Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Tomb Kings
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Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:17

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Tomb Kings

Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 09:17

Army Special Rules

This section describes all the different units used in a Tomb Kings army, along with the rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Tomb Kings units, and these are detailed below.

All units with the Undead special rule have the Animated Construct, Fear, and Unstable special rules. However, they may make march moves if they are, or are joined by, a character with the My Will Be Done or Sworn Bodyguard special rule.

Your army must include at least one Wizard to be the army's Hierophant. If your army includes several Wizards, this will be the one with the highest Wizard Level. If two or more models have the highest Wizard Level, choose which of them will be the Hierophant. Remember to tell your opponent which one is the Hierophant at the start of the battle. The Hierophant must use the Lore of Nehekhara.

The Hierophant uses his powers to bind the souls of the dead to the mortal realm and restore the bodies of fallen warriors. The Hierophant, and all models in the same unit, have the Regeneration (6+) special rule.

If the Hierophant is destroyed, the magical animus of the army starts to dissipate. At the end of the phase in which the Hierophant is removed as a casualty, and at the start of every friendly turn thereafter, all friendly Undead units (except characters) on the battlefield must take a Leadership test. If the test is failed, the unit immediately suffers a number of Wounds equal to the amount by which it failed the Leadership test, with no saves of any kind allowed. These Wounds are distributed as if from a shooting attack.

If, at the start of any of your turns following the death of the Hierophant, there is one or more friendly Wizard Characters on the table who know spells from the Lore of Nehekhara, then one of these models may be designated the new Hierophant by passing a Leadership test. If passed, he becomes the new Hierophant following all the normal rules, and no unit in the army needs to take the Leadership test to avoid losing Wounds while he remains alive.

In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to the Unstable special rule, or following the death of the army's Hierophant.

Some magic spells and items can restore lost Wounds and even resurrect fallen warriors in an Undead (including Tomb Kings) unit. Wounds regained in this way follow a strict order.

First, the musician is resurrected, and then the standard bearer, displacing rank-and-file models as required. Then rank-and-file models with multiple Wounds (including command figures) are healed to their starting value. Resurrected command models displace rank and file models as required. Finally, any remaining Wounds resurrect rank-and-file models. In the case of multiple-Wound rank-and-file models, the first resurrected models must be fully healed before another can be resurrected.

Resurrected models are added to the front rank until it reaches at least a full rank – additional models can then be added to the front or rear rank. Raised models may never displace enemy units; if there is not enough room, any excess models are wasted. Similarly, if you do not have enough models of the appropriate type, place as many as you can – the rest are wasted.

A unit cannot be taken beyond its starting size unless specified, and no single model can ever exceed its starting Wounds value. Unless specifically stated otherwise, spells and magic items that restore lost Wounds cannot heal characters. If a character has joined a unit, only the unit will recover lost Wounds.

Units with the Arrows of Asaph special rule never count any bonuses or penalties to hit when shooting, regardless of the source of the modifier.

A unit with this ability has the Ambushers special rule, with the following exceptions.

When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, when a unit that is Entombed Beneath the Sands enters the battle, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit.

Roll a scatter dice and an artillery dice. If you roll a Hit on the scatter dice, the marker stays in place. If you roll an arrow, move the marker the number, in inches, indicated by the artillery dice in the direction shown. If the marker is under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain.

Once the final position of the marker is established, place the emerging unit in a legal formation such that it touches the marker, facing any direction. If the marker is under an enemy unit, you may place your unit into base contact with the enemy unit in their front arc; your unit will counts as charging this turn.

If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, then the unit does not emerge. Instead, remove the marker and roll on the Mishap table. If a unit emerges successfully, it may act normally this turn.

Only characters that have the Entombed Beneath the Sands special rule can be deployed within such units. If you have several units Entombed Beneath the Sands, then repeat this process, one unit at a time.

Entombed Beneath the Sands Mishap Table

D6

Result

1-2

Reclaimed by the Desert: The entire unit is destroyed and treated as casualties.

3-4

Buried Too Deep: The unit is delayed and does not emerge – but you'll be able to try again next turn to see if it arrives, following the same process.

5-6

Shifting Sands: The unit enters the battlefield from any point on a randomly determined board edge, moving on using the rules for reinforcements.

Lords

Tomb King. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 pts

MWSBSSTWIALd
Tomb King4635543410

Troop Type: Infantry (Special Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Spear (4 pts)

    • Great weapon (8 pts)

    • Polearm (8 pts)

    • Flail (8 pts)

  • May take a shield (4 pts)

  • May be mounted upon one of the following:

    • Skeletal Steed (18 pts)

    • Skeleton Chariot (replacing the crew) (45 pts)

      • May be upgraded to have scythes 3 pts

    • Khemrian Warsphinx (replacing the crew, see Rare Units for options)( 225 pts)

  • May take magic items up to a total of 100 pts

The Curse, Flammable, My Will Be Done, Undead

If a model with the Curse rule is removed from play, then the enemy unit responsible – by inflicting the final wound, for example – will immediately suffer D6 Strength 5 hits (if the model was a Lord) or D6 Strength 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.

In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.

Any unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters with this rule).

If all characters with the My Will Be Done rule in the unit are killed, the unit immediately reverts to using its own Weapon Skill. This special rule has no effect on mounts or any other characters except Tomb Heralds – these always use their own Weapon Skill.

Liche High Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Liche High Priest433343218

Troop Type: Infantry (Special Character)

Magic: Liche High Priest is a Level 3 Wizard who uses spells from the Lore of Light, the Lore of Death or the Lore of Nehekhara.

Hand weapon.

  • May be upgraded to Level 4 Wizard (35 pts)

  • May be mounted upon one of the following:

    • Skeletal Steed (18 pts)

    • Tomb Barque (replacing one of the crew) (120 pts)

    • Casket of Souls (replacing the Keeper of the Casket) (130 pts)

  • May take magic items up to a total of 100 pts

Undead

Heroes

Tomb Prince. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts

MWSBSSTWIALd
Tomb Prince453453339

Troop Type: Infantry (Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Spear (3 pts)

    • Great weapon (6 pts)

    • Polearm (6 pts)

    • Flail (6 pts)

  • May take a shield (3 pts)

  • May be mounted upon one of the following:

    • Skeletal Steed (12 pts)

    • Skeleton Chariot (replacing the crew) (45 pts)

      • May be upgraded to have scythes (3 pts)

  • May take magic items up to a total of 50 pts

The Curse, Flammable, My Will Be Done, Undead

If a model with the Curse rule is removed from play, then the enemy unit responsible – by inflicting the final wound, for example – will immediately suffer D6 Strength 5 hits (if the model was a Lord) or D6 Strength 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.

