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The Sun King

Moderator
Staff member
True Blood
Aug 22, 2012
5,054
Copenhagen
I think that's everything except the necrotect and the main statue units - sphinxes, ushabti, and bone giants, who I'm still considering revisions too.

The current revised scrolls are aggregated in this post: LINK

Oppenheimer Grave Tacticus The Sun King & anyone else - Any thoughts so far? In particular:

1) does the implementation of liche priests and casket of souls as "priests that can unbind like a wizard" work?

2) does 'my will be done' as a standard command ability for tomb kings of all stripes work?

3) does this version of Settra work - particularly the Crown of Nehekhara?

4) does this version of Khalida work? She's one of the most heavily revised of the existing warscrolls, basically rewritten from scratch in an exception to the stated goals of the project at this stage. Am I overstepping? Setting aside points cost (she'd obviously need to come up), am I overtuning her?

5) does this version of the skeleton legionnaires work? they're the second most heavily rewritten. Considering that chariots and horsemen are battleline, that khalida makes archers battleline, and that there will probably be options to make warphinxes and tomb guard battleline, would you ever see yourself fielding this version of legionnaires as they are? If not, what do you think they need? Keep in mind that, as the most basic of basic battleline infantry, their warscroll absolutely needs to be as simple as possible, especially considering they already have the pretty significant healing banner. Like, we're talking at most maybe one additional special rule, which shouldn't be at all complicated, and unlike the previous version should not be based on how many models are in the unit. Should we maybe also consider upping their unit size to 20?

6) Are the revised banners on the chariots and necroknights an excessive or unwarranted nerf? I know bringing back a whole 5 wound model every turn was cool, but to me it felt a bit overtuned back in the day, and resurrection rules in general have been toned down in 3rd. Keeping in mind that points can be adjusted if necessary, am I overstepping? Do the warscrolls still seem fun to use?

7) Is the revised banner on the herald acceptable? Again, am I overstepping, changing something that didn't need to be changed in a way that conflicts with the spirit of the first phase of this project? Or are my instincts right that the original version was maybe too much, particularly alongside chariots and necroknights, and that this is a better fit for the overall faction design of 3rd edition?

8) while it isn't something I'll be implementing in Phase 1 either way, what do you think of my proposal to make carrion, tomb swarms, and prince apophas into Invocations (the prayer version of endless spells), instead of regular units? Am I right that there are too many redundant deep striking harassers in the first place?

9) What about the idea of remaking the casket of souls as faction terrain? Again, it's not something that would be implemented in phase 1, but it's such an iconic model, I like the idea of every tomb king army getting to run it for free and not having to ask if its rules are worth the points or not. The down side of making it into terrain is that you'd need to significantly scale down its effects.
1. Yes I think so.
2. Yes, but it is a bit repetitive. Given that this is only phase one I think it is fine. However, I can feel that I'm already thinking of phase 2 personally as that is what I'm excited about 🙈.
3. I have no strong opinions on Settra.
4. I like your revamp of Khalida.
5. Skeleton Legionaires will always have a place in the faction if for no other reason then being dirt cheap battleline. I would prefer however that they had the +1 attack if they didn't charge as the +1 to save doesnt make them much more survivable. And the idea that these slow methodical dead legions fight better when they get charges is cool fluff and an interesting mechanic.
6. I think it is too early to start doing balance like that. Keep the original banners and lets tone them down when the rest is done if they look to good. However, I also thinknwe should be wary of toning good things down as we will end up with a boring book if we do that.
7. Haven't read it.
8. I don't think we should start "removing" units from an already limited model range. However, I like the idea that this army has some unique Invocations as part of their faction rules. I agree that all of them being deep strikers are a bit redundant but let us address that in the next phase.
9. I like that idea a lot!
 

Oppenheimer

Varghulf
May 26, 2013
764
I like what you've done!

For Khalida I would agree that multiple attacks with the change of doing mortal wounds on 6s is more in line with what normally happens. You could make it so she does D3 damage and does her damage characteristics worth of mortal wounds. But, no one really gets only 1 attack anymore, even squishy wizards.

For Settra I might change the crown to be that if he does a command ability roll a die on a 3+ it does not use a command point or something. That would essentially give more on his arm the ability to do commands by not using up points when he does them but is terminology that already exists.
 

kogiman

Zombie
Aug 6, 2022
3
2) It works well, I think it is good as is.

6) It is okay, but maybe returning a 5 wound unit is a bit strong
 

Sception

Master Necromancer
True Blood
Sep 23, 2009
2,841
Those are all valid enough points, keep the units as they are.

Your talk about Khalida gave me an idea though! Tomb Guards should definitely have the Spirit Hosts bodyguard ability!

By the way, Tyler Mengel actually posted on this forum some while back. Don’t think he is currently around though.

A bodyguard option would certainly be nice to have. Traditionally though that's something the tomb herald does. In the Legends rules though the tomb herald isn't a very good bodyguard due to not really being much cheaper per wound than the heroes he'd be guarding for, which is down to his big dramatic banner effect - an effect that requires him to sit still which means either the character he's guarding also has to sit still or he isn't even doing that at all. While a herald can be both things - a bodyguard and a battle standard - he can't do both things well, and really should pick one thing to be his primary gimmick. Something we'll need to discuss I guess.

regardless, tomb guard are questionable bodyguards due to being pretty elite, and are already doing an awful lot, imo they'd need to strip out much of their current stuff to make room for that. I don't know. what are saurus temple guard looking like these days? something to consider down the line.

1. Yes I think so.
2. Yes, but it is a bit repetitive. Given that this is only phase one I think it is fine. However, I can feel that I'm already thinking of phase 2 personally as that is what I'm excited about 🙈.
3. I have no strong opinions on Settra.
4. I like your revamp of Khalida.
5. Skeleton Legionaires will always have a place in the faction if for no other reason then being dirt cheap battleline. I would prefer however that they had the +1 attack if they didn't charge as the +1 to save doesnt make them much more survivable. And the idea that these slow methodical dead legions fight better when they get charges is cool fluff and an interesting mechanic.
6. I think it is too early to start doing balance like that. Keep the original banners and lets tone them down when the rest is done if they look to good. However, I also thinknwe should be wary of toning good things down as we will end up with a boring book if we do that.
7. Haven't read it.
8. I don't think we should start "removing" units from an already limited model range. However, I like the idea that this army has some unique Invocations as part of their faction rules. I agree that all of them being deep strikers are a bit redundant but let us address that in the next phase.
9. I like that idea a lot!

