Tomb Kings in Age of Sigmar

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Everyone misses the Tomb Kings. Original Tomb Kings models command insane prices on ebay, multiple 3rd party Tomb Kings lines continue to pop up (my favorite being Lost Kingdoms' Undying Dynasties - buy the 3d print files here or search ebay, etsy, or the like for people selling printed models), etc. When age of sigmar first released, the Tomb Kings even had a pretty cool and effective set of compendium rules, which can still be found in the Warhammer Legends download section on Warhammer Community, and you can still find a Homebrew Battletome for the Tomb Kings on Mengel Miniature's page here. Unfortunately, none of these rules were ever updated for 2nd edition, let alone 3rd edition, so they really don't work very well anymore.

This project aims to correct that by updating the Tomb Kings for modern Age of Sigmar, including adding a set of 3rd edition faction rules drawing inspiration from the Mengel Miniatures project, while also sketching out a minimalistic narrative explanation for running Tomb Kings in Age of Sigmar. While I'm starting the thread and currently plan on working on this on my own, I would love to make this a group project with insight from multiple forumites. That said, I've seen several highly conflicting takes on homebrew AoS tomb kings, so while I welcome collaboration, I think it would help to establish some elements of this projects design philosophy up front to make sure everyone stays on the same page, more or less.

Minimalism. The Legends Tomb Kings rules were already pretty fun and effective back in their day and mostly just need to be brought up to date. New warscrolls will need to be created for some of the special characters that didn't make it into the official Tomb Kings Compendium, and there are one or two units that didn't quite work and might need a bottom-up rework (scarab swarms might work better as an endless spell, the Casket of Souls might work better as faction terrain, skeletons will have to be re-written to replace the out-of-style hoard bonuses). But for the most part this project isn't aiming to re-write all the units from scratch here.

Fidelity. The entire purpose of this project is to write modern rules allowing players to run classic Tomb Kings armies. We're sticking to the same units, the same characters, the same personality, the same lore. We'll add just enough original narrative to justify Tomb Kings armies in age of Sigmar, but we're not re-imagining the faction from the ground up for the Mortal Realms. IMO the Ossiarch Bonereapers does a bang-up job of that already.

Death, Not Order. Part of the Core Appeal of the Tomb Kings, much to my personal chagrin, was that they were a neutral undead army - one mainly concerned with protecting their own lands, and as likely to ally with good factions as with chaos or evil when world-shaking events forced them to choose sides. In particular, Settra stood in perpetual opposition to Nagash and Arkhan, Khalida in opposition to Neferata & the Vampire Counts. On the other hand, some Tomb Kings occasionally did work with Nagash & his Minions - Ramhotep once built Arkhan 8 jade Sphinxes in exchange for the Lich King's aid in one of his campaigns, even Khalida sided with Nagash rather than be destroyed in the End Times. As often as not, Warhammer Fantasy Tomb Kings army books allowed you to field explicitly Nagash-aligned armies, including fielding Arkhan himself, so that should at least be an option here.

So are the Tomb Kings a Death Faction or not? For me, the deciding factor is that the 'Death' keyword in Age of Sigmar isn't just used to indicate allegiance, it's also used to mark undead units for the purpose of abilities that treat them differently than the living. Aligned with or opposed to Nagash, the Tomb Kings are still undead, and should be treated as such by rules that specifically target undead units, so this version of Tomb Kings will be a Death army, at least in the sense of having the Death keyword. That said the faction's neutral nature, and in particular Settra's opposition to Nagash, will be reflected somehow - perhaps via subfaction-specific cross-GA ally rules or explicit restrictions against fielding opposing characters in the same army.


So with the basics out of the way, what's the plan for the project?

Step 0: Quick Sketch

Just a quick bird's eye view, pencil in some general ideas. Basically what I'm doing now. Nothing set in stone apart from broad design philosophy stuff.

Step 1: Fix Existing Warscrolls.

The current legends warscrolls are completely out of date. Some just don't work anymore, others don't fit with modern design principles. The first step of the project is to just update the legends rules as they are. We're not re-writing or re-imagining anything completely, at least not yet, just getting it playable. As part of 'getting it playable', come up with some simple placeholder faction traits to be used in playtesting. Then playtest, updating points costs as appropriate and identifying units that don't feel right or match their fluff to be more significantly reworked in phase 2.

POTENTIAL STOPPING POINT - step 1 is intended to provide a playable rule set in and of itself, once it's completed, put it together into a new PDF document in the style of the current Legends document, try to circulate it, see if it has any legs.

Step 2: Write Entirely New Warscrolls.

Come up with entirely new Warscrolls for those units and special characters that never made it into the legends rules (Nekaph, Khatep, Ramhotep, Heirotitan), as well as any units that step one identified as requiring a more extensive rewrite. Again, playtest with the placeholder faction rules and re-work as necessary. we're not super concerned with balance yet, just that the units work with the rules and 'feel right' on the table, that they play in a way that reflects their character, lore, and classic models.

Step 3: Faction Triats, Command Traits, Spells, Artefacts

Draw inspiration from Mengel Miniatures, but don't copy their homework verbatim. Draw inspiration from recent 3rd edition battletomes like Nighthaunt for what modern faction rule design should look like. We need faction traits, command traits, artefacts, spell or prayer lore, maybe mount traits, battle tactics, grand stratagem, maybe core battalions, subfactions (to be worked once main faction traits are good), and some faction specific Path to Glory stuff. Everything a modern 3e battletome gets. Again, more play testing.

Step 5: Finalize Points Costs

We'll need to tinker with points costs along the way as unit sizes and warscrolls are updated, but this is where we get SUPER concerned with points costs, internal & external balance, etc. As a homebrew project, we're aiming for a balance of slightly weaker or slightly higher points costs compared to other armies in the game. It's hard enough to get people to play against homebrew rules to begin with, if they get even a whiff of cheese they're not likely to give you a second chance.

Step 6: New Fluff

Again, this is about modernizing the rules for the classic Tomb Kings. The faction will be grounded on the established Nehekhara lore. We'll want to add some new story elements to justify their presence in Age of Sigmar, but it shouldn't be the focus and it shoudln't influence the rules design. This project isn't about coming up with an original take on Egyptian style undead in the Mortal Realms, this is about letting people play with existing Tomb Kings armies.


The Next Steps

I'm expecting to call this thing done after step 1 alone, but if the project is particularly successful & picks up any sort of attention, then when we get through all the above we can look into putting together a fancy pdf document, gathering funds to commission artwork, putting out calls online to see if people would be willing to submit photos of their old armies, typing up full lore entries, and putting it all together into a proper homebrew battletome like Mengel did with theirs. We might even try contacting them to see if we could use their art assets to do so, but I wouldn't even want to think about bothering people with that kind of stuff until we had a pretty complete and playable ruleset put together.

Honestly, knowing myself, and based on other Tomb Kings projects I've seen started and never finished online, I don't expect this project to get that far, but we'll see...
 
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Warscrolls that *need* fixing.

Again, this is just existing Tomb Kings Legends warscrolls with rules that either do not work in 3rd edition or are clearly at odds with 3rd edition design. We're not yet worried about units that 'feel wrong', don't really do what they should, haven't kept up with power creep, or otherwise require full rewrites. That can come later. We are reverting special characters back to their unique identities, though.

Ushabti
  • War-Statuary - bonuses to save cap at +1 in 3rd edition. +2 can still be relevant vs. rend & such, but this ability should probably be rewritten
  • Likeness of ancient gods - save rerolls are generally to be avoided in 3rd ed design
Warsphinx
  • Thundercrush attack - excessive overlap with the 'stomp' monstrous rampage, should probably be changed out or maybe just dropped
Necrosphinx
  • decapitating strike - on a six abilities should be unmodified only now.
Bone Giant
  • Unstoppable Assault - should be unmodified sixes only

...

Current Play Test Versions of Revised Warscrolls

Settra the Imperishable
(formerly Tomb King on Exalted Chariot)

MOVE: 10"
WOUNDS: 8
SAVE: 3+
BRAVERY: 10

MELEE WEAPONS
  • Blessed Blade of Ptra, Range 2", Attacks 4, To Hit 3+, To Wound 3+, Rend -2, Damage 3
  • Thundering Hooves, Range 1", Attacks 8, To Hit 4+, To Wound 5+, Rend -, Damage 1

DESCRIPTION

Settra the Imperishable is a single model. He is armed with the Blessed Blade of Ptra, wears the Crown of Nehekhara upon his head, and the Scarab Amulet upon his breast. He is mounted on an Exalted Chariot attacks with its skeletal steed's Thundering Hooves.

Warlord: Settra the Imperishable counts as a general in addition to the hero you choose to be your army's general.

ABILITIES

Crown of Nehekhara: When this model issues a command ability, any other friendly EMBALMED HEROES within 18" may immediately issue the same command ability without spending additional command points. This is an exception to the normal rule that each command ability can only be used once per phase. Each use of the command ability must be received by a different eligible friendly TOMB KINGS unit.

Exalted Chariot: In the combat phase, if this model made a charge move in the same turn, add 2 to the Attacks characteristic of its Blessed Blade. In addition, double the Attacks characteristic of, and add 1 to wound rolls for, the Thundering Hooves.

Incantation of the Desert Wind: Incantation of the Desert Wind is a prayer with an Answer value of 2. If this prayer is answered, pick a DESERT LEGIONS unit wholly within 18". The chosen unit’s Move characteristic is doubled and it can fly in the following movement phase.

Scarab Amulet: This model has a 5+ ward against wounds and mortal wounds

Ancient Curse: If this model is slain, the unit that inflicted the final wound upon him suffers D6 mortal wounds after all of its attacks have been made.

COMMAND ABILITY

My Will Be Done: An EMBALMED HERO may issue this command ability at the start of any shooting or combat phase. It must be received by a friendly DESERT LEGIONS unit. Add +1 Attack to all of that unit's weapons until the end of the current phase.

KEYWORDS: DEATH, TOMB KINGS, EMBALMED, HERO, PRIEST, SETTRA THE IMPERISHABLE

High Queen Khalida (formerly Tomb Queen)

Move: 4"
Wounds: 5
Save: 4+
Bravery: 10

MISSILE WEAPONS
  • Venom Staff: Range 18", Attacks 1, To Hit 2+, - See Below -
MELEE WEAPONS
  • Venom Staff: Range 2", Attacks 1, To Hit 2+, - See Below -
DESCRIPTION

High Queen Khalida is a single model. She is armed with a Venom Staff, a divine stave that writhes with a life of its own, spitting bolts paralyzing venom.

ABILITIES

The Tomb Queen's Curse: If this model is slain, the unit that inflicted the final wound upon it suffers D3 mortal wounds after all of its attacks have been made.

Supernatural Speed: High Queen Khalida has a 5+ ward against wounds and mortal wounds. Additionally she Strikes-First in combat.

Venom Staff: If an attack made with this unit's Venom Staff hits, the target unit immediately suffers D3 mortal wounds and that attack sequence ends. Additionally, that unit Strikes-Last in combat until the end of the current Player Turn.

Blessing of Asaph: Blessing of Asaph is a prayer with an answer value of 3+. If answered, choose a friendly DESERT LEGIONS unit wholly within 18" of this model. Until your next Hero Phase, whenever you roll an unmodified 6 on the roll to hit for an attack made with the chosen unit's Ancient Bows, that hit scores a wound automatically without having to roll to wound. Roll to save as normal.

COMMAND ABILITY

My Will Be Done: An EMBALMED HERO may issue this command ability at the start of any shooting or combat phase. It must be received by a friendly DESERT LEGIONS unit. Add +1 Attack to all of that unit's weapons until the end of the current phase.

KEYWORDS: DEATH, TOMB KINGS, EMBALMED, HERO, PRIEST, HIGH QUEEN KHALIDA

Prince Apophas

MOVE: 12"
WOUNDS: 5
SAVE: 5+
BRAVERY 10

MISSILE WEAPONS
  • Tide of Scuttling Scarabs: Range 10", Attacks 2d6, To Hit 3+, To Wound 5+, Rend -, Damage 1
MELEE WEAPONS
  • Cursed Dagger: Range 1", Attacks 5, To Hit 3+, To Wound 3+, Rend -, Damage 1
[UWSL]DESCRIPTION[/UWSL]

Prince Apophas[UWSL] is a single model. He is[/UWSL][UWSL] armed with the Cursed Dagger, and can [/UWSL][UWSL]send forth a Tide of Scuttling Scarabs to [/UWSL][UWSL]engulf his enemies.[/UWSL]

[UWSL]FLY - [/UWSL][UWSL]A Scarab Prince can fly.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]Soul Reaper:[/UWSL] [UWSL]Add 1 to hit and wound rolls [/UWSL][UWSL]for this model’s Cursed Dagger if the target [/UWSL][UWSL]is a[/UWSL] [UWSL]Hero[/UWSL][UWSL].[/UWSL]

[UWSL]Scarab Prince:[/UWSL] [UWSL]This model heals one[/UWSL][UWSL] wound in each of your hero phases. If [/UWSL][UWSL]this model is slain, before it is removed[/UWSL][UWSL] it can immediately make a Tide of[/UWSL][UWSL] Scuttling Scarabs attack as if it were the[/UWSL][UWSL] shooting phase.[/UWSL]

[UWSL]Desert Revenant:[/UWSL] [UWSL]Instead of setting up[/UWSL][UWSL] this model on the battlefield, you can[/UWSL][UWSL] place it in reserve and say that it is set up[/UWSL][UWSL] entombed beneath the sands. At the start o your Movement Phase[/UWSL][UWSL], you can set it up[/UWSL][UWSL] on the battlefield more than 9" from any[/UWSL][UWSL] enemy models. This counts as this model's[/UWSL][UWSL] move for that movement phase. If Prince Apophas is still in reserve at the end of your third movement phase, he is treated as slain.[/UWSL]

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, HERO, SCARAB PRINCE[/UWSL][/UWSL]

Tomb King

MOVE: 4"
WOUNDS: 6
SAVE: 4+
BRAVERY: 10

MELEE WEAPONS
  • Dynastic Blade, Range 1", Attacks 4, To Hit 3+, To Wound 3+, Rend -1, Damage d3
  • Monarch's Great Blade, Range 1", Attacks 3, To Hit 3+, To Wound 3+, Rend -2, Damage 3

DESCRIPTION

A Tomb King is a single model. He can either be armed with a Dynastic Blade and carry a Royal Tomb Shield, or wield a two-handed Monarch’s Great Blade.