In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.

Any unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters with this rule).

If all characters with the My Will Be Done rule in the unit are killed, the unit immediately reverts to using its own Weapon Skill. This special rule has no effect on mounts or any other characters except Tomb Heralds – these always use their own Weapon Skill.

Liche Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Liche Priest433332217

Troop Type: Infantry (Character)

Magic: Liche Priest is a Level 1 Wizard who uses spells from the Lore of Light, the Lore of Death or the Lore of Nehekhara.

Hand weapon.

  • May be upgraded to Level 2 Wizard (35 pts)

  • May be mounted upon one of the following:

    • Skeletal Steed (12 pts)

    • Tomb Barque (replacing one of the crew) (120 pts)

    • Casket of Souls (replacing the Keeper of the Casket) (130 pts)

  • May take magic items up to a total of 50 pts

Undead

Tomb Herald. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts

MWSBSSTWIALd
Tomb Herald443442338

Troop Type: Infantry (Special Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Spear (2 pts)

    • Great weapon (6 pts)

    • Polearm (6 pts)

    • Flail (6 pts)

  • May take a shield (2 pts)

  • May be mounted upon one of the following:

    • Skeletal Steed (12 pts)

    • Skeleton Chariot (replacing the crew) (45 pts)

      • May be upgraded to have scythes (3 pts)

  • May take magic items up to a total of 50 pts

  • One Tomb Herald in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Flammable, Sworn Bodyguard, Tomb Blades, Undead

If you have any Characters with the My Will Be Done special rule in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be nominated by several Tomb Heralds – the oath is a sacred one between a master and his chosen champion. Whenever the nominated character suffers a Wound (before saves are taken) and the Tomb Herald is in the same unit as him, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated – it is a duel of honour, and the Tomb Herald may not interfere.

Models with this special rule have the Killing Blow and Magical Attacks special rules.

Necrotect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts

MWSBSSTWIALd
Necrotect433442327

Troop Type: Infantry (Character)

Two hand weapons, light armour.

  • May take magic items up to a total of 50 pts

Flammable, Hatred, Stone Shaper, Undead, Wrath of the Creator

Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of one or more models with this special rule gains the Regeneration (6+) special rule.

The Necrotect confers the Hatred special rule onto his unit. If he leaves the unit, or is slain, the unit immediately loses Hatred.

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Skeletal Steed820331215
Skeleton Chariot7--443---

Troop Type (Skeletal Steed): War Beast

Troop Type (Skeleton Chariot): Chariot (Armour Save 6+)

Undead

Undead

Core Units

Skeleton Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Skeleton Warrior422331215
Master of Arms422331225

Unit Size: 10+

Troop Type: Infantry

Hand weapon, shield.

  • May upgrade one Skeleton Warrior to a Master of Arms (10 pts)

  • May upgrade one Skeleton Warrior to a musician (5 pts)

  • May upgrade one Skeleton Warrior to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may take spears (½ pt per model)

  • The entire unit may wear light armour (1 pt per model)

Undead

Skeleton Archer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Skeleton Archer422331215
Master of Arrows423331215

Unit Size: 10+

Troop Type: Infantry

Hand weapon, bow.

  • May upgrade one Skeleton Archer to a Master of Arrows (10 pts)

  • May upgrade one Skeleton Archer to a musician (5 pts)

  • May upgrade one Skeleton Archer to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may wear light armour (½ pt per model)

Arrows of Asaph, Undead

Tomb Swarms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts per base

MWSBSSTWIALd
Tomb Swarm430118182

Unit Size: 2+ bases

Troop Type: Swarm

Entombed Beneath the Sands, Poisoned Attacks, Undead

Skeleton Horsemen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Skeleton Horseman432331215
Master of Horse432331225
Skeletal Steed820331215

Unit Size: 5+

Troop Type: Cavalry

Spear, shield.

  • May upgrade one Skeleton Horseman to a Master of Horse (10 pts)

  • May upgrade one Skeleton Horseman to a musician (5 pts)

  • May upgrade one Skeleton Horseman to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may wear light armour (1 pt per model)

Fast Cavalry, Undead

Skeleton Horse Archers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Skeleton Horse Archer422331215
Master of Scouts423331215
Skeletal Steed820331215

Unit Size: 5+

Troop Type: Cavalry

Hand weapon, bow.

  • May upgrade one Skeleton Horse Archer to a Master of Scouts (10 pts)

  • May upgrade one Skeleton Horse Archer to a musician (5 pts)

  • May upgrade one Skeleton Horse Archer to a standard bearer (10 pts)

    • May take a magic standard worth up to 25

Arrows of Asaph, Fast Cavalry, Undead

Skeleton Chariots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 pts per model

MWSBSSTWIALd
Skeleton Chariot7--443---
Skeleton Charioteer-323--217
Master of Chariots-323--227
Skeletal Steed-203--21-

Unit Size: 3+; 2 Skeleton Charioteers & 2 Skeletal Steeds

Troop Type: Chariot (Armour Save 6+)

Spear, bow, javelins, light armour.

  • May upgrade one Skeleton Charioteer to a Master of Chariots (10 pts)

  • May upgrade one Skeleton Charioteer to a musician (5 pts)

  • May upgrade one Skeleton Charioteer to a standard bearer (10 pts)

    • May take a magic standard worth up to 50 pts

  • The entire unit may be equipped with scythes 3 pts per model

Arrows of Asaph, Undead

Special Units

Tomb Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Tomb Guard433441318
Tomb Captain433441328

Unit Size: 10+

Troop Type: Infantry

Hand weapon, light armour, shield.

  • May upgrade one Tomb Guard to a Tomb Captain (10 pts)

  • May upgrade one Tomb Guard to a musician (5 pts)

  • May upgrade one Tomb Guard to a standard bearer (10 pts)

    • May take a magic standard worth up to 50 pts

  • The entire unit may take polearms (2 pts per model)

Tomb Blades, Undead

Models with this special rule have the Killing Blow and Magical Attacks special rules.

Necropolis Knights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 pts per model

MWSBSSTWIALd
Necropolis Knight443441328
Necropolis Captain443441338
Necroserpent730543338

Unit Size: 3+

Troop Type: Monstrous Cavalry

Spear, light armour.

  • May upgrade one Necropolis Knight to a Necropolis Captain (10 pts)

  • May upgrade one Necropolis Knight to a musician (5 pts)

  • May upgrade one Necropolis Knight to a standard bearer (10 pts)

    • May take a magic standard worth up to 50 pts

  • The entire unit may take shields (3 pts per model)

  • The entire unit may have the Entombed Beneath the Sands special rule (5 pts per model)

Natural Armour (5+), Poisoned Attacks (Necroserpents only), Tomb Blades, Undead

Models with this special rule have the Killing Blow and Magical Attacks special rules.