2 - phase 2 is more exciting, but also has a lot more going against it. It's less likely to come together in the first place due to being more difficult, and to it being harder to get people to agree on an idea once we're making them up whole cloth rather than updating what's there. Even if we do get a single vision together, the more we stray from 'official' games workshop rules the less likely others are to be interested in playing with or against them. I'm also excited for phase 2, I have some ideas that I think will work really well (including making some units invocations, & the casket faction terrain), but that don't fit into the scope of phase 1, but for now I think the focus really has to be getting something together that looks and feels like the legends rules, just playable in the modern game.

4 - including the way I handled here attacks? I thought that was pretty cool, but it seems to be getting a lot of pushback. If I'm just wrong I'm just wrong. :p

5 - I'm pretty convinced on switching to +1 attack instead of save. It seems to be a much more typical battleline infantry thing.

6 - Ah! My own first principles, thrown back in my face! You are quite right of course. I will revert the unit banners for now, BUT they will be under strict scrutiny, and I don't think we need to wait for phase 2 if the current versions prove problematic, as imo 'heal x wounds or restore up to x wounds worth of models' is already just updating how this sort of design works to 3e.

8/9 - The Tomb Kings model range isn't actually very limited at all by AoS standards, even if we 'remove' 4 units to make them into invocations/endless spells and terrain. I think there are a bit too many deep striking harasser units as is (Apophas, Scorpion, Stalkers, Carrion, Tomb Swarms), and imo they're likely to get in each others way competing for the same points and role in your army. Making some of them invocations could make players more likely to run them - together or otherwise - thus adding to the army's effective range. Again, though, this is very much a phase 2 thing.

I like what you've done!

For Khalida I would agree that multiple attacks with the change of doing mortal wounds on 6s is more in line with what normally happens. You could make it so she does D3 damage and does her damage characteristics worth of mortal wounds. But, no one really gets only 1 attack anymore, even squishy wizards.

OK, I'm going to try one more time to defend the current version of Khalida.

a) she's a special character, she's allowed to be special

b) It doesn't make any sense to me to have a strike last poison that takes effect even if she doens't injure the target

c) dealing D3 mortals on a 2+ instead of attacking normally never does 'too much' damage for Khalida's character concept, but also is very unlikely, though still possible to fail altogether. This is highly desireable! We want big bad enemy characters to be afraid of engaging khalida for fear of the strike last effect, but if they're forced to, I don't think it should be a sure thing.

d) If we give her a regular number of attacks, then she can't do mortals+strike last on every hit or she starts doing damage way above her character concept

e) if we instead give her a more normal profile and trigger strike last on actually doing damage then the chance of triggering the ability at all goes way way down *especially* on strong enemies who tend to have good saves and wards and other defensive abilities like hit or wound penalties.

f) if we instead give her mortals and trigger the ability on 6s to wound, or even to hit, then we avoid the issue of enemy hero defenses, but the chance of triggering the ability at all is still way, way down across the board. Even if we give her 5 attacks (rend and damage of which would need to be pretty low to not overtune her damage output), and 5 feels like a lot for a mummy but maybe not too much for khalida specifically, but yeah even with 5 attacks there's still a 40% chance of rolling exactly zero sixes to hit, to say nothing if we make it a 6 to wound like most other 'on a six' mortal effects. If I'm playing opposite khalida that's somewhat concerning, but maybe not the fear I was looking for her to inspire.

g) but again, and maybe I'm wrong here, but I don't think the ability should be automatic just for /targeting/ an enemy. I think there needs to be at least /some/ chance for it to fail, which again is preserved if we're looking at a single 2+ roll.

h) we could divorce the ability from her attacks altogether, but that feels less cool to me

i) I kind of like her ranged and melee being the same since it's the same weapon, but that's a minor issue easily set aside since the ranged attack is the serpent staff spitting poison and the melee attack is it biting people.


So there, that's my big push for Neferata as she is in the current draft. THAT SAID, multiple people have pushed back hard, so I will be writing out an alternative version with a more normal stat line to at the very least play test to see which feels right.

..

Calling back a previous comment in this thread - khalida, by virtue of being a complete rewrite since the previous version just didn't fit with how we've re-written other mummy heroes, is a preview of the difficulty finding consensus will present for each new warscroll and rule once we actually get to phase 2.

For Settra I might change the crown to be that if he does a command ability roll a die on a 3+ it does not use a command point or something. That would essentially give more on his arm the ability to do commands by not using up points when he does them but is terminology that already exists.

The issue with making the crown just improve CP efficiency (if we're going that route I'd personally just have it add +1 CP each battle round, sort of like Archaon's ability) is that you then kind of don't need or want extra tomb kings, as any command ability stuff settra isn't personally doing could be just as easily handled by unit champs, and even if we gave them all different command abilities again they still can't stack them on the same unit. The legends version of the crown - back in first edition when it still worked as intended - specifically encouraged you to run other kings under settra's command, which effectively conveyed settra's /entire deal/ in the narrative - he was the king who conquered all the rival city states, making their kings into his vassals and uniting their lands to create Nehekhara in the first place. After nagash's ritual and death, when the tomb kings fell to war with each other, settra was once again the one who conquered them all, made them his vassals, uniting the now undead lands of nehekhara and imposing the order that would define its unliving civilization going forward. Settra is a king-over-other-kings, and the legends crown reflected that, and I'd at least want our fixed version of it to try to reflect that still.

If it makes you feel any better, heroes copying their general's command abilities when used at no additional CP cost and in defiance of the usual 'once per phase per ability' restriction IS already a thing in 3rd edition, and from a 3rd edition battletome no less. Check out Dreadblade Harrows in the new Nighthaunt battletome.

2) It works well, I think it is good as is.

6) It is okay, but maybe returning a 5 wound unit is a bit strong

6) this is my concern, yeah. I will be reverting the chariots & necroknights for now, or at least setting out competing versions of their warscrolls to test out in comparison to each other, per my reply to Sun King above, but once we get a complete usable draft of all the warscrolls together examining these revival banners on 5 wound units will be one of the first major questions to investigate.
 
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Sception

Master Necromancer
True Blood
Sep 23, 2009
2,841
Alright, thank you all for the feedback! I'm pretty busy this weekend, but next week I should be able to update the existing draft scrolls based on your comments and finish out the remaining ones. There are a couple heroes with split roles that need discussion though, imo.