ABILITIES

The Tomb King’s Curse: If a Tomb King is slain, the unit that inflicted the final wound upon him suffers D3 mortal wounds after all of its attacks have been made.

Royal Tomb Shield: A Tomb King with a Royal Tomb Shield has a Save of 3+ instead of 4+.

COMMAND ABILITY

My Will Be Done: An EMBALMED HERO may issue this command ability at the start of any shooting or combat phase. It must be received by a friendly DESERT LEGIONS unit. Add +1 Attack to all of that unit's weapons until the end of the current phase.

KEYWORDS: DEATH, TOMB KINGS, EMBALMED, HERO, TOMB KING

Tomb King on Royal Chariot

MOVE: 10"
WOUNDS: 8
SAVE: 3+
BRAVERY: 10

MELEE WEAPONS
  • Dynastic Blade: Range 1", Attacks 4, To Hit 3+, To Wound 3+, Rend -1, Damage d3
  • Thundering Hooves: Range 1", Attacks 4, To Hit 4+, To Wound 5+, Rend -, Damage 1

[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Tomb King on Royal Chariot is a single [/UWSL][UWSL]model. The Tomb King is armed with a [/UWSL][UWSL]Dynastic Blade, and is mounted on a Royal Chariot that attacks with its skeletal steeds' Thundering Hooves.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]The Tomb King’s Curse:[/UWSL] [UWSL]If a Tomb King [/UWSL][UWSL]on Royal Chariot is slain, the unit that [/UWSL][UWSL]inflicted the final wound upon him suffers [/UWSL][UWSL]D3 mortal wounds after all of its attacks [/UWSL][UWSL]have been made.[/UWSL]

[UWSL]Royal Chariot:[/UWSL] [UWSL]I[/UWSL][UWSL]f this model charges in the charge phase, then [/UWSL][UWSL]add 2 to the Attacks characteristic of its [/UWSL][UWSL]Dynastic Blade and double [/UWSL][UWSL]the Attacks characteristic its[/UWSL][UWSL] Thundering Hooves in the following combat phase.[/UWSL]

[UWSL]COMMAND ABILITY[/UWSL]

My Will Be Done: An EMBALMED HERO may issue this command ability at the start of any shooting or combat phase. It must be received by a friendly DESERT LEGIONS unit. Add +1 Attack to all of that unit's weapons until the end of the current phase.

KEYWORDS: [UWSL]DEATH, TOMB KINGS, EMBALMED, HERO, TOMB KING[/UWSL]

Tomb King on Royal Warsphinx

MOVE: 6"
WOUNDS: 12
SAVE: 4+
BRAVERY: 10

MISSILE WEAPONS
  • Fiery Roar: Range 8", Attacks 1, To Hit 3+, To Wound *, Rend -1, Damage d6
MELEE WEAPONS
  • Stone Claws and Teeth: Range 1", Attacks 6, To Hit *, To Wound 3+, Rend -1, Damage 1
  • Bladed Tail: Range 3", Attacks 3, To Hit 4+, To Wound 3+, Rend -1, Damage 1
  • Venom-Spike Tail: Range 3", Attacks 1, To Hit 3+, To Wound 3+, Rend -2, Damage d3
  • Glaive of Kings: Range 1", Attacks 3, To Hit 3+, To Wound 3+, Rend -2, Damage 3
DAMAGE TABLE
  • Wounds Suffered; Fiery Roar; Stone Claws and Teeth
  • 0-2; 2+; 3+
  • 3-4; 3+; 4+
  • 5-7; 4+; 4+
  • 8-9; 5+; 5+
  • 10+; 6+; 5+
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Tomb King on Royal Warsphinx is a single model. It[/UWSL][UWSL] consists of a Tomb King armed with a Glaive of Kings and mounted on a Royal Warsphinx, which attacks enemies with its Fiery Roar, Stone Claws and Teeth, and a choice of either a Bladed Tail or a Venom-spike Tail.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]The Tomb King’s Curse:[/UWSL] [UWSL]If a Royal[/UWSL][UWSL] Warsphinx is slain, the unit that inflicted[/UWSL][UWSL] the final wound upon it suffers D3 mortal[/UWSL][UWSL] wounds after all of its attacks have[/UWSL][UWSL] been made.[/UWSL]

[UWSL]Sacred War Statue:[/UWSL] [UWSL]Halve the Damage[/UWSL][UWSL] characteristic (rounding up) of weapons[/UWSL][UWSL] that target this model. In addition, [/UWSL][UWSL]halve the number of mortal wounds this [/UWSL][UWSL]model suffers from spells and abilities [/UWSL][UWSL](rounding up).[/UWSL]

[UWSL]COMMAND ABILITY[/UWSL]

My Will Be Done: An EMBALMED HERO may issue this command ability at the start of any shooting or combat phase. It must be received by a friendly DESERT LEGIONS unit. Add +1 Attack to all of that unit's weapons until the end of the current phase.

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, EMBALMED, REANIMANT, MONSTER, HERO, ROYAL WARSPHINX[/UWSL][/UWSL]

Liche Priest

MOVE: 4"
WOUNDS: 5
SAVE: 6+
BRAVERY: 10

MELEE WEAPONS
  • Mortuary Staff: Range 1", Attacks 1, To Hit 4+, To Wound 3+, Rend -1, Damage d3
DESCRIPTION

A Liche Priest is a single model. It is armed with a Mortuary Staff.

ABILITIES

Mortuary Priesthood: each MORTUARY CULT PRIEST that is not a WIZARD may attempt to unbind one spell cast in each enemy Hero Phase, as though they were a WIZARD.

Righteous Smiting: Righteous Smiting is a prayer with an answer value of 3+. If answered, choose one Desert Legions or Reanimant unit wholly within 18". Until your next hero phase, all models in the chosen unit are imbued with divine power; each time you roll an unmodified To Hit roll of 6 for an attack made by a model in the unit, make one additional To Hit roll for the same weapon at the same target. These additional attacks to not generate more additional attacks on further To Hit rolls of 6.

KEYWORDS: DEATH, TOMB KINGS, MORTUARY CULT, HERO, PRIEST, LICHE PRIEST

Liche Priest on Skeletal Steed

MOVE: 12"
WOUNDS: 6
SAVE: 6+
BRAVERY: 10

MELEE WEAPONS
  • Mortuary Staff: Range 1", Attacks 1, To Hit 4+, To Wound 3+, Rend -1, Damage d3
  • Thundering Hooves: Range 1", Attacks 2, To Hit 4+, To Wound 5+, Damage 1
DESCRIPTION

A Liche Priest on Skeletal Steed is a single model. It is armed with a Mortuary Staff, and is mounted on a Skeletal Steed which attacks with its Thundering Hooves.

ABILITIES

Mortuary Priesthood: each MORTUARY CULT PRIEST that is not a WIZARD may attempt to unbind one spell cast in each enemy Hero Phase, as though they were a WIZARD.

Righteous Smiting: Righteous Smiting is a prayer with an answer value of 3+. If answered, choose one Desert Legions or Reanimant unit wholly within 18". Until your next hero phase, all models in the chosen unit are imbued with divine power; each time you roll an unmodified To Hit roll of 6 for an attack made by a model in the unit, make one additional To Hit roll for the same weapon at the same target. These additional attacks to not generate more additional attacks on further To Hit rolls of 6.

KEYWORDS: DEATH, TOMB KINGS, MORTUARY CULT, HERO, PRIEST, LICHE PRIEST

Casket of Souls

MOVE: 2"
WOUNDS: 8
SAVE: 3+
BRAVERY: 10

MELEE WEAPONS
  • Mortuary Glaive: Range 1", Attacks 1, To Hit 4+, To Wound 3+, Rend -1, Damage D3
  • Double-Handed Swords: Range 1", Attacks 4, To Hit 4+, To Wound 3+, Rend -1, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Casket of Souls is a Single Model attended by a Keeper [/UWSL][UWSL]of the Casket and 2 Casket Guards. The [/UWSL][UWSL]Keeper can unleash the tortured souls [/UWSL][UWSL]contained within the Casket, sending them [/UWSL][UWSL]across the battlefield to vent their fury. The [/UWSL][UWSL]Keeper is armed with a Mortuary [/UWSL][UWSL]Glaive, and the Casket Guards are armed with [/UWSL][UWSL]Double-handed Swords.[/UWSL]

[UWSL]Companions: the Casket Guards are treated in the manner way as a mount.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]Covenant of Power:[/UWSL] [UWSL]While a[/UWSL][UWSL] friendly [/UWSL]MORTUARY CULT PRIEST [UWSL]is wholly within 18" of [/UWSL]one or more [UWSL]models with this ability, add 1 to their chanting rolls. This bonus applies to the Casket of Souls itself.[/UWSL]

Mortuary Priesthood: each MORTUARY CULT PRIEST that is not a WIZARD may attempt to unbind one spell cast in each enemy Hero Phase, as though they were a WIZARD.

[UWSL]Unleashed Souls:[/UWSL] [UWSL]Unleash Souls is a prayer with an answer value of 4+. If answered, choose[/UWSL][UWSL] a visible enemy [/UWSL][UWSL]unit within 20". T[/UWSL][UWSL]hat unit suffers D3 mortal wounds (if its [/UWSL][UWSL]Bravery is 4 or less it suffers D6 mortal [/UWSL][UWSL]wounds instead). Then roll a dice for each [/UWSL][UWSL]other enemy unit within 6" of the first [/UWSL][UWSL]unit. On a 5+ that unit is also attacked by [/UWSL][UWSL]the vengeful souls, and suffers D3 mortal [/UWSL][UWSL]wounds (if its Bravery is 4 or less it suffers [/UWSL][UWSL]D6 mortal wounds instead).[/UWSL]

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, MORTUARY CULT, HERO, PRIEST, CASKET OF SOULS[/UWSL][/UWSL]

Tomb Herald

MOVE: 4"
WOUNDS: 5
SAVE 4+
BRAVERY 10

MELEE WEAPONS
  • Ancient Blade: Range 1", Attacks 4, To Hit 3+, To Wound 3+, Rend -1, Damage 1
  • Thundering Hooves: Range 1", Attacks 2, To Hit 4+, To Wound 5+, Rend -, Damage 1
DESCRIPTION

A Tomb Herald is a single model. He is armed with an Ancient Blade, and carries a Standard of the Desert Legions

ABILITIES

Sworn Bodyguard: Before you allocate a wound or mortal wound to a friendly EMBALMED HERO, if any friendly units with this ability are within 3" of that hero, you may choose to roll a dice for this ability instead of making any Ward roll that might otherwise be allowed to negate the wound or mortal wound. On a 2+, the wound or mortal wound is allocated to a friendly unit with this ability instead of that hero, and cannot be negated.

Standard of the Desert Legions: When this hero issues the Inspiring Presence command ability, you can choose for it to be received by every Desert Legions unit in range, instead of choosing a single unit to receive the ability as normal.

KEYWORDS: DEATH, TOMB KINGS, SKELETON, DESERT LEGIONS, HERO, TOTEM, TOMB HERALD

Tomb Herald on Skeletal Steed

MOVE: 12"
WOUNDS: 6
SAVE 4+
BRAVERY 10

MELEE WEAPONS
  • Ancient Blade: Range 1", Attacks 4, To Hit 3+, To Wound 3+, Rend -1, Damage 1
  • Thundering Hooves: Range 1", Attacks 2, To Hit 4+, To Wound 5+, Rend -, Damage 1
DESCRIPTION

A Tomb Herald on Skeletal Steed is a single model. It is armed with an Ancient Blade and carries a Standard of the Desert Legions. The Tomb Herald is mounted on a skeletal steed which attacks with its Thundering Hooves.

ABILITIES

Sworn Bodyguard: Before you allocate a wound or mortal wound to a friendly EMBALMED HERO, if any friendly units with this ability are within 3" of that hero, you may choose to roll a dice for this ability instead of making any Ward roll that might otherwise be allowed to negate the wound or mortal wound. On a 2+, the wound or mortal wound is allocated to a friendly unit with this ability instead of that hero, and cannot be negated.

Standard of the Desert Legions: When this hero issues the Inspiring Presence command ability, you can choose for it to be received by every Desert Legions unit in range, instead of choosing a single unit to receive the ability as normal.