Sepulchral Stalker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 pts per model

MWSBSSTWIALd
Sepulchral Stalker733443338

Unit Size: 3+

Troop Type: Monstrous Beast

Polearm, medium armour.

Entombed Beneath the Sands, Transmogrifying Gaze, Undead

This is a shooting attack with the following profile:

RangeStrengthSpecial Rules
12"4-

When rolling To Wound, substitute the target's Toughness with its Initiative value. This attack does not suffer any To Hit penalties.

Tomb Scorpions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 pts per model

MWSBSSTWIALd
Tomb Scorpion740554348

Unit Size: 1+

Troop Type: Monstrous Beast

Entombed Beneath the Sands, Killing Blow, Magic Resistance (1), Natural Armour (5+), Poisoned Attacks, Undead

Ushabti. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 pts per model

MWSBSSTWIALd
Ushabti543453338
Ushabti Ancient543453348

Unit Size: 3+

Troop Type: Monstrous Infantry

Two hand weapons, light armour.

  • May upgrade one Ushabti to an Ushabti Ancient (10 pts)

  • The entire unit may replace one of their hand weapon with one of the following:

    • Great bows (free)

    • Polearms (3 pts per model)

    • Great weapons (3 pts per model)

  • The entire unit may take one of the following:

    • Aspect of Djaf (3 pts per model)

    • Aspect of Geheb (3 pts per model)

    • Aspect of Phakth (3 pts per model)

    • Aspect of Sobk (3 pts per model)

    • Aspect of Asaph (3 pts per model)

The unit gains the Magic Resistance (2) special rule.

The unit gains the Killing Blow special rule.

The unit gains the Strength Bonus (1) special rule.

The unit gains +1 Movement.

The unit may re-roll To Hit rolls of 1 with shooting and close combat attacks.

Longbow. Shots from great bows are resolved at Strength 5.

Arrows of Asaph, Undead

Carrion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Carrion230442324

Unit Size: 3+

Troop Type: War Beast

Fly (9), Scouts, Undead

Bastethi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Bastethi840442426

Unit Size: 5+

Troop Type: War Beast

Always Strikes First, Flammable, Necromantic Reservoir, Undead

A unit of Bastethi is considered to be a Level 2 Wizard that knows the spells Djaf's Incantation of Cursed Blades and Ptra's Incantation of Righteous Smiting from the Lore of Nehekhara. This doesn't stop other Wizards from knowing those same spells. The unit receives an additional +1 to cast for each rank of 5 or more models in the unit, after the first, to a maximum of +3. Each time the unit casts a spell, you must nominate one Bastethi as the caster for the purposes of line of sight, range, etc. In the event that a Bastethi unit rolls a miscast, do not roll on the Miscast Table. Instead, the unit suffers D3 Wounds which Ignores Armour Saves. If the unit is targeted by a rule that affects a Wizard, your opponent must choose one Bastethi as the target.

Ammut. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52 pts per model

MWSBSSTWIALd
Ammut740553238

Unit Size: 1

Troop Type: Monstrous Beast

Feast of Soul, Hunter of the Evil and Wicked, Killing Blow, Magical Attacks, Natural Armour (6+), Scouts, Unstable

When the Ammut causes a successful Killing Blow, it regains one Wound lost earlier in the battle.

The Ammut may re-roll failed To Wound rolls against models from the Forces of Destruction.

Screaming Skull Catapult. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Screaming Skull Catapult----7----
Skeleton Crew422331215

Unit Size: 1 Screaming Skull Catapult & 3 Skeleton Crew

Troop Type: War Machine (Stone Thrower)

Hand weapon, light armour.

  • May be upgraded to fire Skulls of the Foe (20 pts)

Some Screaming Skull Catapults fire the cursed skulls of fallen enemies, making the tormented screams of the grisly ammunition all the more terrifying. This upgrade adds an additional effect to the catapult's Screaming Skulls. If a target unit takes a Panic test as a result of being hit by the Skulls of the Foe, then they must take the test with a -1 penalty to their Leadership.

Screaming Skulls, Undead

ll shooting attacks made by a Screaming Skull Catapult are magical and have the Flaming Attacks special rule. In addition, any unit that suffers one or more casualties from a shooting attack by a Screaming Skull Catapult must take a Panic test as if it had taken 25% casualties.

Bone Thrower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 pts per model

MWSBSSTWIALd
Bone Thrower----7----
Skeleton Crew422331215

Unit Size: 1 Bone Thrower & 3 Skeleton Crew.

Troop Type: War Machine (Bolt Thrower)

Hand weapon, light armour.

Arrows of Asaph, Undead

Tomb Barque of Usirian. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125 pts per model

MWSBSSTWIALd
Tomb Barque---555---
Skeleton Crew-333--217

Unit Size: 1 Tomb Barque & 5 Skeleton Crew

Troop Type: Chariot (Armour Save 6+)

Arrows of Asaph, Fly (5), Hieroglyphs of Protection, Khepra Beetles, Undead, Wards of the Gods

The Tomb Barque and friendly units within 6" of one or more Tomb Barques have a Ward Save (6+).

Enemy units in base contact with the Tomb Barque suffers 2D6 Strength 2 hits at the start of each close combat phase.

At the beginning of each of your turns, you may choose one of the following Wards. Each Ward lasts until the beginning of your next turn.

  • Ward of Qu'aph: The Tomb Barque becomes Ethereal.

  • Ward of Sokth: Enemy units within 12" of the Tomb Barque must re-roll 6's when rolling To Hit in close combat.

  • Ward of Tahoth: All friendly Wizards within 6" gain the Loremaster special rule.

Rare Units

Khemrian Warsphinx. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225 pts per model

MWSBSSTWIALd
Khemrian Warsphinx640586148
Tomb Guard Crew-334--318

Unit Size: 1 Khemrian Warsphinx & 4 Tomb Guard Crew

Troop Type: Monster

Spear (Crew only), medium armour.

  • May be upgraded with any of the following:

    • Envenomed Sting (10 pts)

    • Fiery Roar (30 pts)

All normal Attacks made by a Khemrian Warsphinx with this upgrade have the Poisoned Attacks special rule.

A Khemrian Warsphinx with this upgrade has a Strength 4 Breath Weapon with the Flaming Attacks special rule.

