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Age of Sigmar/Tactics/Warscrolls Compendium/Tomb Kings
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===Other Units=== '''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 <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. '''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>. '''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 (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.
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