KEYWORDS: DEATH, TOMB KINGS, SKELETON, DESERT LEGIONS, HERO, TOTEM, TOMB HERALD

Skeleton Legionnaires

Move: 4"
Wounds: 1
Save: 5+
Bravery 10

MELEE WEAPONS
  • Ancient Blade or Spear: Range 1", Attacks 1, To Hit 4+, To Wound 4+, Rend -, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A unit of Skeleton Legionnaires has 10[/UWSL][UWSL] models. Some units are equipped[/UWSL][UWSL] with Ancient Blades, whilst others go[/UWSL][UWSL] to war with Ancient Spears.[/UWSL]

Skeleton Champion[UWSL]: [/UWSL][UWSL]The leader of this unit is a Skelet[/UWSL][UWSL]on Champion. Add 1 to the Attacks[/UWSL][UWSL] characteristic of the Skeleton Champion’s[/UWSL][UWSL] Ancient Blade or Spear.[/UWSL]

[UWSL]Icon Bearer: Up to 1 out of every 10 m[/UWSL][UWSL]odels in this unit may be Icon Bearers.[/UWSL][UWSL] If this unit is on the battlefield at the start of your Hero Phase and includes at least 1 Icon Bearer, you may roll a D6 and return up to that many previously slain models to the unit.[/UWSL]

Hornblower[UWSL]: Up to 1 out of every 10 m[/UWSL][UWSL]odels in this unit may be Hornblowers.[/UWSL][UWSL] If this unit includes one or more Hornblowers then it may always move up to 6" when it charges, unless the charge roll is higher.[/UWSL]

[UWSL]ABILITIES[/UWSL]

Lock Shields: Add +1 to saves for this unit in the combat phase if it did not charge in the preceding charge phase.

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, SKELETON, DESERT LEGIONS, SKELETON LEGIONNAIRES[/UWSL][/UWSL]

Skeleton Horsemen

MOVE: 12"
WOUNDS: 2
SAVE: 5+
BRAVERY: 10

MELEE WEAPONS
  • Cavalry Spears: Range 1", Attacks 2, To Hit 4+, To Wound 4+, Rend -, Damage 1
  • Thundering Hooves: Range 1", Attacks 2, To Hit 4+, To Wound 5+, Rend -, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A unit of Skeleton Horsemen has 5[/UWSL][UWSL] models. They are armed with[/UWSL] [UWSL]Cavalry Spears, and are [/UWSL][UWSL]mounted[/UWSL][UWSL] on Skeletal Steeds that attack with their[/UWSL][UWSL] Thundering Hooves.[/UWSL]

[UWSL]Master of Horse: [/UWSL][UWSL]The leader of this unit is a Master of[/UWSL][UWSL] Horse. Add 1 to the Attacks characteristic[/UWSL][UWSL] of the Master of Horse’s [/UWSL][UWSL]Cavalry Spear.[/UWSL]

Icon Bearer: Up to 1 out of every 5 models in this unit may be Icon Bearers. If this unit is on the battlefield at the start of your Hero Phase and includes at least 1 Icon Bearer, you may roll a D3 and return up to that many previously slain models to the unit.

[UWSL]Hornblower: Up to 1 out of every 5 models in this unit may be Hornblowers. [/UWSL][UWSL]A unit that includes any Hornblowers[/UWSL][UWSL] can always move up to 6" when it charges,[/UWSL][UWSL] unless its charge roll is higher.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]Deathly Charge:[/UWSL] [UWSL]Add 1 to wound rolls[/UWSL][UWSL] for attacks made with this unit’s [/UWSL][UWSL]Cavalry Spears if it charged in the[/UWSL][UWSL] same turn.[/UWSL]

[UWSL]First to Face the Foe:[/UWSL] [UWSL]This unit can charge[/UWSL][UWSL] even if it ran in the same turn.[/UWSL]

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, SKELETON HORSEMEN[/UWSL][/UWSL]

Skeleton Chariots

MOVE: 10"
WOUNDS: 5
SAVE: 5+
BRAVERY: 10

MISSILE WEAPONS
  • Ancient Bows: Range 18", Attacks 2, To Hit 5+, To Wound 4+, Rend -, Damage 1
MELEE WEAPONS
  • Charioteer's Spears: Range 2", Attacks 2, To Hit 4+, To Wound 4+, Rend -, Damage 1
  • Thundering Hooves: Range 1", Attacks 4, To Hit 4+, To Wound 5+, Rend -, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A unit of Skeleton Chariots has 3[/UWSL][UWSL] models. Each chariot is crewed by a pair of[/UWSL][UWSL] Skeleton Warriors who are equipped with[/UWSL][UWSL] Charioteer’s Spears and Ancient Bows. The[/UWSL][UWSL] skeleton warriors are mounted on chariots that attack with their skeletal steeds' Thundering Hooves.[/UWSL]

Master of Chariots: [UWSL]The leader of this unit is a Master of[/UWSL][UWSL] Chariots; Add 1 to the Attacks characteristic[/UWSL][UWSL] of the Master of Chariot’s Charioteer’s Spear.[/UWSL]

[UWSL]Icon Bearer: Up to 1 out of every 3 models in this unit may be Icon Bearers. If this unit is on the battlefield at the start of your Hero Phase and includes any Icon Bearers, you may roll a dice. On a 1-4 you may immediately heal up to that many wounds that have been allocated to an injured model in this unit. On a 5+ you may either heal all wounds currently allocated to injured models in this unit or you may return 1 slain model to the unit.[/UWSL]

[UWSL]Hornblower: Up to 1 out of every 3 models in this unit may be Hornblowers[/UWSL][UWSL].[/UWSL][UWSL] A unit that includes any Hornblowers[/UWSL][UWSL] can always move up to 6" when it charges,[/UWSL][UWSL] unless its charge roll is higher. In addition,[/UWSL][UWSL] a unit that includes any Hornblowers can[/UWSL][UWSL] shoot even if it ran in the same turn.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]Crush them Beneath Our Wheels:[/UWSL] [UWSL]If[/UWSL][UWSL] this unit makes a charge move, then in the[/UWSL][UWSL] subsequent combat phase you may double[/UWSL][UWSL] the number of attacks it makes with its[/UWSL][UWSL] melee weapons.[/UWSL]

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, SKELETON CHARIOTS[/UWSL][/UWSL]

Screaming Skull Catapult

Move: 2"
Wounds: 8
Save: 5+
Bravery: 10

MISSILE WEAPONS
  • Screaming Skulls: Range: 6-36", Attacks 1, To Hit 3+, To Wound 2+, Rend -1, Damage D6
MELEE WEAPONS
  • Crew's Tools: Range 1", Attacks 3, To Hit 5+, To Wound 5+, Rend -, Damage 1
DESCRIPTION

A Screaming Skull Catapult is a single model. It fires Screaming Skulls. It has a crew of 3 Skeleton Engineers, who are armed with Crew's Tools. The crew must remain within 1" of the Screaming Skull Catapult. For rules purposes, the Screaming Skull Catapult and its crew are treated as a single model.

ABILITIES

Barrage of Death: The target of a shooting attack made with a Screaming Skull Catapult does not have to be visible to the attacking model. In addition, if the target unit has 10 or more models increase the Damage characteristic of the Screaming Skulls to 2D6

Screaming Ammunition: Add 2 to battleshock rolls for units targeted by any Screaming Skulls during that turn.

Deathless Overseer: Add +1 to Hit Rolls for this unit's Screaming Skulls while it is wholly within 12" of a friendly NECROTECT.

KEYWORDS: DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, WAR MACHINE, SCREAMING SKULL CATAPULT

Skeleton Archers

MOVE: 4"
WOUNDS: 1
SAVE: 6+
BRAVERY: 10

MISSILE WEAPONS
  • Ancient Bow: Range 20", Attacks 1, To Hit 5+, To Wound 4+, Rend -, Damage 1
MELEE WEAPONS
  • Arrow: Range 1", Attacks 1, To Hit 5+, To Wound 5+, Rend -, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A unit of Skeleton Archers has 10 [/UWSL][UWSL]models. They are armed with Ancient[/UWSL][UWSL] Bows and can stab foes in close combat[/UWSL][UWSL] using an Arrow as an improvised dagger.[/UWSL]

[UWSL]Master of Arrows: [/UWSL][UWSL]The leader of this unit is a Master of[/UWSL][UWSL] Arrows. Add 1 to to the Attacks characteristic of the Master of Arrows' Ancient Bow.[/UWSL]

Icon Bearer: Up to 1 out of every 10 models in this unit may be Icon Bearers. If this unit is on the battlefield at the start of your Hero Phase and includes at least 1 Icon Bearer, you may roll a D6 and return up to that many previously slain models to the unit.

[UWSL]Hornblower: Up to 1 out of every 10 mod[/UWSL][UWSL]els in this unit may be Hornblowers.[/UWSL][UWSL] A unit that includes any Hornblowers[/UWSL][UWSL] can always move up to 6" when it charges,[/UWSL][UWSL] unless its charge roll is higher. In addition,[/UWSL][UWSL] a unit that includes any Hornblowers can[/UWSL][UWSL] shoot even if they withdrew in the same Player Turn.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]Hail of Ancient Arrows:[/UWSL] [UWSL]Add 1 to the[/UWSL][UWSL] Attacks characteristic of this unit’s Ancient[/UWSL][UWSL] Bows while[/UWSL][UWSL] there are no enemy models within 3" of it.[/UWSL]

KEYWORDS: [UWSL]DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, SKELETON ARCHERS[/UWSL]

Skeleton Horse Archers

MOVE: 12"
WOUNDS: 2
SAVE: 6+
BRAVERY: 10

MISSILE WEAPONS
  • Ancient Bow: 20", Attacks 2, To Hit 5+, To Wound 4+, Rend -, Damage 1
MELEE WEAPONS
  • Arrow: Range 1", Attacks 1, To Hit 5+, To Wound 5+, Rend -, Damage 1
  • Thundering Hooves: 1", Attacks 2, To Hit 4+, To Wound 5+, Rend -, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A unit of Skeleton Horse Archers has 5 [/UWSL][UWSL]models. They are armed with Ancient[/UWSL][UWSL] Bows and can stab foes in close combat[/UWSL][UWSL] using Arrows as improvised daggers. They[/UWSL][UWSL] are mounted upon Skeletal Steeds that[/UWSL][UWSL] attack with their Thundering Hooves.[/UWSL]

[UWSL]Master of Scouts: [/UWSL][UWSL]The leader of this unit is a Master of[/UWSL][UWSL] Scouts. Add 1 to the Attacks Characteristic for the Master of Scouts' Ancient Bow.[/UWSL]

Icon Bearer: Up to 1 out of every 10 models in this unit may be Icon Bearers. If this unit is on the battlefield at the start of your Hero Phase and includes at least 1 Icon Bearer, you may roll a D3 and return up to that many previously slain models to the unit.

Hornblower: Up to 1 out of every 10 models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher. In addition, a unit that includes any Hornblowers can shoot even if they withdrew in the same Player Turn.

[UWSL]ABILITIES[/UWSL]

[UWSL]Like the Angry Desert Wind:[/UWSL] [UWSL]This[/UWSL][UWSL] unit can shoot instead of moving in your[/UWSL][UWSL] Movement Phase. If it does so, it can make a Normal Move or Withdraw [/UWSL][UWSL]shooting phase of the same turn, but may not shoot in that phase[/UWSL][UWSL].[/UWSL]

[UWSL]KEYWORDS: DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, SKELETON HORSE ARCHERS[/UWSL]

Tomb Guard

MOVE: 4"
WOUNDS: 1
SAVE: 4+
BRAVERY: 10

MELEE WEAPONS
  • Tomb Blade or Halberd: Range 1", Attacks 2, To Hit: 3+, To Wound 4+, Rend -1, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A unit of Tomb Guard has 10 [/UWSL][UWSL]models. They are armed with Tomb Blades or Halberds[/UWSL]

[UWSL]Tomb Captain: [/UWSL][UWSL]The leader of this unit is a Tomb Captain.[/UWSL][UWSL] Add 1 to the Attacks characteristic[/UWSL][UWSL] of the Tomb Captain’s Tomb Blade or[/UWSL][UWSL] Halberd.[/UWSL]

Icon Bearer: Up to 1 out of every 10 models in this unit may be Icon Bearers. If this unit is on the battlefield at the start of your Hero Phase and includes at least 1 Icon Bearer, you may roll a D6 and return up to that many previously slain models to the unit.

Hornblower: Up to 1 out of every 10 models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher.

[UWSL]ABILITIES[/UWSL]

[UWSL]Cursed Weapons:[/UWSL] [UWSL]If the unmodified wound roll for an attack made with a melee weapon by this unit is 6, the target suffers 1 mortal wound in addition to any normal damage.[/UWSL]

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, TOMB GUARD[/UWSL][/UWSL]

Necropolis Knights

MOVE: 8"
WOUNDS: 5
SAVE: 4+
BRAVERY: 10

MELEE WEAPONS
  • Knight's Heavy Spear: Range 1", Attacks 2, To Hit 3+, To Wound 3+, Rend -1, Damage 1
  • Poisoned Strike: Range 1", Attacks 3, To Hit: 4+, To Wound 3+, Rend -1, Damage D3
DESCRIPTION

A unit of Necropolis Knights has 3 models. The Knights are armed with Heavy Spears that can carve through mortal flesh. They ride large Reanimant Warbeasts, typically sculpted in the likeness of deadly Necroserpents, which deliver deadly necrovenom with their Poisoned Strikes.

Necropolis Captain: The leader of this unit is a Necropolis Captain. Add 1 to the Attacks characteristic of the Necropolis Captain’s Knight’s Heavy Spear.

