Tomb PrinceEntombed alongside their mighty sovereign, Nehekhara's deathless princes are reawakened to command the Undead legions.
Each of the kings of ancient Nehekhara had many heirs, doubtless the result of their extensive harems, but only one could succeed their father to the throne. This was typically the second son of the king, for the firstborn were given to the gods to serve in the Mortuary Cult. The king's younger sons served as the generals and lieutenants of his armies and enforced his will over his subjects. Upon their deaths they were entombed beside the great tomb chamber of their sovereign, in an eternal council of war, waiting for the moment of awakening when they will resume command of their Undead legions.
Unit NameTomb Prince
Main Unit Keywh2_dlc09_tmb_cha_tomb_prince_0
Land Unit Keywh2_dlc09_tmb_cha_tomb_prince_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupHalberd Infantry
Naval Unit GroupHalberd Infantry
Custom Battle Cost800
├ Melee Weaponwh2_dlc09_tmb_halberd_prince
├ Melee Damage Base110
├ Melee Damage Ap260
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants25
└ Bonus vs Infantry0
├ Base Defence48
└ Shield Defence0
├ Armour Defence70
└ Shield Armour55
├ Man Entitywh2_dlc09_tmb_skeleton_infantry_hero
├ Man Speed31
├ Man Health8
└ Bonus Hit Points4260
Leadership (Base Morale)70
- Curse of Djaf
The essence of the Jackal-headed God imbues the bearer's weapons with an insatiable hunger for the souls of the living.
He whose will transcends death can strike out from beyond the grave, to devastating effect.
In the midst of a bloodbath it's good to know that someone has your back.
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.
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.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker.
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
- 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.