TOMB KINGS OF KHEMRI
The Tomb Kings of Khemri rule the land of Nehekhara - the land of the
dead. The ancient civilisation of Khemri perished long ago, until the
evil sorcerer Nagash performed a great ritual which awakened the Tomb
Kings and their buried armies. Nagash tried to command the Tomb Kings,
but they were angry at being raised from their eternal slumber and turned
against him. Since that time the Tomb Kings have fought among themselves
for domination of their ancient cities and against anyone who dares
to rob their tombs.
CHAMPIONS, MUSICIANS & STANDARD BEARERS
Units of Skeletons or Tomb Guard may upgrade a model to a Champion,
musician or standard bearer for +10 points each. Units of cavalry and
charioteers may upgrade a model to a Champion, musician or standard
bearer for +15 points each. A Champion will have +1BS if the unit he
is with is equipped with bows, otherwise he will have +1A. A standard
bearer from the following units may carry a magic banner worth up to
50 points: Tomb Guard, Skeleton Charioteer
SPECIAL RULES
The following special rules apply to all characters and troops in a
Tomb Kings army.
- Liche Priests do not count the cost of any scrolls towards their
magic items allowance (ie they can have up to 10 scrolls in addition
to 100/50 points worth of other magic items).
- Immune to psychology.
- Cannot be broken, but a unit beaten in combat suffers 1 extra wound
for every point they lost the combat by. No saves of any kind are
allowed.
- Immune to poison.
- Cause fear.
- Cannot March.
- May only choose hold as a charge reaction.
- May always choose not to pursue.
- Liche Priests don't roll on the miscast table. If they roll double
1 thG spell simply doesn't work.
- If the General is slain all units that are not led by a character
or unit champion are destroyed, and any led by a character or unit
champion suffer D6 Wounds, no saves of any kind allowed. Characters
never suffer wounds from this. Note that if a unit is left without
a character or unit champion at any stage once the General has been
slain, it will be destroyed.
LORDS
0-1 TOMB KING
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Tomb King
|
4
|
5
|
4
|
5
|
5
|
4
|
4
|
4
|
9
|
200
|
Chariot
|
-
|
-
|
-
|
4
|
4
|
3
|
-
|
-
|
-
|
Skeleton Steed
|
8
|
2
|
-
|
3
|
-
|
-
|
2
|
1
|
-
|
Equipment: Hand weapon. Rides in scythed skeleton chariot with
a 4+ armour save, drawn by two skeleton steeds. May have a bow (+12
pts), spear (+6 pts) and/or javelins (+9 pts).
Special rules: Flammable. Tomb King's Curse - if the Tomb King
is slain then the character or unit responsible suffers D3 wounds with
no armour save.
LICHE HIGH PRIEST
Profile
|
M
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WS
|
BS
|
S
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T
|
W
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I
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A
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Ld
|
Points
|
High Priest
|
4
|
3
|
3
|
4
|
4
|
3
|
3
|
2
|
8
|
120
|
Equipment: Hand weapon.
Special rules: A Liche High Priest counts as a level 4 wizard.
They may dispel enemy spells normally, but may only cast spells if they
have the Book of Mighty Incantations.
HEROES
LICHE PRIEST
Profile
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M
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WS
|
BS
|
S
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T
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W
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I
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A
|
Ld
|
Points
|
Liche Priest
|
4
|
3
|
3
|
3
|
4
|
2
|
3
|
1
|
7
|
45
|
Equipment: Hand weapon.
Special rules: A Liche Priest counts as a level 2 wizard. They
may dispel enemy spells normally, but may only cast spells if they have
the Book of Mighty Incantations.
