1000 Pts - Tomb Kings Army Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost * Tomb Prince 1 4 5 4 4/6 5 3 3 3 9 5+ 4+ 1 153 Usage Conflict; Flammable; The Curse; Casting Order (x1); General; Units within 12" may use General's Leadership; Great Weapon; Strikes last in HtH unless charging; Light Armour; Shield; +1Sv w/ handweapon in HtH; My Will Be Done;Tomb Prince may cast either incantation on himself, or his unit; Power D6; May cast 1 incantations per turn Golden Ankrha 4+ ward save [45] Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost Liche Priest 1 4 3 3 3 3 2 2 1 8 1 1 160 May cast one Incantation per turn; Power Level 2D6; Casting Order (x1); Hierophant; Hierophant: Must cast last; if dies, army begins to dissolve Dispel Scroll Dispels one spell. One use only. [25] Cloak of the Dunes May move as if flying; May not charge while using this movement; [20] Pursues 3d6" Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost Liche Priest 1 4 3 3 3 3 2 2 1 8 1 1 305 May cast one Incantation per turn; Power Level 2D6; Casting Order (x1) Hieratic Jar One use only; May cast one additional incantation [25] Casket of Souls 1 [165] Causes Terror; Light of Death; Spirit-Souls (all enemy Wizards are -1 to cast while Casket in play - cannot cause Miscast or stop Irresistable Force); Liche High Priest or Liche Priest must be member of crew or unit is destroyed; Cannot damage Casket; Hits randomized as normal warmachine, but those on Casket are ignored.; Light of Death; Power Level 2d6 Incantation; Each enemy unit with LOS to Casket suffers 2D6+2-Ld wounds (no armour saves) Casket Guard 2 4 3 3 4/6 4 1 3 2 8 6+ 1 [0] Carry Tomb blades (Killing Blow); Great Weapon; Strikes last in HtH unless charging; Light Armour Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost Tomb Scorpion 1 7 4 5 5 4 3 4 8 5+ 4 85 Tunnelling; Poison; Killing blow; Magic Resistance (1); One less Wo from CR (Construct) Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost Skeleton Warriors 18 4 2 2 3 3 1 2 1 3 6+ 1 172 Shield; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR Champion 1 4 2 2 3 3 1 2 2 3 6+ 1 [10] Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost Skeleton Warriors 10 4 2 2 3 3 1 2 1 3 1 80 Bow; Bow Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost Tomb Swarm 1 4 3 2 2 5 1 5 10 3 45 Undead; Small; Skirmish; Poison; Tunnelling Option Footnotes: Tunnel Rules Place marker at start of game for arrival point; Unit arrives, and may charge, on 4+ (turn 2), 3+ (turn 3), etc.; Use misfire and Art dice for position of arrival. On misfire: D6, 1-2 unit is dead(VP to enemy), 3-4 unit lost(no VP), 5-6 Enemy places unit anywhere on table. Total Army Cost: 1000 Notes: Immune to psychology. Cause fear. Cannot march. May only hold as a charge reaction Cannot be broken, but suffer 1 extra wound for every point they lose the combat by, with no saves of any kind. All Units must take LD test when the Hierophant is killed and the start of every turn thereafter, if failed take number of wounds that the test was failed by. Characters are unaffected. Casting Pool: 2 Dispel Pool: 4 Models in Army: 34 Validation Results: Roster satisfies all enforced validation rules Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.