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Transcript of WARTHRONE APPROVED ARMIES [WFB]TOMB ... - Hobby Shop
Commanders At most 15%
Heroes At most 15%
Regular troops At least 20%
Elite troops No limit
Special troops No limit
War machines No limit
Creatures and monsters No limit
You must meet the following requirements regarding the
percentage of each type of troop.
WARTHRONE APPROVED ARMIES
[WFB]TOMB KINGS
http://www.avatars-of-war.com/army-throne/
This army list is adapted from an army of Games Workshop's WARHAMMER
game. The purpose of this list is to use your collection of Games Workshop
miniatures to play Warthrone.
This is an army list created by fans, and approved for Warthrone, which means
that it has been tested and approved to be used in any game, event or tournament
(official and unofficial) of Warthrone.
THIS ADAPTATION IS NOT ENDORSED BY GAMES WORKSHOP.
WARHAMMER IS A TRADEMARK BELONGING TO GAMES WORKSHOP
LTD. Used without permission. All rights reserved to their respective owners.
As an alternative to making pen and paper army lists, you can use Army Throne; a
web browser based application designed to create and print your Warthrone armies
quickly and easily.
You can access Army Throne at:
1.00
2Commanders
Mov Ag St Mi Com At Def Sh Arm OD Val
5 5+/6+ 3+/1+ 3+ 3+ 2@4+ 5+ 4+ -1 3 4
Hierophant 187 pts.
Base size 20x20
MAGIC OBJECTS & SPECIAL PROPERTIES
• Ancient sorcerer (The sorcerer is skilled with magic arts for is old and wizened. When accepting a "Channel magic" order, he may convert each accepted order die into three magic dice. Penalty to Ag)
•For 30 pts. can be equipped with Scroll of Mighty Incantations (One use. Next spell cast by the unit will automatically succeed and cannot be dispelled. Roll the spell normally; if no successes are obtained, the spell is cast with one success, and magic failure effects are not applied, even if obatining three 1s)
•For 10 pts. can be equipped with Staff of Unearthing (Adds one extra model to every Summon or Raise the dead attempt)
WEAPONS
• Two handed weapon (Double bonus to St. Penalty to Ag in combat)
ARMOR
• Light armor (Arm -1)
SPECIAL RULES
• Saving throw (4+)
• Regeneration (Saves any wound with a 6 on a d6. Does not apply to Critical Hit and Flaming Attacks)
• Nehekharan Undead (See rules appendix)
MOUNT
•For 20 pts. can mount a Skeleton steed (Mov Ag St Mi Com At Def Sh Arm 8 5+ 4+ 6+ 6+ 5+ 6+ 6+ -1
Light Cavalry (Bonus to the rider's Def. This unit may make a pursuit/sweeping advance move twice in the same combat phase. +1OD to Movement and Change Formation orders. Evade enemy fire); Nehekharan Undead (See rules appendix); Unstable (See rules appendix); Immune to psychology (The miniature is immune to morale, fear, hatred, and any rule marked with “PSY”); 25x50 Base)
SPELLS•For 15 pts. can master the spell
Incantation of Summoning (You may summon a unit of 2d6+1 Skeleton Warriors equipped with either bows or one-handed weapons and shields. The summoned unit can be placed within ONE inch of the spellcaster and facing at any directionIf there is not enough space to deploy the new unit, discard as many summoned Skeletons as necessary to make it deployable)
•For 15 pts. can master the spell
Page 1 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Raise the Undead (You may raise d3+1 models which were removed from play in previous phases; You cannot raise more models
than were initially in the unit)
•For 10 pts. can master the spell
Incantation of Obedience (One unit within 12+TWO" obeys orders with a bonus to Com)
•For 10 pts. can master the spell
Cursed Wind of Saphesh (An enemy unit, engaged or not, within 18+ONE” and in LoS suffers a penalty to both St and Ag)
•For 30 pts. can master the spell
Incantation of Righteous Smiting (Place the large teardrop template in contact with the sorcerer. Any miniature touched by the template must pass a Def roll with ONE penalty or suffer one wound. Can be cast in combat)
Page 2 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
5 4+ 3+ 4+ 3+ 3@3+ 5+ 5+ 1 2 3
Tomb Prince 75 pts.