Thundercrush Attack, Tomb Blades (Tomb Guard Crew only), Undead

After its crew have attacked, a Khemrian Warsphinx may exchange all of its Attacks to make a single Thundercrush Attack (though it can still Stomp). Roll To Hit against the highest Weapon Skill amongst the enemy models in base contact. If this Attack hits, place the small template anywhere so that it is touching the Khemrian Warsphinx's base. Any Infantry, War Beast or Swarm models that lie underneath the template (friend or foe) suffer a single Strength 3 hit. The model under the template's central hole instead suffers a single Strength 9 hit with the Multiple Wounds (D3) special rule. Other troop types underneath the template are too big to be crushed, and don't suffer any hits.

Models with this special rule have the Killing Blow and Magical Attacks special rules.

Necrosphinx. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts per model

MWSBSSTWIALd
Necrosphinx640686158

Unit Size: 1

Troop Type: Monster

Two hand weapons, medium armour.

  • May be upgraded with Envenomed Sting (10 pts)

All normal Attacks made by a Khemrian Warsphinx with this upgrade have the Poisoned Attacks special rule.

Decapitating Strike, Fly (7), Killing Blow, Undead

Before rolling To Hit, nominate one of the Necrosphinx's Attacks to be made with the Decapitating Strike ability, and roll it separately. This special Attack strikes at Strength 10 and has the Heroic Killing Blow special rule.

Necrolith Colossus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 pts per model

MWSBSSTWIALd
Necrolith Colossus632676158

Unit Size: 1

Troop Type: Monster

Hand weapon, light armour.

  • May take one of the following:

    • Additional hand weapon (10 pts)

    • Great weapon (10 pts)

    • Bow of the Desert (10 pts)

A Bow of the Desert fires like a Bolt Thrower with the following profile:

RangeStrengthSpecial Rules
48"6-

Arrows of Asaph, Undead, Unstoppable Assault

In the turn in which a Necrolith Colossus charges, every unsaved Wound that it inflicts in close combat immediately allows it to make an additional Attack, up to a maximum of +5 Attacks. Note that these additional Attacks also benefit from the Unstoppable Assault rule, but Stomps do not.

Hierotitan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205 pts per model

MWSBSSTWIALd
Hierotitan632676138

Unit Size: 1

Troop Type: Monster

Icon of Ptra, Scales of Usirian, light armour.

Bound Spell (power level 3). An Icon of Ptra contains the spell Shem's Burning Gaze (see the Lore of Light).

Bound Spell (power level 4). The Scales of Usirian contain the spell Spirit Leech (see the Lore of Death).

Spirit Conduit, Undead

While a friendly Undead Wizard is within 12" of one or more Hierotitans adds +D3 to the casting result of each spell he attempts to cast (roll for the bonus each time).

Khemric Titan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .320 pts per model

MWSBSSTWIALd
Khemric Titan82268101*8

Unit Size: 1

Troop Type: Monster

Curse of the Fallen, Fly (7), Impact Hits (D6), Khemric Titan Special Attacks, Natural Armour (5+), Shrine of Eternities, Undead

If the Khemric Titan is slain by any means, all enemy units within 6" from suffer 2D6 Strength 2 hits which Ignores Armour Saves.

In order to determine what happens, each Close Combat phase that the Khemric Titan is in combat, pick a single unit in base contact and roll a D6 on the table below:

D6

Result

1-2

Reaping Blades: The Khemric Titan lashes out with its massive scythe-bladed forelimbs, cutting through the enemies like a sickle through ripe wheat.

The Khemric Titan inflicts D6 Strength 6 hits on the enemy unit.

3

Flesh-eating Scarabs: The Khemric Titan unleashes a swarms of flesh-eating scarabs from its jaws. These are capable of striping the bones of living creatures clean in seconds.

The Khemric Titan inflicts 3D6 Strength 2 hits on the enemy unit.

4

Breath of Night: The air around the Khemric Titan is filled with crawling darkness redolent with the chill of the grave, filling mortal souls with panic and terror.

The Khemric Titan does not attack, but instead automatically wins the combat with a combat resolution of 2 (unless this would be higher from other sources).

5

Devouring Jaws: The Khemric Titan's obsidian and onyx mandibles yawn open to devour its enemies, slamming shut with enough force to shatter stone and crush steel.

The Khemric Titan inflicts a Strength 6 hit with the Heroic Killing Blow special rule on all enemy models in base contact.

6

Soul Slaying Hunger: The Khemric Titan releases its most dread power and becomes a howling gate to the realms of the dead, able to suck the souls of the living into the pitch black abyss beyond.

The Khemric Titan inflicts 2D6 hits on the enemy unit. Roll a D6 for each hit, on a 5+ it inflicts a Wound with no armour saves allowed and the Multiple Wounds (D3) special rule. This is a Magical Attack.

Once per magic phase the Khemric Titan can unleash a Bound spell. One of the following may be chosen:

  • The Gaze of Dust: Bound Spell (power level 5). This is a magic missile with a range of 24". It causes a Strength 6 Hit which penetrates ranks in the same way as a Bolt Thrower.

  • Wrath of the Sands: Bound Spell (power level 3). This is a hex spell with a range of 24". The target suffers -2 To Hit when shooting and -1 to their charge distance rolls until the start of the caster's next Magic phase.

  • Reawakening of Ancient Might: Bound Spell (power level 3). This is an augment spell that targets the Khemric Titan itself. When successfully cast, it restores one Wound previously suffered during the battle.

Casket of Souls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 pts per model

MWSBSSTWIALd
Casket of Souls----10----
Keeper of the Casket433331318
Casket Guard433441328

Unit Size: 1 Keeper of the Casket & 2 Casket Guard

Troop Type: War Machine

Hand weapon, great weapon (Casket Guard only), light armour.

Covenant of Power, Light of Death, Tomb Blades (Casket Guard only), Undead, Unleashed Souls, Ward Save (4+)

If you have a Caskets of Souls on the table at the start of your Magic phase, you add D3 power dice to your pool. For each additional Casket, you may add an additional power dice.

Innate bound spell (power level 5). The Casket of Souls can use this spell as long as the Keeper of the Casket model is alive, and the Casket of Souls has not moved this turn. Light of Death is a magic missile with a range of 48". The target unit must take a Leadership test on 3D6, adding the results together. If the test is passed, nothing happens. Otherwise, for each point the unit failed the test by, it suffers an automatic Wound which Ignores Armour Saves, distributed as for shooting attacks.

Once the Leadership test has been resolved, roll a D6: on a 3 or more, choose another unengaged enemy unit within Line of Sight and 6" of the initial target – the tortured souls leap to that unit, which must also suffer the effects of the Light of Death spell. Keep rolling for further victims (each within Line of Sight and 6" of the last target struck), until the roll is failed or there are no more viable targets. A unit can only be the target of Light of Death once per Magic phase.

Models with this special rule have the Killing Blow and Magical Attacks special rules.

