Their great weapons are wielded as expertly as they did in life, slaying for Lord and glory!
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.
Tomb Guard (Halberds)
Main Unit Key
Land Unit Key
Naval Unit Key
Land Unit Group
Naval Unit Group
Custom Battle Cost
Weapon Strength (Weapon Damage)
├ Melee Weapon
├ Melee Damage Base
├ Melee Damage Ap
├ Armour Piercing
├ Bonus vs Cavalry
├ Bonus vs Elephants
└ Bonus vs Infantry
├ Base Defence
└ Shield Defence
├ Armour Defence
└ Shield Armour
├ Man Entity
├ Man Speed
├ Man Health
└ Bonus Hit Points
Leadership (Base Morale)
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.
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.
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.
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.
Charge Defence Against Large Foes When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
Anti-Large 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.