TOMB LORD
Profile
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M
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WS
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BS
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S
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T
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W
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I
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A
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Ld
|
Points
|
Tomb Lord
|
4
|
4
|
3
|
5
|
5
|
3
|
3
|
3
|
8
|
95
|
Chariot
|
-
|
-
|
-
|
4
|
4
|
3
|
-
|
-
|
-
|
Skeleton Steed
|
8
|
2
|
-
|
3
|
-
|
-
|
2
|
1
|
-
|
Equipment: Hand weapon. May ride on a skeleton steed (+10 pts)
or in scythed skeleton chariot with a 4+ armour save that is drawn by
two skeleton steeds (+60 pts). May have a bow (+8 pts), a spear (+4
pts), javelins (+6 pts), light armour (+2 pts)r shield (+2
pts).
One Tomb Lord may be upgraded to a Battle Standard Bearer for +25 points.
He may carry any magic banner (no points limit), but if he does so he
may take no other magic items. He may not be given any extra equipment
except light armour A Battle Standard Bearer may not be your army General.
Special rules: Flammable.
CORE UNITS
SKELETON WARRIORS
Profile
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M
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WS
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BS
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S
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T
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W
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I
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A
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Ld
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Points
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Skeleton
|
4
|
2
|
2
|
3
|
3
|
1
|
2
|
1
|
5
|
6
|
Unit Size: 10+
Equipment: Hand weapon. May have bow (+3 pts), spear (+1 pt),
light armour (+1 pt), shield (+1 pt). If armed with bow may not have
spear or shield.
SKELETON CAVALRY
Profile
|
M
|
WS
|
BS
|
S
|
T
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W
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I
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A
|
Ld
|
Points
|
Skeleton
|
4
|
2
|
2
|
3
|
3
|
1
|
2
|
1
|
5
|
11
|
Skeleton Steed
|
8
|
2
|
2
|
3
|
3
|
1
|
2
|
1
|
5
|
Unit Size: 5+
Equipment: Hand weapon. May have bow (+4 pts), spear (+1 pt),
light armour (+2 pts), shield (+2 pts). If armed with bow may not have
spear or shield.
SPECIAL UNITS
TOMB GUARD
Profile
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M
|
WS
|
BS
|
S
|
T
|
W
|
I
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A
|
Ld
|
Points
|
Tomb Guard
|
4
|
3
|
2
|
4
|
3
|
1
|
3
|
1
|
5
|
11
|
Unit Size: 10+
Equipment: Hand weapon, halberd and light armour. May have shield
(+1 pt).
SKELETON CHARIOTEER
Profile
|
M
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WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Chariot
|
-
|
-
|
-
|
4
|
4
|
3
|
-
|
-
|
-
|
50
|
Skeleton Crew
|
-
|
2
|
2
|
3
|
-
|
-
|
2
|
1
|
5
|
Skeleton Steed
|
8
|
2
|
-
|
3
|
-
|
-
|
2
|
1
|
5
|
Unit Size: 2-5
Equipment: One skeleton chariot with a 4+ armour save, driven
by one skeleton crew and drawn by two skeleton steeds. Crew may have
bow (+4 pts) or spear (+1 pt). Chariots may have scythes (+15 pts).
Special rules: Khemri chariots operate in units like cavalry.
0-1 CARRION
Profile
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M
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WS
|
BS
|
S
|
T
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W
|
I
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A
|
Ld
|
Points
|
Carrion
|
1
|
3
|
0
|
4
|
4
|
1
|
3
|
2
|
5
|
30
|
Unit Size: 3-10
Special rules: Flying unit
RARE UNITS
UNDEAD SCORPION SWARM
Profile
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M
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WS
|
BS
|
S
|
T
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W
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I
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A
|
Ld
|
Points
|
Scorpions
|
4
|
3
|
0
|
3
|
2
|
5
|
1
|
5
|
10
|
50
|
Unit Size: 1+
SCREAMING SKULL CATAPULT
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Catapult
|
-
|
-
|
-
|
-
|
5
|
3
|
-
|
-
|
-
|
75
|
Crew
|
4
|
2
|
2
|
3
|
3
|
1
|
2
|
1
|
5
|
Unit Size: 1 war machine with 3 Skeleton crew.