If a Casket of Souls is destroyed, roll a D6 for every unit (friend or foe!) within 12" of the Casket before it is removed from play. On a roll of 4+, that unit immediately suffers D6 Strength 6 hits, distributed as for shooting. These are magical attacks, and no armour saves can be taken against them. After resolving the effects of Unleashed Souls, remove the Casket of Souls as normal.

Special Characters - Lords

Settra the Imperishable. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .545 pts

MWSBSSTWIALd
Settra the Imperishable4735543510
Chariot of the Gods7--555---
Skeletal Steed-203--21-

Unit Size: Settra on the Chariot of the Gods & 4 Skeletal Steeds

Troop Type: Chariot (Armour Save 6+, Special Character)

Magic: Settra the Imperishable is a Level 2 Wizard who uses spells from the Lore of Nehekhara.

Chariot of the Gods

Settra rides a scythed chariot drawn by four skeletal steeds. Impact Hits from the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules.

Magic Items / Abilities: Blessed Blade of Ptra, Armour of Golden Magnificence, Scarab Brooch of Usirian, Crown of Nehekhara

Polearm. This blade gives Settra the Always Strikes First, Armour Piercing (1) and Flaming Attacks special rules. In addition, a character or monster that suffers one or more unsaved Wounds from the Blessed Blade of Ptra suffers -1 to its rolls To Hit (both shooting and close combat) for the remainder of the game.

Heavy armour. This armour save cannot be modified in any way, and may even be taken against mundane attacks that normally do not allow armour saves.

The Scarab Brooch of Usirian grants Settra the Ward Save (4+) and the Magic Resistance (1) special rules.

Settra the Imperishable's My Will Be Done special rule affects all friendly Undead units within 8" of him, not just the unit he has joined.

The Curse of Settra, Flammable, My Will Be Done, Settra the Great, Undead

In addition to the normal Tomb King's Curse, if Settra is killed by any means, then every enemy unit within 2D6" suffers 2D6 Strength 2 hits.

Any unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters with this rule).

If all characters with the My Will Be Done rule in the unit are killed, the unit immediately reverts to using its own Weapon Skill. This special rule has no effect on mounts or any other characters except Tomb Heralds – these always use their own Weapon Skill.

If you take Settra the Imperishable, he must be your army's General. Settra's Inspiring Presence has a range of 18".

High Queen Khalida Neferher. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .285 pts

MWSBSSTWIALd
High Queen Khalida Neferher6634539510

Troop Type: Infantry (Special Character)

Hand weapon.

Magic Items / Abilities: Venom Staff

Bound Spell (power level 5). The Venom Staff contains a magic missile with a range of 24". If successfully cast, the target takes 2D6 Strength 4 hits.

Always Strikes First, Blessing of Asaph, The Curse, Flammable, Hatred (Vampire Counts), My Will Be Done, Poisoned Attacks, Regeneration (4+), Undead

If Khalida is included in your army, any unit of Skeleton Archers, Horse Archers or Chariots may be upgraded to gain the Poisoned Attacks special rule for all shooting attacks for +2 points per model.

If a model with the Curse rule is removed from play, then the enemy unit responsible – by inflicting the final wound, for example – will immediately suffer D6 Strength 5 hits (if the model was a Lord) or D6 Strength 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.

In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.

Any unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters with this rule).

If all characters with the My Will Be Done rule in the unit are killed, the unit immediately reverts to using its own Weapon Skill. This special rule has no effect on mounts or any other characters except Tomb Heralds – these always use their own Weapon Skill.

Arkhan the Black. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .330 pts

MWSBSSTWIALd
Arkhan the Black443553339

Troop Type: Infantry (Special Character)

Arkhan is a Level 4 Wizard. He uses spells from the Lore of Death, even if he is your army's Hierophant.

Light armour.

  • May be mounted on a Skeleton Chariot (replacing the riders) (45 pts)

    • May have 2 additional Skeletal Steeds (5 pts)

    • May have the Fly (9) special rule (25 pts)

    • May have the Terror special rule (25 pts)

    • May be upgraded to have scythes (3 pts)

Magic Items / Abilities: Tomb Blade of Arkhan, Liber Mortis, Staff of Nagash

For every unsaved Wound caused by this blade to an enemy in close combat, Arkhan's unit immediately recovers a Wound for each one inflicted, as described in Resurrecting Fallen Warriors.

Whilst Arkhan the Black has the Liber Mortis he gains +1 to cast, +1 to dispel and one additional spell. If the Liber Mortis is ever destroyed, Arkhan the Black immediately loses a randomly determined spell.

At the end of the opponent's Magic phase, you can store up to three unused dispel dice from your pool in the Staff of Nagash. At the beginning of your next Magic phase, add these dice to your power dice pool. If Arkhan the Black is removed as a casualty before your next Magic phase, these power dice are lost.

The Curse, Flammable, Undead

If a model with the Curse rule is removed from play, then the enemy unit responsible – by inflicting the final wound, for example – will immediately suffer D6 Strength 5 hits (if the model was a Lord) or D6 Strength 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.

In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.

Grand Hierophant Khatep. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .340 pts

MWSBSSTWIALd
Grand Hierophant Khatep433343219

Troop Type: Infantry (Special Character)

Magic: Grand Hierophant Khatep is a Level 4 Wizard who uses spells from the Lore of Nehekhara.

Magic Items / Abilities: Liche Staff, Scroll of the Cursing Word

Khatep can declare that he is using the Liche Staff immediately after rolling the dice to cast a spell, even if the result indicates a miscast. If Khatep uses the Liche Staff, he re-rolls all the casting dice used in the attempt. Khatep can use the Liche Staff once per turn.

One Use Only. This works exactly the same as a Dispel Scroll. In addition the caster must immediately take a Toughness test. If the test is passed, nothing happens. If the test is failed, the enemy Wizard cannot cast any more spells that turn, as he spits out a mouthful of foul-tasting insects. If the test is failed on the roll of a 6, the caster immediately suffers D3 Wounds as well, with no saves of any kind allowed.

Grand Hierophant of Khemri, Loremaster (Lore of Nehekhara), Undead

If you take Grand Hierophant Khatep, he must be your army's Hierophant. He gives his unit the Regeneration (5+) special rule rather than Regeneration (6+). Additionally, Khatep restores 2D6 Wounds with the The Restless Dead Lore Attribute.

King Phar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts

MWSBSSTWIALd
King Phar4635543410

Troop Type: Infantry (Special Character)

  • May be mounted on a Skeleton Chariot (replacing the crew) (45 pts)

    • May be upgraded to have scythes (3 pts)

Magic Items / Abilities: Flail of Skulls, Armour of Eternity, Shield of Ptra

Attacks made with the Flail of Skulls have the Strength Bonus (2) and Multiple Wounds (D3) special rules.