Tomb Herald Discussion:

What is this guy's primary identity? Bodyguard? Battle Standard? Healer? He's trying to do a lot of things right now. In the legends rule, healer is his dominant role, and other business - being a totem for command abilities & a bodyguard for tomb kings - are gimmicks that aren't used and don't matter, but this doesn't feel right imo, both because the healing feels like way too much (back in the day I regularly returned 10 to 20 wounds to the table multiple times per game with just a single herald, and even back then that felt like a lot), and because 'healer' isn't really any part of this guy's personality or narrative. He's not a medic or cleric or apothacary, neither is he a necromancer, liche or the like to be reanimating undead as his main thing.

The current draft version puts the emphasis more on totem/battle standard, removing the healing altogether, but for phase 1 that's a rather dramatic re-imagining of a design that wasn't ~exactly~ broken. I haven't heard any pushback on it, so maybe the draft version is good, but there are alternatives to consider, including keeping the healing effect but making it once per game, or having a reduced version of it (eg heal/revive 1 wound instead of 1 model).

Or he could just be a totem, no extra banner effect at all, and focus on being cheap to be a better bodyguard for embalmed heroes. Later, when we develop full allegiance rules the artefact section could include a few herald-exclusive magic banners for players who want him to be more than just a bodyguard for their general.

What identity do you think the herald should have? What mechanics do you think would help implement that?


Necrotect Discussion

... bluh, look at the time. Like I said, I'm busy this weekend, & I've got to go. My own necrotect thoughts will have to wait, but basically same as tomb herald. This guy buffs desert legions, this guy buffs statues - should he be doing both? Is one or the other his primary identity? Thoughts on implementation? I kind of don't like all the statue units having discrete rules on their warscroll for what happens if a necrotect is nearby. That's not really how things are done these days, imo an opponent should be able to see what a necrotect does by looking at the necrotect's warscroll. But to do that, he needs to do a discrete thing for all statue units, not a different benefit tailored to each, and what should that be then? Improved ward save? healing? something else? And would we implement that as a discrete ability used on a specific unit or a passive aura? Maybe a command ability? Maybe a prayer, making necrotects a parallel preisthood to the mortuary cult? Any thoughts or suggestions?
 
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kogiman

Zombie
Aug 6, 2022
3
I think tomb heralds primary identity is a bodyguard but it should give maybe like +1 to save rolls for units nearby. They should also have an ability something like the stormvermin's elite bodyguard ability (Like removing a wound that would go unto a tomb king but put it on the tomb herald instead.)
 

Sception

Master Necromancer
True Blood
Sep 23, 2009
2,841
inspired by this tomb kings project, I broke out and got some work in on an ancient conversion idea:

Project 202208091556.png Project 202208091557.png

a counts-as necropolis knight conversion, which I started long ago to replace my previous counts-as necroknights - black knights mounted on demigryphs painted as animated stone gargoyles.

Unfortunately, the gryph-wights really were too small to be an adequate necropolis knight stand in. Sphynx knights made from stormcast demigryphs should work much better.

3d printed necroknights would be a lot less effort, but I hope to do my play testing in an actual games workshop store, so first party models only.
 

Sception

Master Necromancer
True Blood
Sep 23, 2009
2,841
Revisions based on feedback.

1) Khalida

I still kinda like the single attack for d3 mortals thing, but I'm clearly in the minority so far. Here's an alternative version with a more typical profile. Thoughts?

High Queen Khalida (formerly Tomb Queen)

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

MISSILE WEAPONS
  • Venom Staff: Range 18", Attacks 2, To Hit 3+, To Wound 3+, Rend -1, Damage 1
MELEE WEAPONS
  • Venom Staff: Range 2", Attacks 4, To Hit 3+, To Wound 3+, Rend -1, Damage 1
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. Additionally, she Strikes-First in combat.

Venom Staff: If a To Hit roll for an attack made with this weapon is an unmodified 6, that attack deals 1 mortal wound and the attack sequence ends (do not make a Wound or Save roll). Any unit that suffers wounds from attacks made with this weapon 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

I still like this. Does it feel better to everyone else?


2) Skeleton Legionnaires

bonus attack instead of save. Uncontroversial.

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
DESCRIPTION

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

Skeleton Champion: The leader of this unit is a Skeleton Champion. Add 1 to the Attacks characteristic of the Skeleton Champion’s Ancient Blade or Spear.

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. 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.

ABILITIES

Bristling Phalanx: Add +1 to the attacks characteristic of this unit's Ancient Blades or Spears in the combat phase if it did not charge in the preceding charge phase.

KEYWORDS: DEATH, TOMB KINGS, SKELETON, DESERT LEGIONS, SKELETON LEGIONNAIRES


3) Skeleton Archers

minor change, byproduct of the horse archer change below, retreat and shoot effect of banner removed.

EDIT: My Big Goof. Skeleton archers couldn't retreat and shoot to begin with. The banner was 'run and shoot', not 'withdraw/retreat and shoot'.

I still feel like that's maybe a lot to hand out for free to every shooting unit in a death army, and like it was just there so that musicians would be meaningful to ranged units specifically, but that doesn't seem to be a concern in modern AoS design, and a questionable fit for Tomb Kings since 'run' is the AoS equivalent of oldhammer marching, and tomb kings traditionally weren't allowed to march at all. I don't know, gonna make a separate post about this.

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
DESCRIPTION

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

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

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.

ABILITIES

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

KEYWORDS: DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, SKELETON ARCHERS

This does leave musicians as kind pointless to archers, but there's precedent for that (see musicians in orc and goblin archers), and retreat & shoot seems like maybe a bit too much of an ability to hand out for free to every ranged unit - especially in a Death army where having ranged units in the first place is relatively unique


4) Skeleton Horsemen and Horse Archers

run & charge is maybe not the most meaningful ability for horsemen, while the horse archers ability is awkward.

so removing the extra musician ability, removing the existing abilities for horsemen & horse archers, and then making 'retreat and still do stuff' their defining feature. It gives the horse riding units a unique skirmishing flavor that conveys a sort of nomadic desert merchants & raiders narrative, imo.

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
DESCRIPTION

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

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

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.

Hornblower: Up to 1 out of every 5 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

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

Relentless as the Desert Sun: This unit may Charge in the Charge Phase even if it made a Retreat move in the same Player Turn.