Base size 20x20
WEAPONS (Must equip one and only one option)
•For 1 point can be equipped with Two handed weapon (Double bonus to St. Penalty to Ag in combat)
•For 2 pts. can be equipped with Hand weapon & shield (Bonus to Def)
•For 3 pts. can be equipped with Spear & shield (Bonus to Def. One extra row may attack if the unit is in square or rectangle formation)
• Flail (Double bonus to St for first round of a combat)
WEAPON UPGRADES
•For 4 pts. can be equipped with Shield of Phtra (Must equip shield. Extra bonus to Def and ignores "Penetrate Shields")
•For 15 pts. can be equipped with Flail of Skulls (Must equip a Flail. When it wounds, the weapon causes 1d3 wounds instead of one)
ARMOR
• Ancient armour (Arm 1)
ORDERS
•For 15 pts. can train the order
[C]Smite them down with all your might! (The unit gains ONE attack and one bonus to At, but suffers one penalty to Def)
•For 15 pts. can train the order
[T]My Will Be Done! (ONE unit within range of influence uses the character At or Sh - player choses which one)
•For 10 pts. can train the order
[T]Win defense (The unit gets ONE bonus to Def)
SPECIAL RULES
• Saving throw (3+)
• Flammable (Penalty to SV against flaming attacks)
• Nehekharan Undead (See rules appendix)
MOUNT
•For 60 pts. can mount a Skeleton Chariot (Replaces one Skeleton charioteer. See Skeleton Chariots entry for rules)
•For 90 pts. can mount a Khemrian Warsphinx (Mov Ag St Mi Com At Def Sh Arm OD 8 4+ 2+ 4+ 4+ 5@4+ 4+ 3+ 1 2
Living statue (May only be wounded by hits with a defined St, and is immune to all psychological effects: morale, fear, hatred, and mind control spells.);Massive (See rules appendix) ;Poisoned Attacks (The enemy suffers a penalty to their original Def); Multiple wounds (Before rolling any save, each wound is multiplied by the indicated number); Nehekharan Undead (See rules appendix); Saving Throw(3+); Cover(3+);50x100 base[D]Fiery Roar (Place the small teardrop template in contact with the model. Any miniature touched by the template must pass a
Def roll with ONE penalty or suffer one wound. Flaming attacks. Can be used in combat, in which case can be countered as if i t was a combat order)[C]Thunderstomp (One enemy unit in contact takes ONEd6 St4+ hits)[T]Monstrous Charge (Execute an ordinary Charge! order. Gain ONE extra attack and break the enemy's formation if you have equal to or greater momentum than your target))
Page 3 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
5 4+ 3+ 3+ 2+ 5@3+ 5+/4+ 4+ 2 3 4
Tomb King 155 pts.
