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HomeHome / Total War: WARHAMMER III / Exiles of Nehek / Units / Tomb Scorpion
Tomb Scorpion Exiles of NehekExiles of Nehek Constructs

Tomb Scorpion

They 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.

Tomb Scorpion

Unit Name

Tomb Scorpion

Main Unit Key

wh2_dlc09_tmb_mon_tomb_scorpion_0

Land Unit Key

wh2_dlc09_tmb_mon_tomb_scorpion_0

Land Unit Group Parents

Constructs

Land Unit Group

Monster

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1000

Recruitment Cost

0

Upkeep Cost

0

Number of Units

1

Hit Points

6020

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

sc1_scorpion01

├ Man Entity

wh2_dlc09_tmb_mon_tomb_scorpion

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

6012

Mass

2400

└ Man Mass

2400.0000

Armour

90

├ Armour

wh2_dlc10_bone_90

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

50

└ Man Speed

50

Melee Attack

35

Melee Defence

33

Weapon Strength

380

├ Melee Weapon

wh2_dlc09_tmb_scorpion_claws

Base Weapon Damage

110

Armour-Piercing Weapon Damage

270

Bonus vs. Large

0

Bonus vs. Infantry

15

Charge Bonus

45

Abilities

  • 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.
  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%

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.
  • 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.
  • Construct
    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.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Causes Terror
    This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves.
  • Armour-Piercing
    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
    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.