KEYWORDS: DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, SKELETON HORSEMEN

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
DESCRIPTION

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

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

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.

ABILITIES

Swift as the Desert Wind: This unit can Shoot in the Shooting Phase even if it made a Retreat move in the same Player Turn

KEYWORDS: DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, SKELETON HORSE ARCHERS


5) Skeleton Chariots & Necropolis Knights

In addition to removing the musician shooting ability per above, I'm reverting the banners for these units to the legends version. I still expect playtesting will show this to be 'too much', but per project principles, playtesting should show that before I change it just to change it.

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
DESCRIPTION

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

Master of Chariots: The leader of this unit is a Master of Chariots; Add 1 to the Attacks characteristic of the Master of Chariot’s Charioteer’s 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 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

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

KEYWORDS: DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, SKELETON CHARIOTS

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 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: If a To Wound roll made for 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

......

6) Settra, Tomb Heralds, Tomb Guard

This last one isn't in response to feedback, but rather comes from my own random thoughts on the previously posted Tomb Heralds question. What is their identity? Bodyguards? Healers?

After reflecting more on the topic, it occurs to me that, If we go by their name, then what they should be is "heralds" - carrying the commands of their king far and wide. IMO the best implementation of something like that is the Nighthaunts Dreadblade Harrow who can duplicate their general's command ability. If we gave that to heralds then it would give them a clear purpose - one that would stack very well with being a totem.

However, having multiple command ability copying abilities in the same faction seems kind of excessive & muddled. So if we wanted to make tomb heralds into skeletal dreadblade harrows, then IMO we'd have to change settra's crown. Which, I mean, fair enough, I've gotten a small bit of pushback on that as well, and a simple +1 command point' alternative has been there for discussion since the beginning.

further, without the need for tomb kings to have the same command ability as settra to copy it, we could also go back to different command abilities for different embalmed heroes later if we wanted (though personally I still like them all having 'my will be done')

Harrows have their command copy ability AND can teleport, so it's not unreasonable for tomb heralds to copy command abilities AND be a bodyguard. Certainly being a bodyguard has been a core part of their characterization for a long time. However, I have a hard time seeing a hero taking wounds for another hero as working out mechanically, plus gluing the herald to the kings hip kind of limits their ability to carry that king's commands 'far and wide'.

If we drop bodyguard from the herald, we'd still want something similar elsewhere in the faction. It's been suggested in this thread that we make Tomb Guards bodyguards. Personally, I think they do a bit too much to just layer bodyguarding on top, but we could certainly do that instead of killing blow.

So here's a sketch of what that might look like altogether:

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: If this model is on the battlefield at the start of the battle round, you gain 1 additional Command Point.

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

Tomb Herald - this version leaves the bodyguard thing in, but we might want to just drop it altogether.

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
DESCRIPTION

A Tomb Herald is a single model. He is armed with an Ancient Blade.

ABILITIES

Voice of the King: Once per battle round, if your general has the EMBALMED keyword and issues a command, this unit can issue the same command in the same phase without a command point being spent. If it does so, that command must be received by a friendly DESERT LEGIONS unit.

Sworn Bodyguard: If a friendly EMBALMED HERO that is not a MONSTER is within 3" of this unit, before you allocate a wound or mortal wound to that HERO, or instead of making a ward roll for a wound or mortal wound that would be allocated to that HERO, roll a dice. Add +2 to the roll if the HERO is your General. On a 4+, that wound or mortal wound is allocated to this unit instead of that HERO and cannot be negated.

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. The Tomb Herald is mounted on a skeletal steed which attacks with its Thundering Hooves.

ABILITIES

Voice of the King: Once per battle round, if your general has the EMBALMED keyword and issues a command, this unit can issue the same command in the same phase without a command point being spent. If it does so, that command must be received by a friendly DESERT LEGIONS unit.

Sworn Bodyguard: If a friendly EMBALMED HERO that is not a MONSTER is within 3" of this unit, before you allocate a wound or mortal wound to that HERO, or instead of making a ward roll for a wound or mortal wound that would be allocated to that HERO, roll a dice. Add +2 to the roll if the HERO is your General. On a 4+, that wound or mortal wound is allocated to this unit instead of that HERO and cannot be negated.

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

Tomb Guard

This is a variant for if we remove bodyguard from the tomb herald, trades cursed weapons for bodyguard, slightly improved weapon stat line. Basically they become Tomb Kings stormvermin instead of Tomb Kings grave guard. This version also cuts the healing banner back down from d6 to the original legends d3, since I worry about having too much recursion on a bodyguard unit.

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

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

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

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

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.

ABILITIES

Sworn Bodyguard: If a friendly TOMB KINGS HERO that is not a MONSTER is within 3" of this unit, before you allocate a wound or mortal wound to that HERO, or instead of making a ward roll for a wound or mortal wound that would be allocated to that HERO, roll a dice. Add +2 to the roll if the HERO has the EMBALMED keyword. On a 4+, that wound or mortal wound is allocated to this unit instead of that HERO and cannot be negated.

KEYWORDS: DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, TOMB GUARD


......................

kogiman Oppenheimer The Sun King & anybody else I've forgotten or who wants to jump in -

Thoughts on changes 1-5? Do they successfully respond to your feedback? If a given change wasn't based on your feedback, how do you feel these versions compare to the previous versions (which remain unchanged in THIS POST for now)? Did I forget anything you mentioned?

Separately, thoughts on part 6 (heralds as command copiers, settra's crown as +1 CP, possibly shifting the bodyguard roll from heralds to tomb guard)?
 
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Sception

Master Necromancer
True Blood
Sep 23, 2009
2,841
Discussion sidebar: Just how 'legion' are they?

Should the minimum size for skeleton warriors be left at 10, or should it be raised to 20? They are hoardy chaff meant to be fielded in big blocks, so unit size 20 might be more appropriate. Then again, while they are horady, should they really be /as/ hoardy as clanrats, gloomspite stabbas, or zombies?

comparing to other baseline undead infantry - Skeleton warriors are unit size 10 for vamp counts (despite being box size 20), but then again skeleton warriors have a signature rule that would be obnoxious in a unit of 60, and the faction has zombies if it wants to go big hoardy, which tomb kings don't have. Chain rasps have unit size 10, but they're considerably more elite than skeletons (faster, flying, more attacks base, ethereal save). morteks are unit size 10, but they're also much more elite, being closer to grave guard or tomb guard than regular skeletons. crypt ghouls are unit size 10, but they're near to worthless right now, so if legionnairs work 'as well' as crypt ghouls then we've got problems.

so... should legionnaires be unit size 20, or is 10 just fine? I don't really expect a definitive answer at the moment, but it's an issue to examine in playtesting, and not something that I think would have to wait until phase 2 to change if a change proves appropriate.
 

