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HomeHome / Total War: WARHAMMER II / Court of Lybaras / Units / Tomb King
Tomb King Court of LybarasCourt of Lybaras Command

Tomb King

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.

Tomb King

Unit Name

Tomb King

Main Unit Key

wh2_dlc09_tmb_cha_tomb_king_0

Land Unit Key

wh2_dlc09_tmb_cha_tomb_king_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Sword Infantry

Naval Unit Group

Sword Infantry

Soldiers

1

Caste

Lord

Category

Melee Infantry

Class

Command

Cost

1100

Recruitment Cost

0

Upkeep Cost

0

Melee Attack

50

Weapon Strength (Weapon Damage)

450

├ Melee Weapon

wh2_dlc09_tmb_sword_hero_lord

├ Melee Damage Base

290

├ Melee Damage Ap

160

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

20

Melee Defence

60

├ Base Defence

60

├ Shield

wh_missile_block_55_wood

└ Shield Defence

0

Armour

135

├ Armour

wh2_main_chainmail_80

├ Armour Defence

80

└ Shield Armour

55

Health

4840

├ Man Entity

wh2_dlc09_tmb_skeleton_infantry_hero_lord

├ Man Speed

31

├ Man Health

8

└ Bonus Hit Points

4832

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.
  • Encourage
    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.
  • {{tr:wh2_dlc09_undead_description}}

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.
  • 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.