Light armour. Enemy models must re-roll successful rolls To Wound against the King Phar.

Phar gains the Parry (6+) rule even while mounted. If he makes a successful Parry save, all models in base contact with him suffer -1 To Hit for the remainder of the turn, or the next turn if they have already attacked this turn.

The Curse, Flammable, King Phar the Proud, My Will Be Done, Undead

If a model with the Curse rule is removed from play, then the enemy unit responsible – by inflicting the final wound, for example – will immediately suffer D6 Strength 5 hits (if the model was a Lord) or D6 Strength 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.

In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.

King Phar has to be the army’s General. No other Lords with the My Will Be Done special rule are allowed in an army lead by King Phar.

Any unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters with this rule).

If all characters with the My Will Be Done rule in the unit are killed, the unit immediately reverts to using its own Weapon Skill. This special rule has no effect on mounts or any other characters except Tomb Heralds – these always use their own Weapon Skill.

Amanhotep the Intolerable. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .295 pts

MWSBSSTWIALd
Amanhotep the Intolerable4635543410

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Crook and Flail of Radiance, Armour of the Ages

Two hand weapons. These weapons gives Amanhotep the Always Strikes First special rule and +1 to his Combat Resolution score.

Light armour. When Amanhotep is reduced to his last Wound, he gains a Ward Save (3+). This has no effect if he suffers his last Wound as a result of an attack that causes Multiple Wounds.

The Curse, Flammable, Hatred, The Light of Ptra, My Will Be Done, Undead

If a model with the Curse rule is removed from play, then the enemy unit responsible – by inflicting the final wound, for example – will immediately suffer D6 Strength 5 hits (if the model was a Lord) or D6 Strength 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.

In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.

At the start of each of your Shooting phases. Amanhotep may unleash the Light of Ptra from the Curse of Zandri. This is fired from the table edge of the Tomb Kings player's deployment zone. The Light of Ptra uses the following profile:

RangeStrengthSpecial Rules
48"7-

Roll an Artillery dice to determine the number of hits caused. If a Misfire is rolled, the attack fails and you may not fire it the next Shooting phase.

Any unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters with this rule).

If all characters with the My Will Be Done rule in the unit are killed, the unit immediately reverts to using its own Weapon Skill. This special rule has no effect on mounts or any other characters except Tomb Heralds – these always use their own Weapon Skill.

Sehenesmet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .425 pts

MWSBSSTWIALd
Sehenesmet632676348

Troop Type: Monster (Special Character)

Magic: Sehenesmet is a Level 2 Wizard who uses spells from the Lore of Nehekhara.

Magic Items / Abilities: The Sacred Crook of Shapesh

Great weapon. Keep track of the number of unsaved wounds inflicted by the Sacred Crook in each Close Combat phase. In each Tomb Kings Magic phase, the power of the Crook may be unleashed as a magic missile with a range of 24" that cannot be dispelled. The unit suffers a number of Strength 4 hits equal to the number of wounds currently ‘stored’ in the Crook. Once unleashed, the number of wounds stored in the staff are returned to 0 until Sehenesmet inflicts more wounds. In addition, it increases the range of Sehenesmet's spells with 6".

Hatred, Magic Resistance (2), Master Stone Shaper, The Stone Host of Quatar, Undead

Sehenesmet follows the normal rules for Stone Shaper, but grants Regeneration (5+) rather than Regeneration (6+).

If Sehenesmet is the army's General all units of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters counts as Core/Special units rather than Special/Rare units. However, all other Core/Special units will counts as Special/Rare units instead.

Special Characters - Heroes

Prince Tutankhanut. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 pts

MWSBSSTWIALd
Prince Tutankhanut454553339

Troop Type: Infantry (Special Character)

Bow, heavy armour.

  • May be mounted on a Skeleton Chariot (replacing the crew) (45 pts)

    • May be upgraded to have scythes (3 pts)

Magic Items / Abilities: Blade of Ahken, Golden Ankhra, Golden Eye of Rah-nutt

Polearm. Attacks made with this blade have the Ignores Armour Saves special rule.

The Ankhra gives Tutankhanut a Ward Save (4+).

The Golden Eye increases Tutankhanut's Ward Save to (3+) if he rides in a Chariot.

Arrows of Asaph, The Curse, Flammable, My Will Be Done, Scythan Warriors, Undead

If a model with the Curse rule is removed from play, then the enemy unit responsible – by inflicting the final wound, for example – will immediately suffer D6 Strength 5 hits (if the model was a Lord) or D6 Strength 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.

In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to its Unstable rule, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.

Any unit of Undead accompanied by a model with this rule uses the character's unmodified Weapon Skill in place of its own (use the highest Weapon Skill if the unit is joined by several characters with this rule).

If all characters with the My Will Be Done rule in the unit are killed, the unit immediately reverts to using its own Weapon Skill. This special rule has no effect on mounts or any other characters except Tomb Heralds – these always use their own Weapon Skill.

If your army contains Tutankhanut you may include units of Scythan Warriors. These follow the unit entry and equipment of Skeleton Horse Archers, but do not have the Arrows of Asaph and Undead special rules. They instead have the Immunity (Fear) special rule and use the following profile:

MWSBSSTWIALd
Scythan Warrior433331317
Arabian Steed930331315

Scythan Warriors always treat Tutankhanut as the army's General for all purposes.

Prince Apophas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Prince Apophas443434158

Troop Type: Infantry (Special Character)

Hand weapon, light armour.

Desert Revenant, Entombed Beneath the Sands, Fly (10), Regeneration (4+), Scarab Prince, Soul Reaper, Strider, Terror, Undead

Prince Apophas cannot join any units, and he cannot be your army's General. When rolling to enter the table using the Entombed Beneath the Sands special, you may re-roll the Artillery dice.

Prince Apophas' body is made of a scuttling tide of scarabs that he can vomit over his foes. Apophas has a Strength 2 Breath Weapon. In addition, if Apophas is ever destroyed (by any means), then before removing the model all enemy units within 2D6" of him immediately take 2D6 Strength 2 hits, distributed as for shooting.

As soon as Prince Apophas is placed on the table, nominate one enemy character on the battlefield – this is the soul marked by the god of the Underworld that Apophas must claim. Apophas re-rolls any failed To Hit and To Wound rolls against the chosen character.

The Herald Nekaph. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
The Herald Nekaph453442338

Troop Type: Infantry (Special Character)

Light armour.