Sception

Master Necromancer
True Blood
Sep 23, 2009
2,841
Sorry for the slower progress this week. Busy at work + Monster Hunter content update. Proposed scroll revisions based on feedback still there a couple posts up. Necrotect + statues may have to wait till next week.
 

Sception

Master Necromancer
True Blood
Sep 23, 2009
2,841
I'm super jealous of those legit real necroknights! They're so hard to come by now.
 

Oppenheimer

Varghulf
May 26, 2013
764
They're sooo hard to assemble, as you can see some of the tails are slightly wonky because I couldn't get them to fit together. But yes, I got into Tomb Kings when WHFB 8e was ending because the Nagash End Times book allowed you to field a combined death army. Little did I know the models would disappear in like a year.
 

Raven Torrid

Moderator
Staff member
Sep 3, 2011
590
Croatia
I add my jealousy too. 😁 I'm still salty I never bought the Necrosphinx, even if just for a display piece - I always told myself I would. One of my favourite models in the hobby.
 
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The Sun King

Moderator
Staff member
True Blood
Aug 22, 2012
5,054
Copenhagen
Revisions based on feedback.

1) Khalida

I still kinda like the single attack for d3 mortals thing, but I'm clearly in the minority so far. Here's an alternative version with a more typical profile. Thoughts?

High Queen Khalida (formerly Tomb Queen)

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

MISSILE WEAPONS
  • Venom Staff: Range 18", Attacks 2, To Hit 3+, To Wound 3+, Rend -1, Damage 1
MELEE WEAPONS
  • Venom Staff: Range 2", Attacks 4, To Hit 3+, To Wound 3+, Rend -1, Damage 1
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. Additionally, she Strikes-First in combat.

Venom Staff: If a To Hit roll for an attack made with this weapon is an unmodified 6, that attack deals 1 mortal wound and the attack sequence ends (do not make a Wound or Save roll). Any unit that suffers wounds from attacks made with this weapon 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

I still like this. Does it feel better to everyone else?


2) Skeleton Legionnaires

bonus attack instead of save. Uncontroversial.

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
DESCRIPTION

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

Skeleton Champion: The leader of this unit is a Skeleton Champion. Add 1 to the Attacks characteristic of the Skeleton Champion’s Ancient Blade or Spear.

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. 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.

ABILITIES

Bristling Phalanx: Add +1 to the attacks characteristic of this unit's Ancient Blades or Spears in the combat phase if it did not charge in the preceding charge phase.

KEYWORDS: DEATH, TOMB KINGS, SKELETON, DESERT LEGIONS, SKELETON LEGIONNAIRES


3) Skeleton Archers

minor change, secondary to horse archer change, withdraw and shoot effect of banner removed.

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
DESCRIPTION

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

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

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.

ABILITIES

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

KEYWORDS: DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, SKELETON ARCHERS

This does leave musicians as kind pointless to archers, but there's precedent for that (see musicians in orc and goblin archers), and withdraw & shoot seems like maybe a bit too much of an ability to hand out for free to every ranged unit - especially in a Death army where having ranged units in the first place is relatively unique


4) Skeleton Horsemen and Horse Archers

run & charge is maybe not the most meaningful ability for horsemen, while the horse archers ability is awkward.

so removing the extra musician ability, removing the existing abilities for horsemen & horse archers, and then making 'withdraw and do stuff' their defining feature.

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
DESCRIPTION

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

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

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.

Hornblower: Up to 1 out of every 5 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

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

Like the Angry Desert Wind: This unit may Charge in the charge phase even if it Withdrew in the same Player Turn.

KEYWORDS: DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, SKELETON HORSEMEN

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
DESCRIPTION

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

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

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.

ABILITIES

Like the Angry Desert Wind: This unit can shoot in the shooting phase even if it withdrew in the same Player Turn

KEYWORDS: DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, SKELETON HORSE ARCHERS


5) Skeleton Chariots & Necropolis Knights

In addition to removing withdraw and shoot from the musician per above, I'm reverting the banners for these units to the legends version. I still expect playtesting will show this to be 'too much', but per project principles, playtesting should show that before I change it just to change it.

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
DESCRIPTION

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

Master of Chariots: The leader of this unit is a Master of Chariots; Add 1 to the Attacks characteristic of the Master of Chariot’s Charioteer’s 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 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

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

KEYWORDS: DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, SKELETON CHARIOTS

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 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: If a To Wound roll made for 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

......

6) Settra, Tomb Heralds, Tomb Guard

This last one isn't in response to feedback, but rather comes from my own random thoughts on the previously posted Tomb Heralds question. What is their identity? Bodyguards? Healers?

After reflecting more on the topic, it occurs to me that, If we go by their name, then what they should be is "heralds" - carrying the commands of their king far and wide. IMO the best implementation of something like that is the Nighthaunts Dreadblade Harrow who can duplicate their general's command ability. If we gave that to heralds then it would give them a clear purpose - one that would stack very well with being a totem.

However, having multiple command ability copying abilities in the same faction seems kind of excessive & muddled. So if we wanted to make tomb heralds into skeletal dreadblade harrows, then IMO we'd have to change settra's crown. Which, I mean, fair enough, I've gotten a small bit of pushback on that as well, and a simple +1 command point' alternative has been there for discussion since the beginning.

further, without the need for tomb kings to have the same command ability as settra to copy it, we could also go back to different command abilities for different embalmed heroes later if we wanted (though personally I still like them all having 'my will be done')

Harrows have their command copy ability AND can teleport, so it's not unreasonable for tomb heralds to copy command abilities AND be a bodyguard. Certainly being a bodyguard has been a core part of their characterization for a long time. However, I have a hard time seeing a hero taking wounds for another hero as working out mechanically, plus gluing the herald to the kings hip kind of limits their ability to carry that king's commands 'far and wide'.

If we drop bodyguard from the herald, we'd still want something similar elsewhere in the faction. It's been suggested in this thread that we make Tomb Guards bodyguards. Personally, I think they do a bit too much to just layer bodyguarding on top, but we could certainly do that instead of killing blow.

