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Tomb Kings - 2020 version


BambamBIGILO

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So this is probably a dead horse however with Lost Kingdoms putting out some amazing designs I have attempted a 2020 update for out local games. Everything is based off the compendium with a few point changes but mainly some touch ups. Im trying to keep it competitive so people don't have to play down against them.

 Hey maybe if there's enough interest ill make a fancy battletomb pdf.

Id appreciate ppl taking the time to play test if they could. and give back some critiques. After this post will be the wave 1 adjustments. Some rule changes some points and a couple battalions, let me know what you think.

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Points changes-

Tomb King on Royal Warsphinx - down to 380

Tomb King on Exalted Chariot- down to 400

Skeleton Legionaries- 10/40  100/360 

Rules Changes

King on Exalted Chariot-

Crown of Desert Kings- roll a d6 on a 2+ another EMBALMED HERO within 18 may use its command ability with paying CP, on a roll of a 6 two EMBALMED HEROES may use their command ability for free this includes the king on Exalted Chariot.

Tomb Herald -

Standard of the undying Legions- The bearer may decide to plant the icon, if he does so he may not move this turn.  Immediately all friendly  Icon bearers in DESERT LEGION within 24" may activate their icon bearer abilities even if they have already done so this hero phase. If the unit does not have an Icon bearer you may choose one model to return to the unit.

Liche Priest

Gains PRIEST keyword

Hierophants Scroll - once per hero phase may attempt to dispel one spell or endless spell.

Gains Prayers pick one per hero phase roll a dice on a 3+ it goes off

Righteous Smiting - only change is its now  a prayer

Consume souls- Pick a DESERT LEGION UNIT within 18" for every enemy model killed by it in the next combat phase roll a dice. on a 5+ return a wound to that unit. If it is  comprised on 1 wound models gain a model back. This cannot take you over your starting number of models in that unit. It cannot take you past the max wounds on your warscroll.

Pharaoh's Protection- Pick a friendly DESERT LEGION unit within 18" they gain a 5+ to ignore mortal wounds.

Scarab Prince

wounds changed to 10

Tide of scuttling scarabs change attack characteristic to D3 attack for every enemy model within 2"

Cursed Dagger- any to hit roll of 6+ does 1 mortal wound and the attack sequence ends.

Command ability- all scarab swarms completely within 18 gain D3 models to the max unit size they started with.

Casket Of Souls 

Unleash souls - same, with the addition of if any wounds result in a model being removed gain 1 soul token. However you must choose one of the 2 abilities Unleash souls and Consume Souls

Consume Souls- choose one enemy unit within 24, roll a dice for every model in the unit. For each roll of a 6 the enemy unit suffers a mortal wound. In addition it is cursed. A cursed unit half's it movement, run and charge rolls until the tomb king players next hero phase. If any models were destroyed by this ability gain 1 soul token.

Soul Tokens- The casket of souls may have any number of soul tokens on it. They may be used in one of 2 ways.

Soul Shield- in the hero phase remove one token, ignore 1 point of damage received from any source to any friendly TOMB KINGS unit within 12". Mortal or otherwise

Bind Soul- in the hero  remove one token, one friendly unit unit within 24 may activate its icon bearer. If that units icon bearer has been destroyed you may replace that model back to the unit.(it does not matter in the unit has already activated it banner this hero phase already)

More to Come....

Edited by BambamBIGILO
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Apologies  for the above double post, 

 

Con'd

Royal Warsphinx points 380

Glaive of Kings Change the degrading attack  profile to:    4/4/3/3/2

Stone Claws and Teeth change damage characteristic from 1 to 2

Bladed Tail change number of attacks to - D3 attacks for every enemy model within 2"

Warshinx 280

Stone Claws and Teeth change damage characteristic from 1 to 2

Bladed Tail change number of attacks to - D3 attacks for every enemy model within 2"

Necrosphinx  440

Stone Claws and Teeth change damage characteristic from 1 to 2

Bladed Tail change number of attacks to - D3 attacks for every enemy model within 2"

Bone Giant 200

Weapon option Desert Great Bow or Gigantic blades

Change attack characteristic for Gigantic Blades to 6

New weapon Profile

Desert Great Bow

Such is the nefarious design of the ancient builders that the arrows are made of necrotic steel able to penetrate even the hardiest of armours used as a primary defense against monstrous opponents special channel in the shaft and barbed heads ensure that the creature continues to suffer and bleed.

Range 24" attack/ 2  hit on/ 3+  wound on a/ 3+  DMG/ 3

Every successful wound on an enemy with multiple wounds, the enemy gains a Bleed token. If the attack kills a model only count wounds on surviving models for purposes of bleed tokens. At the beginning of the enemy players hero phase for every bleed token on a unit roll a dice on a 5+ take D3 mortal wounds. If a model dies as a result from this remove all bleed counters. 