  • May be mounted upon one of the following:

    • Skeletal Steed (12 pts)

    • Skeleton Chariot (replacing the crew) (45 pts)

Magic Items / Abilities: Blade of Mourning, Amulet of Neru, Vambraces of the Sun

If a unit suffers at least one wound from the Blade of Mourning and loses the combat, any negative modifiers to the unit's Leadership for the subsequent Break test are doubled.

All Talismans, Enchanted Items and Arcane Items belonging to enemy models in base contact with Nekaph cease to function while they are in base contact.

All enemy models that attempt to strike Nekaph suffer -1 To Hit in close combat.

Flammable, Herald of Despair, Settra's Champion, Sworn Bodyguard, Tomb Blades, Undead

Enemy units in base contact with Nekaph roll one additional dice when taking a Leadership test, discarding the lowest result. This has no effect on units with Immunity (Psychology).

If able to, Nekaph must always issue and accept challenges. When fighting in a challenge, Nekaph gains a Ward Save (5+), and his Killing Blow will take effect on any To Wound rolls of 5+.

If you have any Characters with the My Will Be Done special rule in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be nominated by several Tomb Heralds – the oath is a sacred one between a master and his chosen champion. Whenever the nominated character suffers a Wound (before saves are taken) and the Tomb Herald is in the same unit as him, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated – it is a duel of honour, and the Tomb Herald may not interfere.

Models with this special rule have the Killing Blow and Magical Attacks special rules.

Ramhotep the Visionary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Ramhotep the Visionary433442327

Troop Type: Infantry (Special Character)

Two hand weapons, light armour.

Flammable, Frantic Fervour, Frenzy, Hatred, Master Artisan, Stone Shaper, Undead, Wrath of the Creator

Ramhotep confers the Frenzy special rule onto the unit he accompanies. While he remains in the unit, the unit can never lose its Frenzy.

At the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters. The models in this unit have been restored and embellished by Ramhotep, and re-roll all failed armour saves during the battle.

Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of one or more models with this special rule gains the Regeneration (6+) special rule.

The Necrotect confers the Hatred special rule onto his unit. If he leaves the unit, or is slain, the unit immediately loses Hatred.

Treasures of the Necropolis

Magic Weapons

For every unsaved Wound inflicted by the Blade of Antarhak, the wielder immediately regains a single Wound lost earlier in the battle. If the bearer is already at his starting number of Wounds and inflicts another unsaved Wound with this weapon, he gains the Regeneration (4+) special rule until the end of the next player turn.

Tomb King on foot only. Great weapon. Attacks made with the Destroyer of Eternities have the Heroic Killing Blow special rule. The wielder can choose to exchange all of his Attacks to make a special 'Sweeping Attack'. If he does so, all enemy models in base contact with the wielder suffer a single automatic hit (with Heroic Killing Blow). In a challenge, only the models engaged in the challenge count as being in base contact with the Tomb King.

Magic Armour

Light armour. The character can never suffer more than one wound due to combat resolution. If the wearer is with a unit, up to half the wounds suffered due to combat resolution can be allocated against the character, which are then ignored save for the first one.

Talismans

For each unsaved Wound the bearer suffers (before calculating any Multiple Wounds), roll a D6: on a 4+ the Wound is transferred to any friendly model in base contact of the bearers choosing, with no saves of any kind allowed. These Wounds still counts towards combat resolution as normal. If there are no friendly models in base contact, then this rule has no effect.

Arcane Items

One use only. A Wizard can declare that he is using Neferra's Scrolls of Mighty Incantations immediately before casting a spell. If he does so, the Wizard must add a number of extra bonus dice, equal to his Wizard level, to the power dice he is going to roll (you still need to roll at least one dice from the power pool). The bonus dice do not count as power dice. However, a roll of any double (except 1's) when initially casting a spell using them will counts as rolling a 6 for the purpose of Ultimate Power.

Bound Spell (Power Level 3). If cast successfully, roll a D6 for every remains in play spell on the tabletop: on a 2+ that spell is automatically dispelled. For each spell that is ended in this way, add D3 power dice to your power pool.

Enchanted Items

The model wearing this mask causes Terror. In addition, enemy units within 6" of the wearer cannot make use of their General's Inspiring Presence special rule or their Battle Standard Bearer's Hold Your Ground! special rule.

Infantry character on foot only. The wearer of the Cloak of Dunes has the Fly (10) special rule. In addition, if the bearer moves over an unengaged enemy unit in the Remaining Moves sub-phase, that enemy unit immediately suffers 2D6 Strength 2 hits, resolved as for shooting attacks. The bearer can move over several enemy units in the same turn if you wish, causing damage to every unit. The same target unit cannot be affected more than once in the same turn.

Magic Standards

Nominate one of your units of Infantry, Cavalry, Monstrous Cavalry or Chariots with the Undead rule that has yet to deploy, whose total points value is no greater than 200 points. That unit gains the Entombed Beneath the Sands special rule. When this unit arrives on the battlefield you must place its 'Entombed Beneath the Sands' marker within 12" of the Banner of the Hidden Dead. If the bearer of this banner is destroyed before the hidden unit emerges, the entire hidden unit is destroyed and removed as casualties.

In addition, every unit with the Entombed Beneath the Sands special rule that attempts to emerge whilst its marker is within 12" of the Banner of the Hidden Dead (including your nominated hidden unit) can re-roll the scatter and artillery dice when emerging. Note that you must either re-roll both, or neither of the dice.

Bound Spell (power level 5). This banner contains an augment spell that targets the bearer's unit. If successfully cast, the bearer's unit immediately recovers D6+2 Wounds' worth of models, as described in the Restless Dead and Resurrecting Fallen Warriors.

Magic Items Expansion

Magic Weapons

The Blade of Setep gives the wielder the Ignores Armour Saves special rule. If the enemy model wears magical armour, the first Hit against this model is ignored, but the magical armour is destroyed for the remainder of the battle.

Wizards only. The Serpent Staff gives the wielder the Poisoned Attacks special rule. In addition, they may re-roll failed rolls To Wound.

Talismans

All enemy Magic Armour and Talismans have no effect while they remain in base contact with the wearer of the Amulet of Pha-Stah. Magic Armour are treated as mundane versions of the same type.

The Blue Khepra makes the bearer immune to the effects of all enemy spells.

Arcane Items

Bound Spell, Power Level 3. The Staff of Ravening contains a magic missile spell with a range of 18" that causes 3D6 Strength 2 hits.

One use only. The Hieratic Jar may be used at the start of any of your Magic phases. The bearer immediately gains +D3 Power dice. Only they may use these extra Power dice.

The Staff of Mastery gives the bearer a +1 bonus to the result of their spell casting attempts when using the Lore of Light.