Icon Bearer: Up to 1 out of every 3 models in this unit may be Icon Bearers. If this unit is on the battlefield at the start of your Hero Phase and includes any Icon Bearers, you may roll a dice. On a 1-4 you may immediately heal up to that many wounds that have been allocated to a model in this unit. On a 5+ you may either heal all wounds currently allocated to models in this unit or you may return 1 slain model to the unit.

Hornblower: Up to 1 out of every 3 models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher.

ABILITIES

Necrovenom: Each time the wound roll of an attack made with this unit's Poisoned Strikes is an unmodified 6, that attack inflicts 1 mortal wound in addition to its normal damage.

KEYWORDS: DEATH, TOMB KINGS, REANIMANT, SKELETON, DESERT LEGIONS, NECROPOLIS KNIGHTS

Tomb Scorpion

MOVE: 6"
WOUNDS: 6
SAVE: 4+
BRAVERY: 10

MELEE WEAPONS:
  • Tail Stinger: Range 3", Attacks 1, To Hit 3+, To Wound 3+, rend -1, Damage 3
  • Powerful Pincers: Range 2", Attacks 4, To Hit 4+, To Wound 3+, Rend -2, Damage D3
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Tomb Scorpion is a single model[/UWSL][UWSL]. Tomb Scorpions[/UWSL][UWSL] can snap an opponent in two with their[/UWSL][UWSL] Powerful Pincers, or cause them to die in[/UWSL][UWSL] agony with the virulent poison in their[/UWSL][UWSL] Tail Stingers.[/UWSL]

[UWSL]ABILITIES[/UWSL]

Desert Ambush: Instead of setting up this unit normally, you can place it to one side and say that it is set up beneath the sands. At the end of any of your movement phases, you can set up this unit anywhere on the battlefield more than 9" from any enemy models. If this unit has not been set up by the start of the fourth battle round, it is treated as slain.

[UWSL]Liche Priest’s Sarcophagi:[/UWSL] enemy WIZARDS wholly within 12" of one or more models with this rule suffer a -1 penalty on casting rolls.

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, MORTUARY CULT, REANIMANT, TOMB SCORPION[/UWSL][/UWSL]

Sepulchral Stalkers

MOVE: 8"
WOUNDS: 5
SAVE: 5+
BRAVERY: 10

MISSILE WEAPONS
  • Transmogrifying Gaze: Range 10", - See Below -
MELEE WEAPONS
  • Ornate Stave: Range 2", Attacks 2, To Hit 4+, To Wound 3+, Rend -1, Damage 2
DESCRIPTION

A unit of Sepulchral Stalkers has 3 models. The Stalkers are armed with Ornate Staves with which they impale their victims, and anyone foolish enough to meet their Transmogrifying Gaze is turned to sand!

ABILITIES

Transmogrifying Gaze: When this unit makes a Transmogrifying Gaze attack, choose an enemy unit within 10". Roll a dice for each model in the attacking unit; for each roll of 1, a Sepulchral Stalker has caught a glimpse of its own reflection and the attacking unit suffers 1 mortal wound. On a 2 or 3 the target unit keeps its eyes shut and nothing happens. On a 4 or 5 the target unit suffers 1 mortal wound as it briefly meets the Stalker’s gaze, but on a 6 it suffers D3 mortal wounds as it foolishly stares into the Stalker’s eyes and crumbles to sand.

Desert Ambush: Instead of setting up this unit normally, you can place it to one side and say that it is set up beneath the sands. At the end of any of your movement phases, you can set up this unit anywhere on the battlefield more than 9" from any enemy models. If this unit has not been set up by the start of the fourth battle round, it is treated as slain.

KEYWORDS: [UWSL]DEATH, TOMB KINGS, REANIMANT, SEPULCHRAL STALKERS[/UWSL]

Carrion

MOVE: 12"
WOUNDS: 3
SAVE: 6+
BRAVERY: 10

MELEE WEAPONS
  • Rotting Talons and Sharp Beaks: Range 1", Attacks 4, To Hit 4+, To Wound 3+, Rend -, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A unit of Carrion has 3 models[/UWSL][UWSL]. They swoop down upon their prey[/UWSL][UWSL] from on high, eviscerating them with their[/UWSL][UWSL] Rotting Talons and Sharp Beaks.[/UWSL]

[UWSL]FLY: [/UWSL][UWSL]Carrion can fly.[/UWSL]

[UWSL]ABILITIES[/UWSL]

Circling High Above: Instead of setting up this unit normally, you can place it to one side and say that it is circling high above. At the end of any of your movement phases, you can set up this unit anywhere on the battlefield more than 9" from any enemy models. If this unit has not been set up by the start of the fourth battle round, it is treated as slain.

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, CARRION[/UWSL][/UWSL]

Tomb Swarm

Move: 6"
Wounds 5
Save -
Bravery 10

MELEE WEAPONS
  • Bites and Stingers: Range 1", Attacks 5, To Hit 5+, To Wound 5+, Rend -, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A unit of tomb swarms has 2 models[/UWSL][UWSL]. The creatures that make up the[/UWSL][UWSL] swarm attack with Bites and Stingers.[/UWSL]

[UWSL]ABILITIES[/UWSL]

Desert Ambush: Instead of setting up this unit normally, you can place it to one side and say that it is set up beneath the sands. At the end of any of your movement phases, you can set up this unit anywhere on the battlefield more than 9" from any enemy models. If this unit has not been set up by the start of the fourth battle round, it is treated as slain.

Hidden Abodes: As the battle progresses, this unit is rejoined by more of its scuttling brethren who had remained hidden. If this unit is on the battlefield at the start of your hero phase, remove any wounds currently allocated to models in the unit.

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, TOMB SWARM[/UWSL][/UWSL]
 
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Faction rules part 1 (faction traits, command traits, artefacts, subfactions)


Temporary Faction Rules:

BATTLE TRAITS

Undying Servitude: TOMB KINGS units have a 6+ Ward against wounds and mortal wounds.

Mortuary Priesthood: each MORTUARY CULT PRIEST that is not a WIZARD may attempt to unbind one spell cast in each enemy Hero Phase, as though they were a WIZARD.

My Will Be Done: An EMBALMED HERO may issue this command ability at the start of any shooting or combat phase. It must be received by a friendly DESERT LEGIONS unit. Add +1 Attack to all of that unit's weapons until the end of the current phase.

Entombed Beneath the Sands: up to 3 Desert Legions units may be placed into reserve 'Beneath the Sands' instead of deploying normally. At the end of your Movement Phase, you may set up one or more of these units anywhere on the table more than 9" away from any enemy models. Any of these units that have not been set up by the start of the fourth battle round are treated as slain.

COMMAND TRAITS

Use Core Command Traits

ARTEFACTS

Use Core Artefacts

BATTALIONS

Use Core Battalions

SUBFACTIONS

A Tomb Kings Army must choose one of the following Subfactions. These Subfactions have no battle traits, but determine your choice of allies and what Unique Heroes you may field as part of your army.
  • Exalted Warhost of Khemri - the Exalted Warhost of Khemri may ally with Stormcast Eternals and Cities of Sigmar, even though those are not DEATH factions. The army may not include any DEATHLORDS units.

  • Dread Legion of Nagashizzar - the Dread Legion of Nagashizzar may ally with Soulblight Gravelords, Nighthaunts, and Flesh Eater Courts. The army may not include any Unique TOMB KINGS HEROES.

    A Dread Legion of Nagashizzar army may include Nagash and/or Arkhan the Black even though they do not have the TOMB KINGS keyword. The army still uses the TOMB KINGS allegiance abilities if it does so, but Nagash and Arkhan the Black do not benefit from them. Both Nagash and Arkhan the Black are Warlords when included in a TOMB KINGS army, counting as generals in addition to the Hero you choose to be your army's general. Freindly DESERT LEGIONS units that are part of a Dread Legion of Nagash army are treated as though they had the SUMMONABLE keyword for the purpose of any spells and abilities that appear on the warscrolls of Nagash or Arkhan the Black

    designer's note: When taking to the field as part of a TOMB KINGS army, Arkhan's steed, the dread abyssal Razarak, sometimes takes the form of a winged chariot pulled by 4 skeletal horses. Arkhan the Black's warscroll remains the same regardless of the form Razarak takes.

......

Note: Again, these Faction Traits are purely placeholders. A full set of Faction Traits will be developed later in the project, which may include entirely separate Warscrolls for representing Nagash or Arkhan the Black when fielded as part of a Tomb Kings army.
 
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This is getting ahead of myself, in that it's more of a step 2 question and we're still at the very beginning of step one, but...

Discussion Sidebar: Liche Priests - Wizards, Priests, or Both?

'Priest' used to be a purely thematic keyword in AoS, but now that priests are their own thing with their own mechanical subsystem distinct from magic, should liche priests still be both priests and wizards? It's worth noting that Arkhan and Nagash are no longer priests, maybe liche priests should be just wizards now? That would be the simplest and most minimalistic choice, but it might require a name change which wouldn't fit with the whole 'fidelity' principle, as they've always been liche /priests/. We could just leave them as wizards AND priests, though that makes them a bit busy, mechanically, and it feels like those two categories were meant to be separate in 3rd edition. Are there any other priest/wizards in the game?

Alternatively, we could fully redesign liche priests to be priests /instead/ of wizards. Make their signature spell a signature prayer instead, come up with faction prayers instead of faction spells in the book, make arkhan and nagash the only wizards. This clashes with the minimalism principle, since the existing liche-priests-as-wizards warscrolls work fine and don't require changing. But I remember when the tomb kings were first split off into their own faction one of the ways they were distinguished from the vampire counts was with a unique scroll-based magic system. Making liche priest use prayer rules instead of spell rules would distinguish the tomb kings from other death factions in a way that calls back to that history and, imo, feels true to this project's fidelity principle. It also fits with how actual spellcasting was something Nagash had to learn from his captive dark elves because it was entirely removed from the magical traditions of Nehekhara passed down by the priesthood.

Am I on to something here, or not?
 
This is a really cool project! I will pitch in if I have the time. Keep up the good work!

One thing I would suggest already now is that we make it so the army has no spells, only prayers and abilities. That is one really essential thing in the Lore that has been in the army ever since they first came out, and the fact that they get their magic from scrolls and chants are such an iconic element to me. I was not a fan of how they did magic for them in 8th.
 
Ok, so, looking at settra first, the current warscroll looks like this:

Tomb King on Exalted Chariot

Wounds: 8, move 10+, save 3+, Bravery 10
Melee Weapons
Blessed Blade, range 2", attacks 4, to hit 3+, to wound 3+, rend -2, damage 3
Thundering Hooves, range 1", attacks 8, to hit 4+, to wound 5+, rend -, damage 1

Description

[UWSL]A Tomb King on Exalted Chariot is a single [/UWSL][UWSL]model. He is armed with a Blessed Blade, [/UWSL][UWSL]wears a Crown of the Desert Kingdoms [/UWSL][UWSL]upon his head and a Scarab Amulet upon[/UWSL][UWSL] his breast. He rides upon the a scythed [/UWSL][UWSL]Exalted Chariot, which is drawn into battle [/UWSL][UWSL]by four Skeletal Steeds that attack with [/UWSL][UWSL]their Thundering Hooves.[/UWSL]

Abilities

[UWSL]Crown of the Desert Kingdoms[/UWSL][UWSL]: If[/UWSL][UWSL] this model is your general,[/UWSL] [UWSL]Embalmed [/UWSL][UWSL]Heroes[/UWSL] [UWSL]from your army that are within [/UWSL][UWSL]18" of it in your hero phase can use [/UWSL][UWSL]command abilities even though they are[/UWSL][UWSL] not your general. Note that a unit can [/UWSL][UWSL]only be affected by each of the following [/UWSL][UWSL]command abilities once per battle round: [/UWSL][UWSL]‘And He Did Say ‘War’, and the World Did [/UWSL][UWSL]Tremble...’, ‘Blessing of Accuracy’, ‘My [/UWSL][UWSL]Will Be Done’ and ‘Who Dares Disturb [/UWSL][UWSL]My Slumber?’[/UWSL]

[UWSL]Exalted Chariot:[/UWSL] [UWSL]In the combat phase,[/UWSL][UWSL] if this model made a charge move in [/UWSL][UWSL]the same turn, add 2 to the Attacks [/UWSL][UWSL]characteristic of its Blessed Blade. In [/UWSL][UWSL]addition, double the Attacks characteristic [/UWSL][UWSL]of, and add 1 to wound rolls for, the [/UWSL][UWSL]Skeletal Steeds’ Thundering Hooves.[/UWSL]

[UWSL]Incantation of the Desert Wind:[/UWSL] [UWSL]In your[/UWSL][UWSL] hero phase this model can invoke the [/UWSL][UWSL]Incantation of the Desert Wind. If he does [/UWSL][UWSL]so, pick a[/UWSL] [UWSL]Desert Legions[/UWSL] [UWSL]unit within [/UWSL][UWSL]18" and roll a dice; on a roll of 1 this model [/UWSL][UWSL]suffers a mortal wound. On a roll of 2+ [/UWSL][UWSL]the incantation is successfully carried out [/UWSL][UWSL]– the chosen unit’s Move characteristic is [/UWSL][UWSL]doubled and it can fly for the duration of [/UWSL][UWSL]your next movement phase.[/UWSL]

[UWSL]Scarab Amulet:[/UWSL] [UWSL]Roll a dice each time this[/UWSL][UWSL] model suffers a wound or a mortal wound. [/UWSL][UWSL]On a roll of 5+ the wound is negated.[/UWSL]

