Tomb Guard
These guards' loyalty in life was rewarded; now they are expected to show it once more.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.
Unit Name Tomb Guard |
Main Unit Key wh2_dlc09_tmb_inf_tomb_guard_0 |
Land Unit Key wh2_dlc09_tmb_inf_tomb_guard_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Sword Infantry |
Naval Unit Group Sword Infantry |
Soldiers 120 |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 750 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Melee Attack 32 |
42 |
├ Melee Weapon wh2_dlc09_tmb_sword_tomb_guard |
├ Melee Damage Base 33 |
├ Melee Damage Ap 9 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 8 |
41 |
├ Base Defence 41 |
├ Shield wh_missile_block_55_wood |
└ Shield Defence 0 |
105 |
├ Armour wh2_main_bone_50 |
├ Armour Defence 50 |
└ Shield Armour 55 |
82 |
├ Man Entity wh2_dlc09_tmb_skeleton_heavy |
├ Man Speed 28 |
├ Man Health 8 |
└ Bonus Hit Points 74 |
Leadership (Base Morale) 60 |
Abilities
- 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.
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. - 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.
Faction Availability | |
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The Eye of the Vortex |