' Weapons of all Tomb guard of all kinds and Heralds. Condenses the rule that they have Killing blow and Magical attacks. ===Treasures from the Necropolis=== '''''Weapons''''' *'''Blade of Antarhak:''' 50pts. A defensive magic weapon, this expensive god-send can keep a flimsy tomb king alive for those vital few turns at the cost of a potential strength boost, useful when gearing a Tank King. *'''Destroyer of Eternities:''' 40pts. Tomb King on foot only. the Greats Aim is to give you a fighting chance against monsters, what more could you want? Well, we could actually do with a few extra points to spend on something too, well... keep that 270 point lord alive. With little access to armor, having 60 points left isn't much to spend on protection, especially since the glittering scales are 25 points. A tomb herald can potentially take some of the fire but he can only soak one wound per turn. Other than that, the tomb king can wallop away with a one-handed S7 sword that dices monsters for lunch. '''''Armour''''' *'''Scorpion Armour:''' 40pts. While this is no stronger than the default light armour available, this is your means of keeping a unit hanging as long as possible, minimizing all wounds suffered when factoring Combat Resolution. '''''Talisman''''' *'''Collar of Shapesh:''' 25pts. This lets you shove unsaved wounds the wearer suffers onto other models in the unit. This means that you can turn that whole unit of skeleton warriors into a wall of ablative wounds, though you must make sure that the unit keeps itself together. '''''Enchanted Items''''' *'''Golden Death Mask of Kharnut:''' 50pts. The Deathmask is quite an expensive item for what it does, making it take up all of a Herald or Prince's allotment and half for a Lord. This item is vital for breaking through an opponent line and into his rear, as it prevents a unit from using the general's "Inspiring presence" and the BSB's "Hold your Ground", thus rendering a unit horrifically vulnerable to failing a LD test and subsequently run down. It is because of this, the Deathmask is a favored item to equip a Tomb King mounted on a chariot, who can ensure that the unit of chariots he is leading will break and run down any unit they charge. *'''Cloak of the Dunes:''' 35pts. Infantry character on foot only. Flying(10). It wouldn't be so bad if you could join flying units and perhaps move more than 10' a turn, the flyby damage is nothing more than a gimmick due to the low number of low strength hits which are only really useful against light units, which you should be avoiding with solo characters in the first place. **9ths change to which tomb kings units can march, means a Prince or Herald can fly 20", though how to make that useful still needs theory crafting. **grants greater mobility to a lich priest than a skeleton horse and less restrictive than an ARABYAN CARPET. '''''Arcane Item''''' *'''Neferra's Scrolls of Mighty Incantations:''' 30pts. An insta-cast item which is only really effective on high-level liche priests, however, a higher level also increases the chance of a miscast. If you need something to happen so badly that it's worth causing your liche priest to combust, chances are it's a one-trick pony and shouldn't be considered in the first place. *'''Enkhil's Kanopi:''' 15pts. Not a bad curveball for being cheap, a bound spell that can likely dispell all other 'remains in play' spell and gain D3 power dice for each. It's situational but 'remains in play' spells have become more common in 9th. This will Desentives players to pick up those spells in the first place, especially punishing heroes with the lore of Shadows. '''''Magic Standard''''' *'''Banner of the Hidden Dead:''' 60pts. A little bit tricky since you're sending a unit to EBTS, but thankfully this permits a nominated unit and any other EBTS gets to re-roll theirs scatters. However, this demands that the standard bearer be alive, as killing them kills the unit you nominated as well. *'''Standard of the Undying Legion:''' 30pts. Bound Spell (PL 5) that raises D6+2 Dead models. Pricey and a competent opponent will throw Dipsell dice to never let it activate (which means it's ridiculously useful). Putting it on a Tomb Guard unit is a good choice, even if it only accomplishing drain enemy Dispel dice, but NECROPOLIS KNIGHTS and Skeleton Chariots can also take it, raising 1 to 2 dead expensive models. ===Expansion Magic Items=== '''''Weapons''''' *'''The Blade of Mourning:''' 35pts. This weapon requires that you keep an advantage. If an enemy unit suffers a wound from this weapon and loses the combat, the Ld penalty for that break test is doubled. *'''Blade of Setep:''' 30pts. Ignore armour and magic armors negate the first hit before breaking. HOLY SHIT, THIS IS A TOP DUELIST WEAPON!! *'''Serpent Staff:''' 5pts. Wizards only. The staff grants Poisoned attacks and rerolls failed wounds, but you honestly shouldn't be throwing priests in combat to begin with. '''''Talesmans''''' *'''Amulet of Pha-Stah:''' 30pts. All magic Armor and talismans in base contact are negated. As with the Blade of Setep, this is incredible. *'''Blue Khepra:''' 20pts. immune to all effects of enemy spells. '''''Arcane Items''''' *'''Staff of Ravening:''' 35pts. A PL3 bound spell, it's a Flock of Doom (Missile 18" that inflicts 3D6 S2 hits). Decent enough for chopping up mobs. *'''Staff of Mastery:''' 15pts. Grants +1 to casting for the lore of Light spell. Which is all you could ask for. *'''Hieratic Jar:''' 15pts. This item can be used once per game to add +d3 power die to your magic phase. '''''Enchanted Items''''' *'''Brooch of the Great Desert:''' 25pts. one use, grant cast, and unit MR(5) for the turn. Getting a +5 to dispell and a 2++ ward if the enemy targets the litchs or its unit. *'''Crown of Kings:''' 25pts. Tomb King only. This turns MWBD into a 6" aura, making it incredible for coordinating your lines. *'''Chariot of Fire:''' 20pts. Chariot only. This magical chariot deals 2d6 Magical Flaming Impact hits. *'''Icon of Rulership:''' 20pts. Chariot only. This grants +1 to Combat Resolution. '''''Magic Standards''''' *'''Standard of the Sands:''' 60pts. You can trigger this once per game during the enemy's movement phase. All enemy units within 36" can't march for the turn and suffer -1 to rallying checks. *'''Icon of Rakaph:''' 50pts. Tomb Guard or Tomb Herald on foot only. This unit may make Swift Reform at the start of their Movement phase and then move normally, which helps keep a unit on the offensive. *'''Icon of the Sacred Eye:''' 40pts. Provides reroll to hit roll in the first round of combat, which also applies to Steeds. It's better Hatred for chariots and Necropolis Knight. *'''Mirage Standard:''' 40pts. This forces all ranged attacks against the bearer's unit to reroll to hit. *'''Standard of the Cursing Word:''' 25pts. An enemy unit in base contact with the bearer's unit must pass a leadership test or take D6 Armor ignoring wounds. The good news is that this is also active each turn.
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