 

Ushbati

Add bleed token to great bows

Every successful wound on an enemy with multiple wounds, the enemy gains a Bleed token. If the attack kills a model only count wounds on surviving models for purposes of bleed tokens. At the beginning of the enemy players hero phase for every bleed token on a unit roll a dice on a 5+ take D3 mortal wounds. If a model dies as a result from this remove all bleed counters. 

For Ritual Blade staff

Change attacks to 4, 6's to hit cause an additional hit roll per normal.

 

Tomb Swarm

Change attacks characteristic to D3 attacks for every enemy unit within 2"

 

Carrion

Circle High Above

The model may set up off the table in the players hero phase you may set them up anywhere within 9", on the turn they come in  if they successfully charge the enemy receives -1 to hit. In any hero phase they did not just arrive they may go back into reserve.

Scavengers dive:  changed to when this unit charges from reserve

 

Chariots

Change number of attack on bows from 2 to 4

Change number of attacks on Charioteers spears to 4

Thunderous hooves change number of attacks to 8

Scythed Wheels; every time this unit makes an attack, if the target unit has 3 or more models than 6+ to hit generate an additional hit roll to wound as normal.

 

Tomb King on Royal Chariot

Change number of attacks on Thunderous Hooves to 8

Scythed Wheels; every time this unit makes an attack, if the target unit has 3 or more models than 6+ to hit generate an additional hit roll to wound as normal.

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Formations

The Desert winds  160pts

1+ From the following

          King on exalted chariot  

          King on Royal Chariot

2+ Units from the following

           Chariots

           Skeleton Horse Archers

 

All units in this formation with scythed wheels replace with the following;

Improved Scythed Wheels -every time this unit makes an attack, if the target unit has 3 or more models than 5+ to hit generate an additional hit, roll to wound as normal.

Expert mounted archers

To hit rolls of 6 with bows automatically wound.

 

Blackened Skies

1+ Tomb Queen 140 pts

2+ Skeleton Archers

0-2 Skeleton Horse Archers

While wholly within 18 of the Tomb Queen all units in this formation reroll to hit with bows

6's to hit with bows automatically wound

reroll 1's to wound for all bows

 

Gods of stone 160

1+ Tomb King on Sphinx

1+ units of

      Ushbati

      Tomb Scorpion

      WarSphinx

1+ Necrophinx

 

       ReRoll 1's to hit and wound

       -1 to hit with ranged weapons

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  • 2 weeks later...

So here's the legions of Nehekhara,

Legions of the Anhk

All skeletal and embalmed units

improve armor save by 1

ignore the first point of rend ie -1 rend becomes 0, -2 becomes -1

Warlord trait, your general must have

L,egions uncounted, 

all unit gain the following:

warlord has the command ability in the hero  all units within 6" make roll as to activate their banners,  if a unit has had its banner destroyed you may replace that units banner bearer.

First artifacat must be the following

Khopesh of reaping

D3 attacks for each attack on the models profile (can never effect mounts)

3+ to hit 3+ to wound Range 1"

for every model slain heal one wound to bearer or friendly unit within 6"

 

Legion of the Serpent

Keen eyed

all unit gain the following:

Increase the range of all bows by 6"

Warlord trait, your general must have

Warlord trait, your general must have

None made hide

select D3 units in the hero phase they may ignore line of sight until your next hero phase when choosing targets to shoot with missile weapons

First relic chosen must be the following

Bow of the Gods

range 24, hits on a 2+ wounds on a 2+ does D3 mortal wounds. Does not require line of sight

 

Legion of Stone

Rage manifested

all unit gain the following:

all constructs may reroll one dice or more charge dice

Unnatural creations

all constructs when rolling an armor save in melee, 6's cause 1 mortal wound to the attacker.

Warlord Trait, your general must have

Forward the beasts

(only used once per phase)In hero phase select on construct unit it may make an immediate move of 2d6, if it is in combat it may schoose to shoot/and or charge again this turn

Relic

Canopic jars- used once per players hero phase, construct with 12" heals 2D3 wounds

 

Edited by BambamBIGILO
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  • 2 weeks later...
  • 3 months later...

If anyone's interested in a more AoS-ified Tomb Kings army rather than a simply copy-paste of Tomb Kings into AoS, I've just uploaded my homebrew ruleset for the Nehekros Imperishables, my take on the Tomb Kings for the new game! Have a look! I'd love to see what all Tomb King fans on here think! 😀

https://www.tga.community/forums/topic/27787-the-nehekros-imperishables-an-unofficial-aos-faction/

Edited by Aesir Doomaxe
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