Equipment: Hand weapon. Crew may have light armour (+1 pt).
Special rules: Treat Screaming Skull Catapults as Stone Throwers
with a range of 48". Hits are at S4 with D3 wounds per hit, no armour
save. Units taking one or more casualties from Screaming Skull Catapults
must take a Panic test.
MAGIC ITEMS
You may choose magic items for your characters and units from the following
list and/or the common magic items in the rulebook.
IMPORTANT: Liche Priests' scrolls cannot be dispelled. However,
spells cast by a Liche Priest with the Book Of Mighty Incantations may
be dispelled as normal.
Mankara's Scroll Of Urgency (Liche Priest scroll):
May be used in the Khemri player's movement phase. Any single unit can
move double distance that turn. The unit may not charge. May not be
combined with another Scroll of Urgency. A unit may only make one magical
move per turn. One use only.
10 pts.
Horekhah's Scroll Of Righteous Smiting (Liche Priest scroll):
Effects one unit of the caster's choice, anywhere on the battlefield.
Can be used immediately before a unit shoots or attacks in hand-to-hand
combat. All models in the unit, including any characters with it, receive
one extra shooting or hand-to-hand attack. The scroll may be used in
the Close Combat phase of the enemy turn if desired. A unit may only
gain additional attacks once per turn, even if you have both a scroll
of Righteous Smiting and the Tomb King's Crown. One use only.
20 pts.
Djerdra's Summonation of the Vengeful Dead (Liche Priest scroll):
Use at the start of the Khemri turn. Nominate any single unit of Skeletons;
Skeleton Cavalry, Tomb Guards or Skeleton Chariots. The nominated unit
gains D6x10 points worth of models equipped as per the rest of the unit.
Excess points are wasted. One use only.
30 pts.
Flail Of Skulls (magic weapon):
Counts as a flail (see Warhammer rulebook). Each unsaved wound becomes
two wounds.
40 pts.
Serpent Staff (magic weapon):
Liche Priests only. Attacks with the Serpent Staff count as poisoned
attacks.
15 pts.
Asp Arrows (magic weapon):
May only be chosen by characters with a bow. Shooting attacks hit on
a 2+ . Attacks with Asp Arrows count as poisoned attacks.
15 pts.
The Blazing Chariot (enchanted item):
May only be chosen by a Tomb King. The Tomb King (and any unit of skeleton
chariots he joins) may move in each movement phase as if a Scroll of
Urgency had been used upon him. May not be combined with a Scroll of
Urgency.
50 pts.
The Tomb King's Crown (enchanted item):
May only be chosen by a Tomb King. The Crown allows the Tomb King to
command a unit within 12" to fight with the same effect as If a Scroll
Of Righteous Smiting had been used upon them. The crown may be used
once per player turn. It may be used in both the Khemri player's turn
and his opponent's turn. A unit may only gain additional attacks once
per turn, even if you have both a scroll of Righteous Smiting and the
Tomb King's Crown.
100 pts.
Neferra's Book Of Mighty Incantations (arcane item):
Randomly generate spells for the bearer (one spell for a Liche Priest
or two spells for a Liche High Priest) from the Death Magic spell list.
The Liche Priest can cast this spell using the normal rules for spell
casting (ie the Liche must make a magic roll to cast the spell, it may
be dispelled, etc).
25 pts.
Banner Of The Hidden Dead (magic banner):
Once per battle at the start of any Khemri turn this banner can be used
to raise a unit of Skeleton Warriors, or Tomb Guard, or Skeleton Cavalry,
or Skeleton Chariots that is worth 3D6x10 points. Declare which type
of unit is being raised before rolling the dice. Any excess points are
discarded. The unit must be placed within 12" of the standard, at least
2" away from any enemy models. It may move normally on the turn it appears,
and may charge.
100 pts.
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