The Khepra Guard (Tomb Guard)Like the flesh-eating, skull-faced beetle, whose name they bear, this dual-wielding, elite Tomb Guard bring a new level of terror to the battlefield.
The Tomb Guard are the partially mummified remains of the king's elite guard. They are exceptional warriors, maintaining all the discipline and martial skill they had in life. In battle, the Tomb Guard form unwavering ranks of armoured warriors. They have spilled the blood of their enemies for countless centuries, and numerous armies have been dashed against their implacable shield wall. Although the Tomb Guard were rewarded with a form of mummification, the embalming rituals used were nowhere near as elaborate as the ceremonies that the Tomb Kings and Tomb Princes underwent. However, Tomb Guards have been reborn with immortal bodies far stronger and more resilient than the flesh and blood they had in life. Furthermore, Tomb Guards retain more of their former personalities than the massed soldiery of Skeleton Warriors. They awaken with memories of heroic deeds, bloody victories and the unyielding will to destroy their king's enemies still burning strongly in their mind. Above all they remember their duty to protect their Tomb King from harm, and any that threaten their charge are slain, cut down without pause.
Unit NameThe Khepra Guard (Tomb Guard)
Main Unit Keywh2_dlc09_tmb_inf_tomb_guard_ror
Land Unit Keywh2_dlc09_tmb_inf_tomb_guard_ror
Naval Unit Keywh_main_shp_transport
Land Unit GroupSword Infantry
Naval Unit GroupSword Infantry
Custom Battle Cost1050
├ Melee Weaponwh2_dlc09_tmb_dual_sword_ror
├ Melee Damage Base32
├ Melee Damage Ap15
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence36
└ Shield Defence0
├ Armour Defence50
└ Shield Armour0
├ Man Entitywh2_dlc09_tmb_skeleton_heavy
├ Man Speed28
├ Man Health8
└ Bonus Hit Points74
Leadership (Base Morale)70
- Realm of Souls Tier 1
From within the Realm of Souls – Nehekhara’s revered afterlife – deceased warriors are called forth and bound to mortal remains, to find purpose once again through war.
- Realm of Souls Tier 2
The spirits of warriors slain can be summoned from the Realm of Souls and bound to corporeal bodies, so that they may fight for the Tomb Kings as they did in life.
- Realm of Souls Tier 3
The Liche Priests use the very breath of Nehekhara’s gods to reach into the Realm of Souls, retrieving the spirits of dead soldiers for binding and eternal service to their Tomb King’s will.
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.
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
Armoured units can block damage from any source apart from Armour-Piercing damage.
flaming attacks will cause more damage to units with Regeneration.
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 effects a large area.
- Damage Dealer
This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.