[UWSL]Ancient Curse:[/UWSL] [UWSL]If this model is slain, the[/UWSL][UWSL] unit that inflicted the final wound upon [/UWSL][UWSL]him suffers D6 mortal wounds after all of [/UWSL][UWSL]its attacks have been made.[/UWSL]

[UWSL]Command Ability: [/UWSL][UWSL]And He Did Say ‘War’, and the World [/UWSL][UWSL]Did Tremble...:[/UWSL] [UWSL]If a Tomb King on [/UWSL][UWSL]Exalted Chariot uses this command ability, [/UWSL][UWSL]then in your next combat phase you can [/UWSL][UWSL]add 1 to hit rolls for[/UWSL] [UWSL]Tomb Kings[/UWSL] [UWSL]units [/UWSL][UWSL]in your army while they are within 18" of [/UWSL][UWSL]this model. If a[/UWSL] [UWSL]Desert Legions[/UWSL] [UWSL]unit is [/UWSL][UWSL]affected by this ability, you can also add 1 [/UWSL][UWSL]to their wound rolls in the combat phase.[/UWSL]

[UWSL]Keywords: [UWSL]DEATH, TOMB KINGS, EMBALMED, HERO, PRIEST, TOMB KING ON EXALTED CHARIOT[/UWSL][/UWSL]

[UWSL]the issues I see as /requiring/ fixing were:[/UWSL]
  • Rename back to Settra (blessed blade of Ptra, Crown of Nehekhara, etc)
  • Crown of the Desert Kingdoms needs to be re-written, command abilities are no longer restricted to just your general
  • Incantation of the Desert Wind - probably should be a prayer
  • And He Did Say 'War' - not really how command abilities are designed in 3rd edition, semi-redundant with all-out-attack
  • need to call out thundering hooves as mount attack
  • Should be a Warlord
Again, this is just basic fluff stuff restoring Tomb Kings character + rules that are literally broken or just don't fit with 3e design. Balance type issues (including 'this guy seems nowhere near tough enough for his points value') are for later on. The fluff stuff is easy, but there are two issues here without easy/automatic fixes, and those are the Crown of the Desert Kingdoms/Crown of Nehekhara and the command ability. here are my thoughts:


Crown of the Desert Kingdoms

This needs to just do something completely different, since command abilities aren't restricted to the general anymore. I've got a couple ideas here. The first, and by far the simplest, is to have the crown just add +1 command point in your hero phase. It's worth pointing out that Archaon has a similar ability, which is how games workshop updated a similar ability to the crown of Nehekhara that the Everchosen had back in first edition, so there's also precedent.

That said, the original Crown had a cool 'King of Kings' flavor to it that reflected Settra's backstory as a conqueror who defeated the rulers of other city states and incorporated them into his dominion - both in life and in unlife. If we wanted to keep that aspect of it then we might instead go with something that lets other mummy heroes copy certain core command abilities for free after Settra uses them

So here's the two options I'm currently looking at:

A) Crown of Nehekhara: If this model is on the battlefield, you gain an additional Command Point at the start of your hero phase.

B) Crown of Nehekhara: When this model issues the "At the Double", "All Out Attack", or "All Out Defense" stratagems, any other friendly embalmed heroes within 18" may immediately issue the same stratagem without spending additional command points. This is an exception to the rule that each command ability can only be used once per phase. Each use of the command ability must be received by a different friendly tomb kings unit.


[UWSL]And He Did Say ‘War’, and the World [/UWSL][UWSL]Did Tremble...[/UWSL]

large AoE buff command abilities used in the hero phase that last until your next hero phase are being phased out. In modern 3rd edition design, command abilities typically do something discrete, limited to a single target unit in a single phase. Also, there's already a command ability for +1 to hit.

Here I'm significantly more stumped. Particularly if we opt to go with the fluffier but more complicated option B for the Crown of Nehekhara, then Settra should be using generic command abilities to trigger the crown[UWSL]. Does he even need a command ability of his own? Maybe not then, but he definitely needs a signature command ability if we go with the much simpler option A crown, and I'm currently just drawing a blank.[/UWSL]

THEN AGAIN, where large aoe long duration command abilities currently still exist, they're on major faction leader warlords like Katakros, basically the spiritual successor for Settra, so maybe the original command ability is ok as is, particularly with an option A crown?

THEN AGAIN AGAIN, Katakros is 2e rules, and a 3e version of him might not have that command ability anymore. After all, they removed that kind of command ability from some other major faction warlords. Nagash and Archaon for instance both now have command abilities that affect a single a single unit for a single phase.

[UWSL]So, what to do? Does anyone have an idea for what an appropriate warscroll command ability might look like for Settra in 3rd edition?[/UWSL]

[UWSL]EDIT: ossiarch lieges, including Katakros, have a standard +1 attack command ability. If we steal that for Embalmed heroes here, including Settra, then that could also work with the Type B crown above. I'm going to go aheady and add that in for now:[/UWSL]

Settra the Imperishable (formerly Tomb King on Exalted Chariot)

MOVE: 10"
WOUNDS: 8
SAVE: 3+
BRAVERY: 10

MELEE WEAPONS
  • Blessed Blade of Ptra, Range 2", Attacks 4, To Hit 3+, To Wound 3+, Rend -2, Damage 3
  • Thundering Hooves, Range 1", Attacks 8, To Hit 4+, To Wound 5+, Rend -, Damage 1

DESCRIPTION

Settra the Imperishable is a single model. He is armed with the Blessed Blade of Ptra, wears the Crown of Nehekhara upon his head, and the Scarab Amulet upon his breast. He is mounted on an Exalted Chariot attacks with its skeletal steed's Thundering Hooves.

Warlord: Settra the Imperishable counts as a general in addition to the hero you choose to be your army's general.

ABILITIES

Crown of Nehekhara: When Settra the Imperishable issues a command ability to a DESERT LEGIONS unit, any other friendly EMBALMED HEROES wholly within 18" may immediately issue the same command ability without spending any additional command points, even though the same command ability has already been issued in that phase. Each use of the command ability must be received by a different eligible friendly DESERT LEGIONS unit.

Exalted Chariot: In the combat phase, if this model made a charge move in the same turn, add 2 to the Attacks characteristic of its Blessed Blade. In addition, double the Attacks characteristic of, and add 1 to wound rolls for, the Thundering Hooves.

Incantation of the Desert Wind: Incantation of the Desert Wind is a prayer with an Answer value of 2. If this prayer is answered, pick a DESERT LEGIONS unit wholly within 18". The chosen unit’s Move characteristic is doubled and it can fly in the following movement phase.

Scarab Amulet: This model has a 5+ ward against wounds and mortal wounds

Ancient Curse: If this model is slain, the unit that inflicted the final wound upon him suffers D6 mortal wounds after all of its attacks have been made.

COMMAND ABILITY

My Will Be Done: An EMBALMED HERO may issue this command ability at the start of any shooting or combat phase. It must be received by a friendly DESERT LEGIONS unit. Add +1 Attack to all of that unit's weapons until the end of the current phase.

KEYWORDS: DEATH, TOMB KINGS, EMBALMED, HERO, PRIEST, SETTRA THE IMPERISHABLE

[UWSL]I think this is maybe usable, if undertuned for Settra's current hefty points cost.[/UWSL]

EDIT: incantation of desert wind - only applies in following movement phase, not per rest of turn, per original warscroll

[UWSL]Thoughts?[/UWSL]
 
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Khalida's less involved than Settra, so not too much for a basic fix.

Current Warscroll:

Tomb Queen

Move 4", Wounds 5, Save 4+, Bravery 10
Missile Weapons
Venom Staff, Range 18", Attacks 1, to hit 2+, to wound 3+, rend -, damage d6
Melee Weapons
Venom Staff, Range 18", Attacks 1, to hit 2+, to wound 3+, rend -, damage d6

[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Tomb Queen is a single model. She is [/UWSL][UWSL]armed with a Venom Staff, a magical stave [/UWSL][UWSL]that writhes with a life of its own, spitting [/UWSL][UWSL]bolts of magical venom and striking out at [/UWSL][UWSL]foes with lightning speed in close combat.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]The Tomb Queen’s Curse:[/UWSL] [UWSL]If this model [/UWSL][UWSL]is slain, the unit that inflicted the final [/UWSL][UWSL]wound upon it suffers D3 mortal wounds [/UWSL][UWSL]after all of its attacks have been made.[/UWSL]

[UWSL]Supernatural Speed:[/UWSL] [UWSL]When an enemy unit[/UWSL][UWSL] within 3" of this model is picked to pile [/UWSL][UWSL]in and attack in the combat phase, if this [/UWSL][UWSL]model has not yet attacked this phase, you [/UWSL][UWSL]can immediately pile in and attack with it [/UWSL][UWSL]before that enemy unit does.[/UWSL]

[UWSL]COMMAND ABILITY[/UWSL]

[UWSL]Blessing of Accuracy:[/UWSL] [UWSL]If a Tomb Queen [/UWSL][UWSL]uses this command ability, add 1 to hit [/UWSL][UWSL]rolls made by friendly[/UWSL] [UWSL]Desert Legions [/UWSL][UWSL]units during your next shooting phase.[/UWSL]

[UWSL]Keywords: D[UWSL]EATH, TOMB KINGS, EMBALMED, HERO, TOMB QUEEN[/UWSL][/UWSL]

[UWSL]The problems I identified as needing fixing in this warscroll were:[/UWSL]
  • rename back to Khalida
  • Blessing of Accuracy: this isn't really how command abilities are designed in 3rd edition, somewhat redundant with all-out-attack
Again, aoe command abilities are less of a thing now. In this case, I'm pretty comfortable replacing Blessing of Accuracy with a +1 attacks on a single unit CA. Weaker, but in line with current design. That said, I'm not married to +1 attack specifically. Could instead be -1 rend, or poison (unmodified 6 to hit wounds automatically). I'm open to suggestions here, though I'm not really trying to hard at this stage since IMO this is a warscroll that's likely going to want more significant re-imagining later on.


High Queen Khalida

Move 4", Wounds 5, Save 4+, Bravery 10
Missile Weapons
Venom Staff, Range 18", Attacks 1, to hit 2+, to wound 3+, rend -, damage d6
Melee Weapons
Venom Staff, Range 18", Attacks 1, to hit 2+, to wound 3+, rend -, damage d6

[UWSL]DESCRIPTION[/UWSL]

High Queen Khalida[UWSL] is a single model. She is [/UWSL][UWSL]armed with the Venom Staff, a magical stave [/UWSL][UWSL]that writhes with a life of its own, spitting [/UWSL][UWSL]bolts of magical venom and striking out at [/UWSL][UWSL]foes with lightning speed in close combat.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]The Tomb Queen’s Curse:[/UWSL] [UWSL]If this model [/UWSL][UWSL]is slain, the unit that inflicted the final [/UWSL][UWSL]wound upon it suffers D3 mortal wounds [/UWSL][UWSL]after all of its attacks have been made.[/UWSL]

[UWSL]Supernatural Speed:[/UWSL] [UWSL]When an enemy unit[/UWSL][UWSL] within 3" of this model is picked to pile [/UWSL][UWSL]in and attack in the combat phase, if this [/UWSL][UWSL]model has not yet attacked this phase, you [/UWSL][UWSL]can immediately pile in and attack with it [/UWSL][UWSL]before that enemy unit does.[/UWSL]

[UWSL]COMMAND ABILITY[/UWSL]

[UWSL]Blessing of Asaph:[/UWSL] This command ability is used in the shooting phase, and must be received by a friendly DESERT LEGIONS unit. Add +1 attack to that unit's missile weapons for the remainder of this phase.

Keywords: D[UWSL]EATH, TOMB KINGS, EMBALMED, HERO, HIGH QUEEN KHALIDA[/UWSL]

[UWSL]IMO this warscroll fixes what doesn't work or is out of date about the current warscroll and should work as a place holder, but again I think Khalida is also a prime candidate for more heavy re-imagining when we get to STEP 2 in the plan above. IMO she should be a somewhat more impressive character, more personally dangerous, harder to kill, maybe a totem or warlord, maybe a priest as well, etc. IMO this warscroll works as a cheaper support hero for some archers, but doesn't really convey Khalida's character. She should be a worthy rival for Neferata.[/UWSL]

[UWSL]But again, that's concern for later, right now we're just fixing what's busted or blatantly outdated.[/UWSL]

[UWSL]EDIT: actually, you know what, this version doesn't really do much more or differently than a standard tomb king (see below). If we're planning on re-working her warscroll from scratch later, then for now we might as well treat her as just an alternate model for a Tomb King with two-handed weapon.[/UWSL]

[UWSL]DOUBLE EDIT: this unit was re-thought again in a later post[/UWSL]
 
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Tomb Kings next. Current warscroll:

Tomb King

Move 4", Wounds 6, Save 4+, Bravery 10
Melee Weapons
Dynastic Blade, Range 1", Attacks 4, to hit 3+, to wound 3+, rend -1, damage d3
Monarch's Great Blade, Range 1", Attacks 3, to hit 3+, to wound 3+, rend -2, damage 3

[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Tomb King is a single model. He can [/UWSL][UWSL]either be armed with a Dynastic Blade and [/UWSL][UWSL]carry a Royal Tomb Shield, or wield a two-[/UWSL][UWSL]handed Monarch’s Great Blade.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]The Tomb King’s Curse:[/UWSL] [UWSL]If a Tomb [/UWSL][UWSL]King is slain, the unit that inflicted [/UWSL][UWSL]the final wound upon him suffers D3 [/UWSL][UWSL]mortal wounds after all of its attacks have [/UWSL][UWSL]been made.[/UWSL]

[UWSL]Royal Tomb Shield:[/UWSL] [UWSL]You can re-roll failed [/UWSL][UWSL]save rolls for a Tomb King with a Royal [/UWSL][UWSL]Tomb Shield.[/UWSL]

[UWSL]COMMAND ABILITY[/UWSL]

My Will Be Done: An EMBALMED HERO may issue this command ability at the start of any shooting or combat phase. It must be received by a friendly DESERT LEGIONS unit. Add +1 Attack to all of that unit's weapons until the end of the current phase.