So here's a sketch of what that might look like altogether:

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: If this model is on the battlefield at the start of the battle round, you gain 1 additional Command Point.

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

Tomb Herald - this version leaves the bodyguard thing in, but we might want to just drop it altogether.

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

Voice of the King: Once per battle round, if your general has the EMBALMED keyword and issues a command, this unit can issue the same command in the same phase without a command point being spent. If it does so, that command must be received by a friendly DESERT LEGIONS unit.

Sworn Bodyguard: If a friendly EMBALMED HERO that is not a MONSTER is within 3" of this unit, before you allocate a wound or mortal wound to that HERO, or instead of making a ward roll for a wound or mortal wound that would be allocated to that HERO, roll a dice. Add +2 to the roll if the HERO is your General. On a 4+, that wound or mortal wound is allocated to this unit instead of that HERO and cannot be negated.

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

Voice of the King: Once per battle round, if your general has the EMBALMED keyword and issues a command, this unit can issue the same command in the same phase without a command point being spent. If it does so, that command must be received by a friendly DESERT LEGIONS unit.

Sworn Bodyguard: If a friendly EMBALMED HERO that is not a MONSTER is within 3" of this unit, before you allocate a wound or mortal wound to that HERO, or instead of making a ward roll for a wound or mortal wound that would be allocated to that HERO, roll a dice. Add +2 to the roll if the HERO is your General. On a 4+, that wound or mortal wound is allocated to this unit instead of that HERO and cannot be negated.

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

Tomb Guard

This is a variant for if we remove bodyguard from the tomb herald, trades cursed weapons for bodyguard, slightly improved weapon stat line. Basically they become Tomb Kings stormvermin instead of Tomb Kings grave guard. This version also cuts the healing banner back down from d6 to the original legends d3, since I worry about having too much recursion on a bodyguard unit.

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

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

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

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

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.

ABILITIES

Sworn Bodyguard: If a friendly TOMB KINGS HERO that is not a MONSTER is within 3" of this unit, before you allocate a wound or mortal wound to that HERO, or instead of making a ward roll for a wound or mortal wound that would be allocated to that HERO, roll a dice. Add +2 to the roll if the HERO has the EMBALMED keyword. On a 4+, that wound or mortal wound is allocated to this unit instead of that HERO and cannot be negated.

KEYWORDS: DEATH, TOMB KINGS, DESERT LEGIONS, SKELETON, TOMB GUARD


......................

kogiman Oppenheimer The Sun King & anybody else I've forgotten or who wants to jump in -

Thoughts on changes 1-5? Do they successfully respond to your feedback? If a given change wasn't based on your feedback, how do you feel these versions compare to the previous versions (which remain unchanged in THIS POST for now)? Did I forget anything you mentioned?

Separately, thoughts on part 6 (heralds as command copiers, settra's crown as +1 CP, possibly shifting the bodyguard roll from heralds to tomb guard)?
I love all the suggested changes! I really like the identity of Tomb Guards and the Herald now (I would remove the bodyguard ability from the herald).

And yes I think it would be very thematic to hve Legionnaires be 20 in unit size.

A couple of "typos" that I noticed:
- The Tomb Herald on foot also has the damage profile of Thundering Hooves.
- what you call "withdraw" is called "retreat" in 3.0
- the Tomb Herald is also described as having a Standard of the Desert Legions but has no ability pertaining to this (except maybe being a totem) I dont know if this is intentional?
- the Angry as the Desert Wind ability should have different names on the Horsemen and Horse Archers as the ability is not the same on the two units.
 

Sception

Master Necromancer
True Blood
Sep 23, 2009
2,841
A couple of "typos" that I noticed:
- The Tomb Herald on foot also has the damage profile of Thundering Hooves.
- what you call "withdraw" is called "retreat" in 3.0
- the Tomb Herald is also described as having a Standard of the Desert Legions but has no ability pertaining to this (except maybe being a totem) I dont know if this is intentional?
- the Angry as the Desert Wind ability should have different names on the Horsemen and Horse Archers as the ability is not the same on the two units.

suggested corrections made.

HOWEVER: I had a major brain fart with these revisions, in that I read 'run and charge' on the musician of ranged units, and my brain replaced that with 'Retreat and charge'.

Obviously I would have to remove retreat and charge as a free rule for all shooting units if I wanted to make that a unique rule for skeleton horseman specifically, but the same logic doesn't apply to run and charge.

Personally, I still feel that 'run and charge' is a bit much to hand out for free to all shooting units in an undead army where the mere existence of shooty units is already fairly unique. Also 'run and x' feels like a weird ability to hand out faction wide in tomb kings, given that running is the AoS version of marching, and in old-hammer tomb kings weren't allowed to march at all, let alone march and then do extra stuff after.

I feel like the 'run and shoot' rule is just there so that musicians serve a purpose specific to shooting squads, but while that might have been a concern in 1st edition it really isn't by 3rd. Again, reference various orruks and gloomspites who both have standard faction musicians that don't really do stuff for their shooty units even if there's still the option to take them.

So my instinct is still to pull the 'run and shoot' business out of the musicians. Then again, first principles say to not change things that don't need to be changed, and since 'run and shoot' musicians don't conflict with 'retreat and shoot' horse archers, the default would be to leave them as is until testing says otherwise.

That said, there's another founding element of my design philosophy here that was so fundamental that I barely thought to mention it at all, and didn't list it as a core philosophy even if I should have, and that is this:

"In general, unless we have clear reason to do otherwise, we should make units no more complex and no more powerful than they already are, and when in doubt while making changes we should err on the side of making them simpler and weaker. It will be hard enough to convince opponents to play against homebrew rules, if they catch the slightest scent of cheese we'll be shut down completely."

This, at least as much as flavor concerns, motivated my various proposed changes to the tomb herald, as well as my previously proposed change to the Chariot and Necroknight banners, and my inclination to remove the run & shoot effect from musicians. Khalida's about the only unit that Ive actively tried to make stronger, and she's something of a special exception as a unique character - plus you'll note that while making her stronger I went out of my way NOT to just go the more straight forward route of ramping her damage potential way up.

So anyway, thoughts from anyone else? Should we leave 'run and shoot' off of the musicians, or put it back on, at least pending actual play testing?

...

Also, any thoughts from anyone else on shifting bodyguard from heralds to tomb guard? I like the implementation a lot, but being a bodyguard has been a core part of their identity for a long time, and I'm worried I'm maybe getting too hung up on the name and failing to sufficiently respect their lore.
 
