Tomb King (Khemrian Warsphinx)
The Tomb Kings know nothing but rage and the desire to reclaim their lost kingdoms.Tomb Kings are the ancient, long-dead rulers of Nehekhara. Their mummified corpses have been awakened by magical incantations, and their bodies are now inhabited by their undying, vengeful spirits. Reborn to a mocking imitation of life, transformed into hideous cadavers whose kingdoms have been plundered and lost, the Tomb Kings' rage fuels an unremitting need to conquer; they are the true monarchs of the dead, and they are coming to reclaim their rightful dominion. Revived by the rituals of the Liche Priests, a Tomb King awakens from the sleep of death possessing all the ambition and lust for power he had in life. Every Tomb King seeks to reclaim his plundered treasures and restore his ancient glory. If this means the subjugation and destruction of foreign lands, then his army, loyal even in death, rises from its rest at his command. Although it is the magic of the Liche Priests that animates the Tomb King's army, it is by the indomitable will of the Tomb King himself that they move and fight. Every Tomb King is an aggressive warlord, able to instil their warriors with their own unyielding vigour.
Unit Name Tomb King (Khemrian Warsphinx) |
Main Unit Key wh2_dlc09_tmb_cha_tomb_king_3 |
Land Unit Key wh2_dlc09_tmb_cha_tomb_king_3 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Monster |
Naval Unit Group Monster |
Soldiers 1 |
Caste Lord |
Category War Beast |
Class Command |
Cost 2000 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Melee Attack 38 |
490 |
├ Melee Weapon wh2_dlc09_tmb_warsphinx_lord |
├ Melee Damage Base 145 |
├ Melee Damage Ap 345 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 15 |
Charge Bonus 64 |
38 |
├ Base Defence 38 |
├ Shield none |
└ Shield Defence 0 |
95 |
├ Armour wh2_dlc10_bone_95 |
├ Armour Defence 95 |
└ Shield Armour 0 |
9816 |
├ Man Entity wh2_dlc09_tmb_skeleton_infantry_hero_lord |
├ Man Speed 31 |
├ Man Health 8 |
├ Bonus Hit Points 9800 |
├ Mount wh2_dlc09_tmb_mnt_warsphinx |
├ Mount Entity wh2_dlc09_tmb_mon_warsphinx |
├ Mount Speed 68 |
└ Mount Health 8 |
Leadership (Base Morale) 80 |
Abilities
- Tombstrike
He whose will transcends death can strike out from beyond the grave, to devastating effect. - Reanimate
It takes an iron will and unnatural - supernatural - strength to rally bound troops routed by magical means. - My Will Be Done
Death is no obstacle to those with unalterable, unassailable determination. - The Curse
Like an insect sting at the point of death, striking out at the killer, sapping their strength as if shot by a thousand arrows. - Disintegrating
The Dark Magic that holds these subjects together has failed. As the necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand. - Crumbling
In the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves. - Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - {{tr:wh2_dlc09_undead_description}}
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Causes Terror
This unit can fear themselves. - Anti-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area. - Melee Expert
Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.