[UWSL]Keywords: [UWSL]DEATH, TOMB KINGS, EMBALMED, HERO, TOMB KING[/UWSL][/UWSL]

[UWSL][UWSL]The issues I identified with the current warscroll included:[/UWSL][/UWSL]
  • Royal Tomb Shield - back in 1e shields all had obnoxious individual rules, these days they're generally just better base save. (also save rerolls are discouraged in 3e)
  • My will be done - these kind of long duration, do a bunch of things command abilities aren't really used in 3rd edition
Royal shield is an easy fix, just improve the base save instead (note, not a +1 bonus to save, that doesn't gell with 3e's limit on stacking save bonuses).

My will be done I'm inclined to turn into a +1 attack in combat phase strat. Simple, effective, gells with the Ossiarch Liege's command ability which is arguably the cannon successor to a tomb king and thus reflects how the devs think they should work.

The question then is whether Tomb Kings should be for melee and Khalida for ranged, or whether tomb king's bonus should work for both melee and range, like it currently does, and like the ossiarch version does, particularly if we intend to rework khalida more or less completely down the line?

Actually, you know what, I think khalida can just be a tomb king with great weapon until we're ready to rework her properly.

In the mean time...

Tomb King

Move 4", Wounds 6, Save 4+, Bravery 10
Melee Weapons
Dynastic Blade, Range 1", Attacks 4, to hit 3+, to wound 3+, rend -1, damage d3
Monarch's Great Blade, Range 1", Attacks 3, to hit 3+, to wound 3+, rend -2, damage 3

[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Tomb King is a single model. He can [/UWSL][UWSL]either be armed with a Dynastic Blade and [/UWSL][UWSL]carry a Royal Tomb Shield, or wield a two-[/UWSL][UWSL]handed Monarch’s Great Blade.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]The Tomb King’s Curse:[/UWSL] [UWSL]If a Tomb [/UWSL][UWSL]King is slain, the unit that inflicted [/UWSL][UWSL]the final wound upon him suffers D3 [/UWSL][UWSL]mortal wounds after all of its attacks have [/UWSL][UWSL]been made.[/UWSL]

[UWSL]Royal Tomb Shield:[/UWSL] A Tomb King with a Royal Tomb Shield has an armor save of 3+ instead of 4+[UWSL].[/UWSL]

[UWSL]COMMAND ABILITY[/UWSL]

My Will Be Done: An EMBALMED HERO may issue this command ability at the start of any shooting or combat phase. It must be received by a friendly DESERT LEGIONS unit. Add +1 Attack to all of that unit's weapons until the end of the current phase.

[UWSL]Keywords: [UWSL]DEATH, TOMB KINGS, EMBALMED, HERO, TOMB KING[/UWSL][/UWSL]

[UWSL][UWSL]Also, if we make this version of My Will Be Done a standard command ability for Embalmed heroes, then it can be added to Settra and work for the Type B crown. I kind of like that, and will go back and add it.[/UWSL][/UWSL]
 
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NOTE: while working on the Tomb King I stumbled on the idea of giving all Embalmed Hero's the same +1 attack to desert legion unit command ability, which then works with the fluffier but more complicated crown of nehekhara option on settra in a way that I like. It renders the current khalida somewhat redundant, but honestly I'm planning on reworking her entirely later and until then she can just be an alternate Tomb King model.

I think I'll apply the same command ability to the chariot king and sphinx king as well - chariot king's current CA is also a questionable fit for 3e, and while sphinx king's CA does work and is very cool, I think we can find another place to bring the effect back elsewhere, maybe as a faction prayer
 
Discussion Sidebar: Summonable Keyword

Here's a quick topic for discussion - do we want to bring back the summonable keyword, for use with miscelaneous healing effects we might add later (prayers, artefacts, battle traits, tomb herald banner, etc)? If so, which units should be 'summonable'? I'm inclined to say skeleton legionnaires, skeleton horsemen, skeleton horse archers, tomb guard, and.... maybe that's it? should chariots be summonable? Just units with healing banners? Speaking of, should we keep those banners as they are, or have banners do something else and bring in recursion some other way? 5 wound per hero phase healing on chariots and necroknights (or 10 wounds with a nearby herald) was pretty oppressive....
 
Sidebar Discussion - Tomb Kings Reanimation

Should we bring back 'sensible' reanimation rules? The tomb kings banner healing rules can be a bit excessive in the case of Chariots and necropolis knights, especially with a herald nearby. We could go with the modern wording of reanimation rules used in other undead books: 'heal x wounds, or return up to x wounds worth of slain models to the unit' - then chariots and necroknights could heal d6 wounds, or return a slain model only if no models are currently slain AND they roll a 5+, but that seems kind of awkward and potentially pretty frustrating.

Should we bring back proper oldhammer fantasy style reanimation rules? They don't seem excessively complicated to me compared to other 3rd edition rules, but it would be a pretty significant design divergence from other modern battletomes when the point of the project is to update the tomb kings rules so they feel like they belong.

If you don't know what I'm talking about with old school reanimation, I'm talking about something like this:

Tomb Kings Reanimation: Some abilities in this battle tome 'Reanimate' a number of wounds to a Tomb Kings unit. When this happens, apply the Reanimate effect one wound at a time, as follows

  1. if there are any models in the unit with wounds currently allocated to them, then heal one of those wounds

  2. if there are no models in the unit with wounds allocated to them, then you may return one model to the unit that was slain earlier in the battle. Place the returned model within coherency of the existing models and more than 3" away from any enemy units that were not already within 3" of another model in the unit. Then immediately allocate a number of wounds to the restored model equal to it's wounds characteristic -1. These wounds may not be negated or redirected in any way.
Continue to apply the reanimation effect one wound at a time until the ability has no more wounds to reanimate or the unit has no more wounded models to heal or previously slain models to return.

For example a unit of Skeleton Chariots originally had three models. Previously in the battle one model in the unit has been slain, and another was suffered 2 wounds. If an ability 'Reanimates 4 wounds' to the unit, then you will first remove the 2 wounds allocated to the injured model one at a time, then return the slain model to the unit and allocate four wounds to that model (one less than its Wounds Characteristic of 5), then finally you will remove one of the wounds from the returned model. After the reanimation ability is complete, the Skeleton Chariot unit will now have 3 models, with 3 wounds allocated to the returned model.

We could then make all of the healing banners just 'reanimate' d6 wounds, and you wouldn't have the huge divergence in game effect between tomb guard bringing back an average of 2 wounds turn while necropolis knights restore an average of 5 per turn as with the current tomb king banners. You could also have other abilities (tomb herald banner, prayers & such) 'reanimate X wounds' without having to awkwardly spell out exactly how it works in each case, since the explanation would be up front in the battle traits.

...

Personally, I'm not sure. IMO could go either way on this.
 
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Tomb King on Royal Warsphinx

Move 6", Wounds 12, Save 4+, Bravery 10

MISSILE WEAPONS
  • Fiery Roar: Range 8", attacks 1, to hit 3+, to wound *, rend -1, damage d6
MELEE WEAPONS
  • Stone Claws and Teeth: range 1", attacks 6, to hit *, to wound 3+, rend -1, damage 1
  • Bladed Tail: range 3", attacks 3, to hit 4+, to wound 3+, rend -1, damage 1
  • venom-spike tail: range 3", attacks 1, to hit 3+, to wound 3+, rend -2, damage d3
  • Glaive of Kings: range 1", attacks *, to hit 3+, to wound 3+, rend -2, damage 3
DAMAGE TABLE
  • Wounds Suffered; Fiery Roar; Stone Claws and Teeth; Glaive of Kings
  • 0-2; 2+; 3+; 3
  • 3-4; 3+; 4+; 3
  • 5-7; 4+; 4+; 2
  • 8-9; 5+; 5+; 2
  • 10+; 6+; 5+; 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Tomb King on Royal Warsphinx is a single model. It[/UWSL][UWSL] consists of a Tomb King armed with a Glaive of Kings and mounted on a Royal Warsphinx, which attacks enemies with its Fiery Roar, Stone Claws and Teeth, and a choice of either a Bladed Tail or a Venom-spike Tail.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]Thundercrush Attack:[/UWSL][UWSL] [/UWSL][UWSL]After this model[/UWSL][UWSL] completes a charge move, pick one enemy[/UWSL][UWSL] unit that is within 1" of it and roll a dice.[/UWSL][UWSL] If the dice roll is less than or equal to the[/UWSL][UWSL] number of models in the chosen unit, that[/UWSL][UWSL] unit suffers D3 mortal wounds.[/UWSL]

[UWSL]The Tomb King’s Curse:[/UWSL][UWSL] [/UWSL][UWSL]If a Royal[/UWSL][UWSL] Warsphinx is slain, the unit that inflicted[/UWSL][UWSL] the final wound upon it suffers D3 mortal[/UWSL][UWSL] wounds after all of its attacks have[/UWSL][UWSL] been made.[/UWSL]

[UWSL]Sacred War Statue:[/UWSL][UWSL] [/UWSL][UWSL]Halve the Damage[/UWSL][UWSL] characteristic (rounding up) of weapons[/UWSL][UWSL] that target this model. In addition, [/UWSL][UWSL]halve the number of mortal wounds this [/UWSL][UWSL]model suffers from spells and abilities [/UWSL][UWSL](rounding up).[/UWSL]

[UWSL]COMMAND ABILITY[/UWSL]

[UWSL]Who Dares Disturb My Slumber?:[/UWSL][UWSL] [/UWSL][UWSL]If this[/UWSL][UWSL] model uses this ability, pick an enemy unit [/UWSL][UWSL]that is visible to it. Until your next hero [/UWSL][UWSL]phase, add 1 to all wound rolls for friendly [/UWSL][UWSL]Embalmed[/UWSL][UWSL] [/UWSL][UWSL]and[/UWSL][UWSL] [/UWSL][UWSL]Desert Legion[/UWSL][UWSL] [/UWSL][UWSL]units [/UWSL][UWSL]that target the chosen unit.[/UWSL]

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, EMBALMED, REANIMANT, MONSTER, HERO, ROYAL WARSPHINX[/UWSL][/UWSL]
[UWSL][UWSL][/UWSL][/UWSL]

[UWSL][UWSL]I identified the following problems with the above warscroll:[/UWSL][/UWSL]
  • Thundercrush attack - excessive overlap with the 'stomp' monstrous rampage, should probably be changed out or maybe just dropped
  • Who Dares Disturb - should probably be a combat phase command ability
  • for modern monster-riding hero design, the monsters attacks deteriorate with damage taken, but the riders dont.
Thundercrush is easy to just drop, and I'm already giving mummy heroes the same 'My Will Be Done' CA, so those are easy. Since we're dropping thundercrush anyway, I figure we could just make the glaive not degrade and call it even for now.

Tomb King on Royal Warsphinx

Move 6", Wounds 12, Save 4+, Bravery 10

MISSILE WEAPONS
  • Fiery Roar: Range 8", attacks 1, to hit 3+, to wound *, rend -1, damage d6
MELEE WEAPONS
  • Stone Claws and Teeth: range 1", attacks 6, to hit *, to wound 3+, rend -1, damage 1
  • Bladed Tail: range 3", attacks 3, to hit 4+, to wound 3+, rend -1, damage 1
  • venom-spike tail: range 3", attacks 1, to hit 3+, to wound 3+, rend -2, damage d3
  • Glaive of Kings: range 1", attacks 3, to hit 3+, to wound 3+, rend -2, damage 3
DAMAGE TABLE
  • Wounds Suffered; Fiery Roar; Stone Claws and Teeth
  • 0-2; 2+; 3+
  • 3-4; 3+; 4+
  • 5-7; 4+; 4+
  • 8-9; 5+; 5+
  • 10+; 6+; 5+
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Tomb King on Royal Warsphinx is a single model. It[/UWSL][UWSL] consists of a Tomb King armed with a Glaive of Kings and mounted on a Royal Warsphinx, which attacks enemies with its Fiery Roar, Stone Claws and Teeth, and a choice of either a Bladed Tail or a Venom-spike Tail.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]The Tomb King’s Curse:[/UWSL][UWSL] [/UWSL][UWSL]If a Royal[/UWSL][UWSL] Warsphinx is slain, the unit that inflicted[/UWSL][UWSL] the final wound upon it suffers D3 mortal[/UWSL][UWSL] wounds after all of its attacks have[/UWSL][UWSL] been made.[/UWSL]

[UWSL]Sacred War Statue:[/UWSL][UWSL] [/UWSL][UWSL]Halve the Damage[/UWSL][UWSL] characteristic (rounding up) of weapons[/UWSL][UWSL] that target this model. In addition, [/UWSL][UWSL]halve the number of mortal wounds this [/UWSL][UWSL]model suffers from spells and abilities [/UWSL][UWSL](rounding up).[/UWSL]

[UWSL]COMMAND ABILITY[/UWSL]

My Will Be Done: An EMBALMED HERO may issue this command ability at the start of any shooting or combat phase. It must be received by a friendly DESERT LEGIONS unit. Add +1 Attack to all of that unit's weapons until the end of the current phase.