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Sception

Master Necromancer
True Blood
Sep 23, 2009
2,841
Necrotects.

Hey, here's something I never realized about Necrotects - in the Legends rules they are also priests. Do we want to keep that? If we keep that, then there sure are a lot of priests in the army. Liche Priests, Caskets, Necrotects, Settra and Khalida. Maybe that isn't too many, but it is a lot.

On the other hand, it does potentially help with implementation, since we can put one or more of their abilities into prayers. Also, it's maybe not a problem for tomb kings to have multiple kinds of priests given that other undead armies have multiple kinds of wizard.

Also, the Necrotect is Embalmed! Which means under my current design, he would get 'My Will Be Done', and while that might be an easy and suitable replacement for the 'stern taskmaster' ability, it's still an ability intended for Kings and Queens, not Necrotects! Major brain fart on my part, which I blame on my conversion being much more skeletal than the official model.

necrotect_conversion.jpg necrotect_official.jpg

Whoops!

Man, designing the necrotect just keeps getting more troublesome.

I suppose we could remove the EMBALMED keyword and replace it with... nothing. Liche priests don't really have a 'racial' keyword, unless you count 'mortuary priesthood/cult' - which I don't. If Necrotects are Embalmed, then maybe liche priests should be to? But then the only Tomb King heroes that /aren't/ embalmed are the heralds, and it only compounds the problem with 'my will be done'.

And we still have the question of what they do. Traditionally, they confer hatred to skeleton units they join, and a ward or regeneration save to a nearby unit of constructs. In legends, they confer +3 move and re-roll wound rolls of 1 to a nearby skeleton unit, and most of the construct units have individual tailored benefits for a tect being nearby. I'm already firmly of the opinion that the latter bit is unworkable, what the necrotect does needs to be on the necrotect scroll, not the scrolls of the units he does stuff to. The former involves re-rolls, which 3rd edition design seems to be moving away from.

....

Looking for a 3rd edition implementation of a similar concept, I once again find myself turning to the skaven, as I have for the screaming skull catapult and the bodyguard variant of the tomb guard. The Skaven Master Moulder hero is very similar to a necrotect, with multiple signature abilities, most notably healing d3 wounds to a nearby Pack unit and a 'crack the whip' ability adding 3" to run and charge movement and +1 to wound to a nearby Pack unit. It also has an ability to bring entire pack units back from the dead.

the healing and crack the whip rules are very limited, only applying to rat swarms, giant rats, and rat ogres. Our hypothetical necrotect would have much boarder applications if it cracked the whip for any skeleton unit and healed any construct unit. I'd also be inclined to increase the range of the healing. in trade, I'd remove the revival ability entirely - a necrotect is not a necromancer to be reviving skeletons, and reviving sphinxes runs afowl of my 'no cheese' principle.

Crack the whip's bonus to run and charge also doesn't fit as well with our musicians as the legend necrotects flat bonus to movement does. At the same time, though, a flat +1 to wound is better than the current legends re-roll 1s, and the master moulder's bonus last until the next skaven movement phase while the legends necrotect bonus only lasts until the end of the current turn.

I'm inclined to split the difference on all of the above - +3 movement, +1 wound, end of turn.
....

So here's a Master Moulder inspired non-priest, non-embalmed take on the necrotect:

Necrotect

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

MELEE WEAPONS
  • Overseer's Whip: Range 2", Attacks 2, To Hit 4+, To Wound 4+, Rend -, Damage 1
  • Dagger of Ages: 1", Attacks: 2, To Hit 4+, To Wound 3+, Rend -, Damage 1
DESCRIPTION

A Necrotect is a single model. He is armed with an Overseer's Whip and a Dagger of Ages.

ABILITIES

Master Builder: At the start of your hero phase, choose one REANIMANT unit within 12" of this model. Heal d3 wounds allocated to that unit.

Stern Taskmaster: At the start of your Movement Phase, you may choose a friendly DESERT LEGIONS unit wholly within 12" of this model. Add +3 to that unit's Movement Characteristic and +1 to rolls To Wound for that unit's melee weapons until the end of the current Player Turn.

KEYWORDS: DEATH, TOMB KINGS, HERO, NECROTECT


And here's the opposite: yes-priest, yes-embalmed, not-particularly-moulder-inspired alternative with My Will Be Done instead of Stern Taskmaster:

Necrotect

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

MELEE WEAPONS
  • Overseer's Whip: Range 2", Attacks 2, To Hit 4+, To Wound 4+, Rend -, Damage 1
  • Dagger of Ages: 1", Attacks: 2, To Hit 4+, To Wound 3+, Rend -, Damage 1
DESCRIPTION

A Necrotect is a single model. He is armed with an Overseer's Whip and a Dagger of Ages.

ABILITIES

Rebuild Constructs: Rebuild Constructs is a prayer with an answer value of 3. If answered, choose one REANIMANT unit within 12" and heal up to 3 wounds allocated to that unit.

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, NECROTECT


Finally, here's a third option somewhere in the middle. Yes a priest, yes embalmed, but still stern taskmaster, not My Will Be Done, and MWBD would just be re-written to come from each king's warscroll independently (the way both Lieges and Katakros have Endless Duty) rather than being a faction trait granted to every hero with the embalmed keyword.

Necrotect

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

MELEE WEAPONS
  • Overseer's Whip: Range 2", Attacks 2, To Hit 4+, To Wound 4+, Rend -, Damage 1
  • Dagger of Ages: 1", Attacks: 2, To Hit 4+, To Wound 3+, Rend -, Damage 1
DESCRIPTION

A Necrotect is a single model. He is armed with an Overseer's Whip and a Dagger of Ages.

ABILITIES

Rebuild Constructs: Rebuild Constructs is a prayer with an answer value of 3. If answered, choose one REANIMANT unit within 12" and heal up to 3 wounds allocated to that unit.

Stern Taskmaster: At the start of your Movement Phase, you may choose a friendly DESERT LEGIONS unit wholly within 12" of this model. Add +3 to that unit's Movement Characteristic and +1 to rolls To Wound for that unit's melee weapons until the end of the current Player Turn.

KEYWORDS: DEATH, TOMB KINGS, EMBALMED, HERO, PRIEST, NECROTECT


The third version is my current favorite, even if it requires a revision to how My Will Be Done is currently granted. What are your thoughts re any of the above?
 

