Tomb ScorpionThey can burrow for leagues when summoned, bursting into battle with a blast of sand and snapping limbs.
Tomb Scorpions are powerful creations of the Mortuary Cult, formed from a combination of stone, metal, lacquered wood and fused bone. Burrowing beneath the surface of the desert, they attack suddenly and without warning, exploding into the fray in a shower of sand. They are lethal foes, for a Tomb Scorpion's tail carries a potent sting that can incapacitate the largest foes, and they have powerful pincers that can slice a man in half. As they scuttle forward on eight segmented legs, they hack apart anything in their path. When the Tomb Kings go to war, the Liche Priests send out their magical call and summon the Tomb Scorpions into wakefulness. Those Tomb Scorpions that respond to the incantations will travel for leagues beneath the ground before clawing their way to the surface and falling upon their enemies with razor-sharp claws and stinging tails. It is a truly terrifying sight to behold the sands parting to reveal the monstrous form of a Tomb Scorpion, and very often, last thing that their enemies will ever witness.
Unit NameTomb Scorpion
Main Unit Keywh2_dlc09_tmb_mon_tomb_scorpion_0
Land Unit Keywh2_dlc09_tmb_mon_tomb_scorpion_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupMonster
Naval Unit GroupMonster
├ Melee Weaponwh2_dlc09_tmb_scorpion_claws
├ Melee Damage Base110
├ Melee Damage Ap270
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry15
├ Base Defence33
└ Shield Defence0
├ Armour Defence90
└ Shield Armour0
├ Man Entitywh2_dlc09_tmb_mon_tomb_scorpion
├ Man Speed50
├ Man Health8
└ Bonus Hit Points6012
Leadership (Base Morale)55
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.
- 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.
This unit is an animated construct (does not rout, is immune to terror, becomes unstable when Leadership is low). Necrotects can push it to its full combat potential and restore it in battle.
- 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.
- Causes Terror
This unit can fear themselves.
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-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.