Enchanted Items

Tomb King only. The Crown of Kings makes the Tomb King's My Will Be Done special rule affect all friendly Undead units within 6" rather than just the unit they are with (including allowing them to March).

Model in Chariot only. The Chariot of Fire causes 2D6 impacts hits with the Flaming Attacks and Magical Attacks special rules.

Model in Chariot only. The Icon of Rulership gives +1 Combat Resolution bonus.

One use only. The Brooch of the Great Desert can be used against any enemy spell cast against it, before attempting to dispel. When used, the bearer and any unit they are with gain the Magic Resistance (5) special rules for the remainder of the turn.

Magic Standards

One use only. The Standard of the Sands may be activated at the beginning of any enemy Movement phase. For the remainder of the turn, no models within 36" of the banner may March, and all units attempting to rally suffer -1 to their Leadership.

Tomb Guard or Tomb Herald on foot only. The unit carrying the Icon of Rakaph may make a Swift Reform at the start of their Movement phase. The unit may then move as normal (including declaring charges).

The unit carrying the Icon of the Sacred Eye (including any mounts) may re-roll failed rolls To Hit in the first round of close combat.

The Mirage Standard forces all Hits from missile attacks targeting the unit carrying it to be re-rolled.

All enemy units in base contact with the unit carrying the Standard of the Cursing Word must pass a Leadership test or suffer D6 Wounds which Ignores Armour Saves at the start of each round of close combat.

The Lore of Nehekhara

Each time a Wizard successfully casts an augment spell from the Lore of Nehekhara at a friendly, Undead unit, the target(s) of the spell immediately recovers D6+1 Wounds' worth of models, as described in Resurrecting Fallen Warriors. Chariots, Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts can only recover D3 Wounds, and Monsters can only recover a single lost Wound in this way per spell.

Khsar's Incantation of the Desert Wind is an augment spell with a range of 24" that targets a friendly Undead unit. If unengaged, the target can immediately make a normal move (but not march or reform) as if it were the Remaining Moves sub-phase. The Wizard can choose to have this spell target all friendly Undead units within 12". If they do so, the casting value is increased to 10+. No unit can be moved by Khsar's Incantation of the Desert Wind more than once per turn (though they still benefit from the Restless Dead Lore Attribute).

Djaf's Incantation of Cursed Blades is an augment spell with a range of 18". The target unit's close combat Attacks gain the Killing Blow special rule until the start of your next Magic phase. If the target unit's Attacks already have the Killing Blow or Heroic Killing Blow special rules, these will take effect on any To Wound rolls of a 5 or 6 whilst this spell is in play. The Wizard can instead choose to extend the range of this spell to 36". If they do so, the casting value is increased to 10+.

Neru's Incantation of Protection is an augment spell with a range of 18". The target unit gains a Ward Save (5+) until the start of the caster's next Magic phase. The Wizard can instead choose to extend the range of this spell to 36". If they do so, the casting value is increased to 12+.

Ptra's Incantation of Righteous Smiting is an augment spell with a range of 18". All models in the target unit gain +1 Attack (including mounts) and the Multiple Shots (2) special rule (excluding war machines) until the start of the caster's next Magic phase. If they already have the Multiple Shots special rule, they may instead fire an additional shot. The Wizard can instead choose to extend the range of this spell to 36". If they do so, the casting value is increased to 12+.

Usirian's Incantation of Vengeance is a hex spell with a range of 18". The target unit suffers -D3 to its Movement (to a minimum of 1) and treats all terrain (even open ground) as Dangerous Terrain, testing every time it moves (including when charging, fleeing, pursuing, moving compulsorily, etc.) until the start of the caster's next Magic phase. The Wizard can instead choose to extend the range of this spell to 36". If they do so, the casting value is increased to 13+.

Usekhp's Incantation of Desiccation is a hex spell with a range of 24". The target unit has -1 Strength and -1 Toughness (to a minimum of 1) until the start of the caster's next Magic phase. The Wizard can choose to reduce the target's Strength and Toughness by D3 (to a minimum of 1) until the start of his next Magic phase. If they do so, the casting value is increased to 22+.

Remains in play. Sakhmet's Incantation of the Skullstorm is a magical vortex that uses the small round template. Once the template is placed, the player nominates the direction in which the Skullstorm will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by the caster's Wizard level. If the result on the artillery dice is a misfire, centre the template on the caster instead; the template moves a number of inches equal to the caster's Wizard level, in a random direction (if you roll a hit, the template remains where it is). Any model under, or passed over by, the template suffers a single Strength 5 hit. In subsequent turns, the Skullstorm travels in a random direction and moves a number of inches equal to the roll of an artillery dice (if a misfire is rolled, the Skullstorm dissipates and is removed). A Wizard can infuse the Skullstorm with more power, so that it uses the large round template instead. If they do so, the casting value is increased to 25+.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Ammut

Monstrous Beast

50x50

Amonthep The Intolerant

Infantry

20x20

Arkhan The Black

Infantry

20x20

Bastethi

Warbeast

25x50

Bone Thrower

War Machine

60

Carrion

Warbeast

40x40

Casket of Souls

War Machine

100

Grand Hierophant Khatep

Infantry

20x20

Hierotitan

Monster

50x50

High Queen Khalida

Infantry

20x20

Khemrian Warsphinx

Monster

50x100

Khemric Titan

Monster

100x150

King Phar

Infantry

20x20

Liche High Priest

Infantry

20x20

Liche Priest

Infantry

20x20

Necrolith Colossus

Monster

50x50

Necropolis Knights

Monstrous Cavalry

50x100

Necrosphinx

Monster

50x100

Necrotect

Infantry

20x20

Prince Apophas

Infantry

20x20

Prince Tutankhanut

Infantry

20x20

Ramhotep The Visionary

Infantry

20x20

Screaming Skull Catapult

War Machine

100

Sehenesmet

Monster

50x50

Sepulchral Stalkers

Monstrous Beast

50x100

Settra The Imperishable

Chariot

100x100

Skeletal Steed

Warbeast

25x50

Skeleton Archers

Infantry

20x20

Skeleton Chariot

Chariot

50x100

Skeleton Chariots

Chariot

50x100

Skeleton Horse Archer

Cavalry

25x50

Skeleton Horsemen

Cavalry

25x50

Skeleton Warriors

Infantry

20x20

The Herald Nekaph

Infantry

20x20

Tomb Barque of Usirian

Chariot

50x100

Tomb Guard

Infantry

20x20

Tomb Herald

Infantry

20x20

Tomb King

Infantry

20x20

Tomb Prince

Infantry

20x20

Tomb Scorpion

Monstrous Beast

50x50

Tomb Swarms

Swarm

40x40

Ushabti

Monstrous Infantry

40x40