Sception

Master Necromancer
True Blood
Sep 23, 2009
2,841
Sidebar: Tomb Kings Priests

The tomb kings faction has many priests. Liche priests, casket of souls, settra, maybe khalida depending on how we implement her, maybe necrotects depending on how we implement them.

However, they don't work quite perfectly with the 3e priest rules due to the default generic prayer, bless, which grants a 6+ ward, something generally redundant with DEATH units in AoS since a 6+ ward faction trait is part of what defines undead mechanically.

There is still the smite prayer - note how nighthaunts can't benefit from arcane shield so they just don't get it, arcane bolt is their only generic spell. Except smite is extremely limited, only affecting enemy priests.

on the other hand, nighthaunts also don't benefit from the 'all out defense' command ability, and so they were given an entire alternate command ability to use instead.

so how do we deal with this for Tomb Kings?

I see a few options:

1) ignore it. Every tomb kings priest has a signature spell, and while relying entirely on those makes multiples of the same priest awkward, so be it.

2) faction prayer lore. This is I think a given, and if we give it to all priests then it should solve the problem, though we might want to restrict it to liche priests only to emphasize their unique roll, in which case the issue still potentially exists for necrotects, if we choose to keep them as priests.

3) faction-wide generic prayer, instead of or in addition to a prayer lore? Maybe just bless, but a 5+ ward instead of a 6+ ward, and limited to Tomb Kings, not allies?


I kind of like a combination of 2 and 3. And while a whole lore might be too much, a single prayer is simple enough to implement in the placeholder faction rules. So, as a faction rule to be added to our placeholder faction rules, I propose:

Blessing of the Endless Desert: Blessing of the Endless Desert is a prayer that any TOMB KINGS PRIEST may attempt to chant. It has an answer value of 4+. If answered, choose one TOMB KINGS unit wholly within 12". That unit has a 5+ Ward until the start of your next Hero phase.

In the phase 2 full faction rules we would either keep this in addition to a prayer lore or roll it into a prayer lore, depending on what best fits with other warscroll changes. Thoughts?
 
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The Sun King

Moderator
Staff member
True Blood
Aug 22, 2012
5,054
Copenhagen
Sidebar: Tomb Kings Priests

The tomb kings faction has many priests. Liche priests, casket of souls, settra, maybe khalida depending on how we implement her, maybe necrotects depending on how we implement them.

However, they don't work quite perfectly with the 3e priest rules due to the default generic prayer, bless, which grants a 6+ ward, something generally redundant with DEATH units in AoS since a 6+ ward faction trait is part of what defines undead mechanically.

There is still the smite prayer - note how nighthaunts can't benefit from arcane shield so they just don't get it, arcane bolt is their only generic spell. Except smite is extremely limited, only affecting enemy priests.

on the other hand, nighthaunts also don't benefit from the 'all out defense' command ability, and so they were given an entire alternate command ability to use instead.

so how do we deal with this for Tomb Kings?

I see a few options:

1) ignore it. Every tomb kings priest has a signature spell, and while relying entirely on those makes multiples of the same priest awkward, so be it.

2) faction prayer lore. This is I think a given, and if we give it to all priests then it should solve the problem, though we might want to restrict it to liche priests only to emphasize their unique roll, in which case the issue still potentially exists for necrotects, if we choose to keep them as priests.

3) faction-wide generic prayer, instead of or in addition to a prayer lore? Maybe just bless, but a 5+ ward instead of a 6+ ward, and limited to Tomb Kings, not allies?


I kind of like a combination of 2 and 3. And while a whole lore might be too much, a single prayer is simple enough to implement in the placeholder faction rules. So, as a faction rule to be added to our placeholder faction rules, I propose:

Blessing of the Endless Desert: Blessing of the Endless Desert is a prayer that any TOMB KINGS PRIEST may attempt to chant. It has an answer value of 4+. If answered, choose one TOMB KINGS unit wholly within 12". That unit has a 5+ Ward until the start of your next Hero phase.

In the phase 2 full faction rules we would either keep this in addition to a prayer lore or roll it into a prayer lore, depending on what best fits with other warscroll changes. Thoughts?
I definitely think we need a prayer Lore. That would be über cool, unique and thematic. Regarding the generic prayer I will suggest that we do it like Invigorating Aura in Soulblight Gravelords. So it is part of the prayer lore, but it is given to all priests that has access to that lore automatically. However, I think we need to think of something different than a 5+ ward because that has become so closely related to Nighthaunt's identity with Discorporate.
 

Sception

Master Necromancer
True Blood
Sep 23, 2009
2,841
I understand not wanting to copy discorporate, though it is the most natural alternative to core bless. What would you propose? d3 healing is posdivle, but tomb kings already implement healing via banners, so more might be excessive. maybe a debuff of some kind? curses are deeply connected to mummies in pop culture / schlock horror. -1 attack? Penalty to run/charge rolls? what would be distinctly tomb-kingish?
 

The Sun King

Moderator
Staff member
True Blood
Aug 22, 2012
5,054
Copenhagen
I agree with the curse/debuff theme of the army. I also think that Tomb Kings could use a bit more rend so here is what I came up with:

Curse of Ages

Withered words emerge from the priest's grinning skull and the weapons and armour of the enemy starts to rust away.

Curse of Ages is a prayer that has an answer value of 4 and a range of 18". If answered, pick 1 enemy unit wholly within range and visible to the chanter. Improve the rend of attacks that target the unit by 1 until the start of your next hero phase.
 
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Sception

Master Necromancer
True Blood
Sep 23, 2009
2,841
things that target enemy units are generally just 'within', not 'wholly within', and I'm inclined to reduce armor rather than increase targeting rend. otherwise seems fine to me.
 

The Sun King

Moderator
Staff member
True Blood
Aug 22, 2012
5,054
Copenhagen
Updated:

Curse of Ages

Withered words emerge from the priest's grinning skull and the weapons and armour of the enemy starts to rust away.

Curse of Ages is a prayer that has an answer value of 4 and a range of 12". If answered, pick 1 enemy unit within range and visible to the chanter. Reduce the save of the unit by 1 until the start of your next hero phase.
 

The Sun King

Moderator
Staff member
True Blood
Aug 22, 2012
5,054
Copenhagen
Does anyone still have the old Tomb Kings 8th edition army book? I'm thinking we should base the prayer scriptures on the Lore in that book.
 

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