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, EMBALMED, REANIMANT, MONSTER, HERO, ROYAL WARSPHINX[/UWSL][/UWSL]
[UWSL][UWSL][/UWSL][/UWSL]

[UWSL][UWSL]I think this works fine for now, though flat damage 3 feels like it might be a bit much. Might revisit that later.[/UWSL][/UWSL]
 
Scarab Prince

MOVE: 12"
WOUNDS: 5
SAVE: 5+
BRAVERY 10

MISSILE WEAPONS
  • Tide of Scuttling Scarabs: Range 10", Attacks 2d6, To Hit 3+, To Wound 5+, Rend -, Damage 1
MELEE WEAPONS
  • Cursed Dagger: Range 1", Attacks 5, To Hit 3+, To Wound 3+, Rend -, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Scarab Prince is a single model. He is[/UWSL][UWSL] armed with the Cursed Dagger, and can [/UWSL][UWSL]send forth a Tide of Scuttling Scarabs to [/UWSL][UWSL]engulf his enemies.[/UWSL]

[UWSL]FLY - [/UWSL][UWSL]A Scarab Prince can fly.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]Soul Reaper:[/UWSL] [UWSL]Add 1 to hit and wound rolls [/UWSL][UWSL]for this model’s Cursed Dagger if the target [/UWSL][UWSL]is a[/UWSL] [UWSL]Hero[/UWSL][UWSL].[/UWSL]

[UWSL]Scarab Prince:[/UWSL] [UWSL]This model heals one[/UWSL][UWSL] wound in each of your hero phases. If [/UWSL][UWSL]this model is slain, before it is removed[/UWSL][UWSL] it can immediately make a Tide of[/UWSL][UWSL] Scuttling Scarabs attack as if it were the[/UWSL][UWSL] shooting phase.[/UWSL]

[UWSL]Desert Revenant:[/UWSL] [UWSL]Instead of setting up[/UWSL][UWSL] this model on the battlefield, you can[/UWSL][UWSL] place it to one side and say that it is set up[/UWSL][UWSL] entombed beneath the sands. In any of[/UWSL][UWSL] your movement phases, you can set it up[/UWSL][UWSL] on the battlefield more than 9" from any[/UWSL][UWSL] enemy models. This counts as this model's[/UWSL][UWSL] move for that movement phase.[/UWSL]

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, HERO, EMBALMED, SCARAB PRINCE[/UWSL][/UWSL]

We may want to re-investigate this warscroll later to ask whether Apophas is playing in a way that is both fun and reflects his character, but for now this more or less works and just needs re-naming back to a special character, and a note that you can't just leave him in reserve all game long.


Prince Apophas

MOVE: 12"
WOUNDS: 5
SAVE: 5+
BRAVERY 10

MISSILE WEAPONS
  • Tide of Scuttling Scarabs: Range 10", Attacks 2d6, To Hit 3+, To Wound 5+, Rend -, Damage 1
MELEE WEAPONS
  • Cursed Dagger: Range 1", Attacks 5, To Hit 3+, To Wound 3+, Rend -, Damage 1
[UWSL]DESCRIPTION[/UWSL]

Prince Apophas[UWSL] is a single model. He is[/UWSL][UWSL] armed with the Cursed Dagger, and can [/UWSL][UWSL]send forth a Tide of Scuttling Scarabs to [/UWSL][UWSL]engulf his enemies.[/UWSL]

[UWSL]FLY - [/UWSL][UWSL]A Scarab Prince can fly.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]Soul Reaper:[/UWSL] [UWSL]Add 1 to hit and wound rolls [/UWSL][UWSL]for this model’s Cursed Dagger if the target [/UWSL][UWSL]is a[/UWSL] [UWSL]Hero[/UWSL][UWSL].[/UWSL]

[UWSL]Scarab Prince:[/UWSL] [UWSL]This model heals one[/UWSL][UWSL] wound in each of your hero phases. If [/UWSL][UWSL]this model is slain, before it is removed[/UWSL][UWSL] it can immediately make a Tide of[/UWSL][UWSL] Scuttling Scarabs attack as if it were the[/UWSL][UWSL] shooting phase.[/UWSL]

[UWSL]Desert Revenant:[/UWSL] [UWSL]Instead of setting up[/UWSL][UWSL] this model on the battlefield, you can[/UWSL][UWSL] place it in reserve and say that it is set up[/UWSL][UWSL] entombed beneath the sands. At the start o your Movement Phase[/UWSL][UWSL], you can set it up[/UWSL][UWSL] on the battlefield more than 9" from any[/UWSL][UWSL] enemy models. This counts as this model's[/UWSL][UWSL] move for that movement phase. If Prince Apophas is still in reserve at the end of your third movement phase, he is treated as slain.[/UWSL]

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, HERO, SCARAB PRINCE[/UWSL][/UWSL]

EDIT: removed the 'embalmed' keyword. Apophas isn't a mummy, he's a swarm of beetles. Also, if the 'every tomb king gets 'my will be done' idea sticks, that may get shuffled off into the faction traits, and I don't want apophas getting it since he's a loner, not really a commander.
 
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Liche Priest

MOVE: 4"
WOUNDS: 5
SAVE: 6+
BRAVERY: 10

MELEE WEAPONS
  • Mortuary Staff: Range 1", Attacks 1, To Hit 4+, To Wound 3+, Rend -1, Damage d3
  • Thundering Hooves: Range 1", Attacks 2, To Hit 4+, To Wound 5+, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Liche Priest is a single model. He is[/UWSL][UWSL] armed with a Mortuary Staff.[/UWSL]

[UWSL]SKELETAL STEED[/UWSL]

[UWSL]A Liche Priest can ride a skeletal steed. If[/UWSL][UWSL] he does so, his Move is increased to 12" and[/UWSL][UWSL] he gains the Thundering Hooves attack.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]Hierophant’s Scrolls:[/UWSL] [UWSL]Once per game,[/UWSL][UWSL] when a Liche Priest attempts to unbind a[/UWSL][UWSL] spell, he can read from his ancient scrolls;[/UWSL][UWSL] if he does, that unbinding attempt is[/UWSL][UWSL] automatically successful.[/UWSL]

[UWSL]MAGIC[/UWSL]

[UWSL]A Liche Priest is a wizard. He can attempt[/UWSL][UWSL] to cast one spell in each of your hero[/UWSL][UWSL] phases, and attempt to unbind one spell[/UWSL][UWSL] in each enemy hero phase. He knows the[/UWSL][UWSL] Arcane Bolt, Mystic Shield and Righteous[/UWSL][UWSL] Smiting spells.[/UWSL]

[UWSL]RIGHTEOUS SMITING[/UWSL]
[UWSL]Righteous Smiting has a casting value[/UWSL][UWSL] of 5. If successfully cast, pick a[/UWSL] [UWSL]Desert[/UWSL][UWSL] Legions[/UWSL] [UWSL]or[/UWSL] [UWSL]Reanimant[/UWSL] [UWSL]unit within 18".[/UWSL][UWSL] Until your next hero phase, all models in[/UWSL][UWSL] the unit are imbued with magical power;[/UWSL][UWSL] each time you roll a hit roll of 6+ for a[/UWSL][UWSL] model in this unit, make one additional[/UWSL][UWSL] hit roll for the same weapon at the[/UWSL][UWSL] same target[/UWSL]

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, MORTUARY PRIESTHOOD, HERO, WIZARD, PRIEST, LICHE PRIEST[/UWSL][/UWSL]

[UWSL][UWSL]Issues:[/UWSL][/UWSL]
  • [UWSL][UWSL]Mounted Heroes are separate warscrolls now[/UWSL][/UWSL]
  • [UWSL][UWSL]Heirophants Scrolls feels more like an artefact ability[/UWSL][/UWSL]
  • [UWSL][UWSL]Liche Priests should be Priests, not Wizards, now that Priests have their own distinct subsystem[/UWSL][/UWSL]
  • [UWSL][UWSL]but making Liche Priests not wizards would cause a lot of problems for the army not being able to counter enemy magic at all[/UWSL][/UWSL]
  • [UWSL][UWSL]righteous smiting should be a prayer[/UWSL][/UWSL]
  • [UWSL][UWSL]righteous smiting should require unmodified 6+[/UWSL][/UWSL]
  • [UWSL][UWSL]exploding 6s from righteous smiting shouldn't explode further[/UWSL][/UWSL]
[UWSL][UWSL]so, drop the wizard keyword, make righteous smiting a prayer, dump heirophant scrolls, and replace that with an ability that allows the Liche Priest to unbind spells as though they were still a wizard.[/UWSL][/UWSL]

Liche Priest

MOVE: 4"
WOUNDS: 5
SAVE: 6+
BRAVERY: 10

MELEE WEAPONS
  • Mortuary Staff: Range 1", Attacks 1, To Hit 4+, To Wound 3+, Rend -1, Damage d3
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Liche Priest is a single model. It is[/UWSL][UWSL] armed with a Mortuary Staff.[/UWSL]

[UWSL]ABILITIES[/UWSL]

Mortuary Priesthood: each MORTUARY CULT PRIEST that is not a WIZARD may attempt to unbind one spell cast in each enemy Hero Phase, as though they were a WIZARD.

[UWSL]Righteous Smiting: [/UWSL][UWSL]Righteous Smiting is a prayer with an answer value of 3+. If answered, [/UWSL][UWSL]choose one[/UWSL] [UWSL]Desert[/UWSL][UWSL] Legions[/UWSL] [UWSL]or[/UWSL] [UWSL]Reanimant[/UWSL] [UWSL]unit wholly within 18".[/UWSL][UWSL] Until your next hero phase, all models in[/UWSL][UWSL] the chosen unit are imbued with divine power;[/UWSL][UWSL] each time you roll an unmodified To Hit roll of 6 for an attack made by a model in the unit, make [/UWSL][UWSL]one additional[/UWSL][UWSL] To Hit roll for the same weapon at the[/UWSL][UWSL] same target. These additional attacks to not generate more additional attacks on further To Hit rolls of 6.[/UWSL]

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, MORTUARY CULT, HERO, PRIEST, LICHE PRIEST[/UWSL][/UWSL]

Liche Priest on Skeletal Steed

MOVE: 12"
WOUNDS: 6
SAVE: 6+
BRAVERY: 10

MELEE WEAPONS
  • Mortuary Staff: Range 1", Attacks 1, To Hit 4+, To Wound 3+, Rend -1, Damage d3
  • Thundering Hooves: Range 1", Attacks 2, To Hit 4+, To Wound 5+, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Liche Priest on Skeletal Steed is a single model. It is[/UWSL][UWSL] armed with a Mortuary Staff, and is mounted on a Skeletal Steed which attacks with its Thundering Hooves.[/UWSL]

[UWSL]ABILITIES[/UWSL]

Mortuary Priesthood: each MORTUARY CULT PRIEST that is not a WIZARD may attempt to unbind one spell cast in each enemy Hero Phase, as though they were a WIZARD.

[UWSL]Righteous Smiting: [/UWSL][UWSL]Righteous Smiting is a prayer with an answer value of 3+. If answered, [/UWSL][UWSL]choose one[/UWSL] [UWSL]Desert[/UWSL][UWSL] Legions[/UWSL] [UWSL]or[/UWSL] [UWSL]Reanimant[/UWSL] [UWSL]unit wholly within 18".[/UWSL][UWSL] Until your next hero phase, all models in[/UWSL][UWSL] the chosen unit are imbued with divine power;[/UWSL][UWSL] each time you roll an unmodified To Hit roll of 6 for an attack made by a model in the unit, make [/UWSL][UWSL]one additional[/UWSL][UWSL] To Hit roll for the same weapon at the[/UWSL][UWSL] same target. These additional attacks to not generate more additional attacks on further To Hit rolls of 6.[/UWSL]

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, MORTUARY CULT, HERO, PRIEST, LICHE PRIEST[/UWSL][/UWSL]
 
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Casket of Souls

MOVE: 2"
WOUNDS: 8
SAVE: 4+
BRAVERY: 10

MELEE WEAPONS
  • Mortuary Glaive: Range 1", Attacks 1, To Hit 4+, To Wound 3+, Rend -1, Damage D3
  • Double-Handed Swords: Range 1", Attacks 4, To Hit 4+, To Wound 3+, Rend -1, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Casket of Souls is attended by the Keeper [/UWSL][UWSL]of the Casket and 2 Casket Guards. The [/UWSL][UWSL]Keeper can unleash the tortured souls [/UWSL][UWSL]contained within the Casket, sending them [/UWSL][UWSL]across the battlefield to vent their fury. The [/UWSL][UWSL]Keeper is armed with a Mortuary [/UWSL][UWSL]Glaive, and the Casket Guards with [/UWSL][UWSL]Double-handed Swords.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]Covenant of Power:[/UWSL][UWSL] [/UWSL][UWSL]While a[/UWSL][UWSL] [/UWSL][UWSL]Liche [/UWSL][UWSL]Priest[/UWSL][UWSL] [/UWSL][UWSL]from your army is within 18" of [/UWSL][UWSL]this model, add 1 to their casting rolls.[/UWSL]

[UWSL]Casket:[/UWSL][UWSL] [/UWSL][UWSL]This model cannot make charge [/UWSL][UWSL]moves. However, you can add 1 to all save[/UWSL][UWSL] rolls for this model in the shooting phase.[/UWSL]

[UWSL]Keeper’s Scrolls:[/UWSL][UWSL] [/UWSL][UWSL]The Keeper can attempt[/UWSL][UWSL] to unbind one spell in the enemy hero [/UWSL][UWSL]phase as if he were a wizard.[/UWSL]

[UWSL]Unleashed Souls:[/UWSL][UWSL] [/UWSL][UWSL]In your hero phase you[/UWSL][UWSL] can declare that the Keeper of the Casket [/UWSL][UWSL]will unleash the tortured souls of the[/UWSL][UWSL] damned. If you do so, pick a visible enemy [/UWSL][UWSL]unit within 20" and roll a dice. On a 3+ [/UWSL][UWSL]that unit suffers D3 mortal wounds (if its [/UWSL][UWSL]Bravery is 4 or less it suffers D6 mortal [/UWSL][UWSL]wounds instead). Then roll a dice for each [/UWSL][UWSL]other enemy unit within 6" of the first [/UWSL][UWSL]unit. On a 5+ that unit is also attacked by [/UWSL][UWSL]the vengeful souls, and suffers D3 mortal [/UWSL][UWSL]wounds (if its Bravery is 4 or less it suffers [/UWSL][UWSL]D6 mortal wounds instead).[/UWSL]

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, MORTUARY PRIESTHOOD, HERO, PRIEST, CASKET OF SOULS[/UWSL][/UWSL]
[UWSL][UWSL][/UWSL][/UWSL]

The issues I had were as follows:
  • the guard attacks should be called out as companions
  • Casket of Souls should buff prayer rolls, not spells, since we're making liche priests Priests and not Wizards
  • rename keepers souls consistant with similar liche priest ability
  • probably make unleash souls a prayer?
  • the casket rule is a bit awkward with 3e save bonuses, and imo falls under the same category as goofy old shield rules. I'ma just make the unit's save better.
Honestly, I think the Casket is another Warscroll unit that might benefit from a complete re-write. Personally, I miss when Unleash Souls could affect any enemy unit that could draw line of sight to it. Also, the Casket might work better overall as a piece of Faction Terrain? It's such an iconic model, encouraging every Tomb Kings player who has one to field it seems like a good idea to me.

We could even tie it to whatever fluff we come up with for why Tomb Kings are still kicking around in the Mortal Realms. Like, maybe each casket contains a measure of Old World sand from Ancient Nehekhara that somehow survived the End Times, and that sand provides an anchor that preserves Nagash's ancient curse, preventing the Tomb Kings from from moving on, acting as an anchor to keep their souls intact and maintain their physical form, thus why every Tomb Kings army carries a Casket around with them?

Eh, it's way too early to get into that kind of stuff. For now, we just want a working version of the existing Warscroll, so:

Casket of Souls

MOVE: 2"
WOUNDS: 8
SAVE: 3+
BRAVERY: 10

MELEE WEAPONS
  • Mortuary Glaive: Range 1", Attacks 1, To Hit 4+, To Wound 3+, Rend -1, Damage D3
  • Double-Handed Swords: Range 1", Attacks 4, To Hit 4+, To Wound 3+, Rend -1, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Casket of Souls is a Single Model attended by a Keeper [/UWSL][UWSL]of the Casket and 2 Casket Guards. The [/UWSL][UWSL]Keeper can unleash the tortured souls [/UWSL][UWSL]contained within the Casket, sending them [/UWSL][UWSL]across the battlefield to vent their fury. The [/UWSL][UWSL]Keeper is armed with a Mortuary [/UWSL][UWSL]Glaive, and the Casket Guards are armed with [/UWSL][UWSL]Double-handed Swords.[/UWSL]

[UWSL]Companions: the Casket Guards are treated in the manner way as a mount.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]Covenant of Power:[/UWSL][UWSL] [/UWSL][UWSL]While a[/UWSL][UWSL] friendly [/UWSL]MORTUARY CULT PRIEST[UWSL] [/UWSL][UWSL]is wholly within 18" of [/UWSL]one or more [UWSL]models with this ability, add 1 to their chanting rolls. This bonus applies to the Casket of Souls itself.[/UWSL]

Mortuary Priesthood: each MORTUARY CULT PRIEST that is not a WIZARD may attempt to unbind one spell cast in each enemy Hero Phase, as though they were a WIZARD.

[UWSL]Unleashed Souls:[/UWSL][UWSL] [/UWSL][UWSL]Unleash Souls is a prayer with an answer value of 4+. If answered, choose[/UWSL][UWSL] a visible enemy [/UWSL][UWSL]unit within 20". T[/UWSL][UWSL]hat unit suffers D3 mortal wounds (if its [/UWSL][UWSL]Bravery is 4 or less it suffers D6 mortal [/UWSL][UWSL]wounds instead). Then roll a dice for each [/UWSL][UWSL]other enemy unit within 6" of the first [/UWSL][UWSL]unit. On a 5+ that unit is also attacked by [/UWSL][UWSL]the vengeful souls, and suffers D3 mortal [/UWSL][UWSL]wounds (if its Bravery is 4 or less it suffers [/UWSL][UWSL]D6 mortal wounds instead).[/UWSL]

[UWSL]KEYWORDS: [UWSL]DEATH, TOMB KINGS, MORTUARY CULT, HERO, PRIEST, CASKET OF SOULS[/UWSL][/UWSL]
[UWSL][UWSL][/UWSL][/UWSL]

[UWSL][UWSL]Good enough for now.[/UWSL][/UWSL]
 
Tomb Herald

MOVE: 4"
WOUNDS: 5
SAVE 4+
BRAVERY 10

MELEE WEAPONS
  • Ancient Blade: Range 1", Attacks 4, To Hit 3+, To Wound 3+, Rend -1, Damage 1
  • Thundering Hooves: Range 1", Attacks 2, To Hit 4+, To Wound 5+, Rend -, Damage 1
[UWSL]DESCRIPTION[/UWSL]

[UWSL]A Tomb Herald is a single model. He is [/UWSL][UWSL]armed with an Ancient Blade, and carries a [/UWSL][UWSL]Standard of the Undying Legion.[/UWSL]

[UWSL]SKELETAL STEED[/UWSL]

[UWSL]A Herald can ride a skeletal steed. If[/UWSL][UWSL] he does so, his Move is increased to[/UWSL][UWSL] 12" and his steed can attack with its[/UWSL][UWSL] Thundering Hooves.[/UWSL]

[UWSL]ABILITIES[/UWSL]

[UWSL]Sworn Bodyguard:[/UWSL] [UWSL]If a friendly[/UWSL][UWSL] Embalmed[/UWSL] [UWSL]model from your army is[/UWSL][UWSL] allocated a wound or mortal wound while[/UWSL][UWSL] within 3" of this model, the Tomb Herald[/UWSL][UWSL] can leap in front of the attack. Roll a dice[/UWSL][UWSL] for each wound or mortal wound. On a 2+[/UWSL][UWSL] that wound or[/UWSL] [UWSL]mortal wound is allocated[/UWSL][UWSL] to the Tomb Herald instead.[/UWSL]

[UWSL]Standard of the Undying Legion:[/UWSL] [UWSL]In[/UWSL][UWSL] your hero phase, a Tomb Herald can plant[/UWSL][UWSL] his standard and cause fallen warriors to[/UWSL][UWSL] return to the fight once more. If he does[/UWSL][UWSL] so, you may not move the Tomb Herald[/UWSL][UWSL] until your next hero phase, but you can[/UWSL][UWSL] immediately return 1 slain model to each[/UWSL][UWSL] friendly[/UWSL] [UWSL]Desert Legions[/UWSL] [UWSL]unit within 24".[/UWSL]

KEYWORDS: [UWSL]DEATH, TOMB KINGS, SKELETON, DESERT LEGIONS, HERO, TOTEM, TOMB HERALD[/UWSL]

Issues
  • Mounted and non-mounted versions of the same hero unit generally get separate warscrolls now
  • kind of busy between bodyguarding and bannering
  • static banner also feels weird
  • also is this still how we want to handle tomb kings reanimation? With two units of necroknights and two units of chariots this guy could be bringing back 20 wounds worth of models on his own each hero phase, to say nothing of those units own reanimation banners, or how any of that interacts with nagash. Do we maybe want to rething how reanimation works altogether?
I'm a bit at a loss with this guy. The Tomb Herald could be left almost as is, apart from separating out the mounted and non-mounted versions, and according to my plan in the first post that's all I should be doing for now in that case.

However, I feel like maybe it might be better to consider the Tomb Kings Reanimation Sidebar post above and get some feedback on it before reconsidering this guy. Massively regenerating Necroknights each turn was cool and all back in the day, but it was also the same sort of feelsbads that as what led to the deliberate toning down of the Endless Legions rule in the Soulbight Gravelords book. If we switch to classic style reanimation, then the banner could just reanimate a single wound to all units in range, still helpful if you cluster up, but no longer literally 5 times as effective on chariots or necroknights as on skeletons or tomb guard.

EDIT: NO! STICK TO THE PLAN! WORKING VERSION FIRST, ACCORDING WITH MODERN DESIGN! For now just use the annoying 'heal x wounds or restore up to x wounds worth of slain models' bit that I hate but GW seems to love so much.

EDIT TOO ELECTRIC BOOGALOO: I don't like this banner, it's awkward. I'm replacing it with something entirely different - some sort of healing banner similar to the original can be re-introduced as a once-per-game artefact later on.

Tomb Herald

MOVE: 4"
WOUNDS: 5
SAVE 4+
BRAVERY 10

MELEE WEAPONS
  • Ancient Blade: Range 1", Attacks 4, To Hit 3+, To Wound 3+, Rend -1, Damage 1
  • Thundering Hooves: Range 1", Attacks 2, To Hit 4+, To Wound 5+, Rend -, Damage 1
DESCRIPTION

A Tomb Herald is a single model. He is armed with an Ancient Blade, and carries a Standard of the Desert Legions

ABILITIES

Sworn Bodyguard: Before you allocate a wound or mortal wound to a friendly EMBALMED HERO, if any friendly units with this ability are within 3" of that hero, you may choose to roll a dice for this ability instead of making any Ward roll that might otherwise be allowed to negate the wound or mortal wound. On a 2+, the wound or mortal wound is allocated to a friendly unit with this ability instead of that hero, and cannot be negated.

Standard of the Desert Legions: When this hero issues the Inspiring Presence command ability, you can choose for it to be received by every Desert Legions unit in range, instead of choosing a single unit to receive the ability as normal.

KEYWORDS: DEATH, TOMB KINGS, SKELETON, DESERT LEGIONS, HERO, TOTEM, TOMB HERALD

Tomb Herald on Skeletal Steed

MOVE: 12"
WOUNDS: 6
SAVE 4+
BRAVERY 10

MELEE WEAPONS
  • Ancient Blade: Range 1", Attacks 4, To Hit 3+, To Wound 3+, Rend -1, Damage 1
  • Thundering Hooves: Range 1", Attacks 2, To Hit 4+, To Wound 5+, Rend -, Damage 1
DESCRIPTION

A Tomb Herald on Skeletal Steed is a single model. It is armed with an Ancient Blade and carries a Standard of the Desert Legions. The Tomb Herald is mounted on a skeletal steed which attacks with its Thundering Hooves.

ABILITIES

Sworn Bodyguard: Before you allocate a wound or mortal wound to a friendly EMBALMED HERO, if any friendly units with this ability are within 3" of that hero, you may choose to roll a dice for this ability instead of making any Ward roll that might otherwise be allowed to negate the wound or mortal wound. On a 2+, the wound or mortal wound is allocated to a friendly unit with this ability instead of that hero, and cannot be negated.

Standard of the Desert Legions: When this hero issues the Inspiring Presence command ability, you can choose for it to be received by every Desert Legions unit in range, instead of choosing a single unit to receive the ability as normal.

KEYWORDS: DEATH, TOMB KINGS, SKELETON, DESERT LEGIONS, HERO, TOTEM, TOMB HERALD

completely different standard, will maybe bring back healing standard as an artefact later.
 
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That's all the heroes done for step one. Again, some may want more significant re-works down the line, and we'll need entirely new warscrolls for the remaining special characters. But what's here should be compatible with 3e rules and basic design principles.

Hopefully I'll have time to get through the battleline tomorrow. Again, any feedback greatly appreciated.
 
One thing I would suggest already now is that we make it so the army has no spells, only prayers and abilities. That is one really essential thing in the Lore that has been in the army ever since they first came out, and the fact that they get their magic from scrolls and chants are such an iconic element to me. I was not a fan of how they did magic for them in 8th.
I 100% agree. This would really make the army fresh. And I feel that we don't get enough Priests in AoS across the board. It's really disappointing Nagash lost his Priest keyword. He's OP anyway might as well make him a Priest and Wizard GW. But, I agree that for this project removing Wizard from everyone is good. The nice thing about Nagash is that he's now taken with a faction but doesn't get their alliegance abilities, so it would be fairly simple to have him be the only Wizard since he's written as sort of an outsider anyway. Or you could just not include him at all, Settra would probably prefer that. As for Arkhan having him be the only Wizard isn't that strange given that in games like Total War Warhammer he has bizarre Vampire Counts abilities totally against the rest of the Tomb Kings. He again is an outsider.
 
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The main reason why nagash & arkhan are awkward if we go all priests no wizard is that with their multiple casts they kind of depend of faction spell access for functionality, and there won't be any faction spells if there aren't any faction wizards.

BUT, I agree TK using priests instead of wizards is cool and thematic, so we're absolutely going with that, it's already incorporated into the updated liche priest and casket of souls above. We'll figure out how to make it work w/ nagash & arkhan later, I do think they should be options here but they're definitely not the focus.
 
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