Base size 20x20
MAGIC OBJECTS & SPECIAL PROPERTIES
•For 0 pts. can be equipped with Cloak of the Dunes (+1 to Arm against shooting attacks)
WEAPONS (Must equip one and only one option)
• Hand weapon & shield (Bonus to Def)
•For 1 point can be equipped with Two handed weapon (Double bonus to St. Penalty to Ag in combat)
•For 3 pts. can be equipped with Spear & shield (Bonus to Def. One extra row may attack if the unit is in square or rectangle formation)
•For 0 pts. can be equipped with Flail (Double bonus to St for first round of a combat)
WEAPON UPGRADES
•For 5 pts. can be equipped with Shield of Phtra (Must equip shield. Extra bonus to Def and ignores "Penetrate Shields")
•For 10 pts. can be equipped with Destroyer of Eternities (Any weapon the model carries gains: Penetrates shields. Penetrates armor. Double bonus to Critical Hit)
ARMOR
• Ancient Gilded Armour (Arm 2)
ORDERS
•For 15 pts. can train the order
[C]Smite them down with all your might! (The unit gains ONE attack and one bonus to At, but suffers one penalty to Def)
•For 20 pts. can train the order
[T]My Will Be Done! (ONE unit within range of influence uses the character At or Sh - player choses which one)
•For 15 pts. can train the order
[T]Win defense (The unit gets ONE bonus to Def)
SPECIAL RULES
• Saving throw (3+)
• General (If in the army, this unit must be the general)
• Inspiring Presence (PSY. Units within 8" gain the "Tenatious" rule and may use this model's Com when using the "Hold your position!" rule. )
• Nehekharan Undead (See rules appendix)
• Flammable (Penalty to SV against flaming attacks)
MOUNT
•For 100 pts. can mount a Khemrian Warsphinx (Mov Ag St Mi Com At Def Sh Arm OD 8 4+ 2+ 4+ 4+ 5@4+ 4+ 3+ 1 2
Living statue (May only be wounded by hits with a defined St, and is immune to all psychological effects: morale, fear, hatred, and mind control spells.);Massive (See rules appendix) ;Poisoned Attacks (The enemy suffers a penalty to their original Def); Multiple wounds (Before rolling any save, each wound is multiplied by the indicated number); Nehekharan Undead (See rules appendix); Saving Throw(3+); Cover(3+);50x100 base[D]Fiery Roar (Place the small teardrop template in contact with the model. Any miniature touched by the template must pass aDef roll with ONE penalty or suffer one wound. Flaming attacks. Can be used in combat, in which case can be countered as if i t
was a combat order)[C]Thunderstomp (One enemy unit in contact takes ONEd6 St4+ hits)[T]Monstrous Charge (Execute an ordinary Charge! order. Gain ONE extra attack and break the enemy's formation if you have equal to or greater momentum than your target))
•For 70 pts. can mount a Skeleton Chariot (Replaces one Skeleton charioteer. See Skeleton Chariots entry for rules)
Page 4 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
3Heroes
Mov Ag St Mi Com At Def Sh Arm OD Val
5 4+ 3+ 4+ 3+ 3@3+ 5+ 4+ -1 2 2
Tomb Herald 91 pts.
Base size 20x20
WEAPONS (May equip at most two options)
• Battle standard (Commanders within 6” and not joined to a unit may support orders as if they were in this standard bearer’s
position)
• Hand weapon ()
•For 1 pt/miniature can be equipped with Two handed weapon (Double bonus to St. Penalty to Ag in combat)
•For 2 pts/miniature can be equipped with Halberd (Bonus to St. In phalanx formation, one additional file may attack)
•For 1 pt/miniature can be equipped with Flail (Double bonus to St for first round of a combat)
ARMOR
• Light armor (Arm -1)
DEFENSE
•For 2 pts/miniature can be equipped with Shield (Bonus to Def)
SPECIAL RULES
• Saving throw (3+)
• Inspiring Presence (PSY. Units within 8" gain the "Tenatious" rule and may use this model's Com when using the "Hold your position!" rule. )
• Flammable (Penalty to SV against flaming attacks)
• Killing blow (Always strikes with Critical hit)
• Nehekharan Undead (See rules appendix)
MOUNT
•For 50 pts/miniature can mount a Skeleton Chariot (Replaces one Skeleton charioteer. See Skeleton Chariots entry for rules)
•For 20 pts/miniature can mount a Skeleton steed (Mov Ag St Mi Com At Def Sh Arm 8 5+ 4+ 6+ 6+ 5+ 6+ 6+ -1
Light Cavalry (Bonus to the rider's Def. This unit may make a pursuit/sweeping advance move twice in the same combat phase. +
1OD to Movement and Change Formation orders. Evade enemy fire); Nehekharan Undead (See rules appendix); Unstable (See rules appendix); Immune to psychology (The miniature is immune to morale, fear, hatred, and any rule marked with “PSY”); 25x50 Base)
Page 5 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
5 4+ 4+ 4+ 3+ 3@4+ 5+ 4+ -2 2 2
Necrotect 46 pts.
Base size 20x20
WEAPONS
• Hand weapon ()
• Slaver's whip (In the shooting phase, if not in melee, this model can make an attack against an enemy unit - as if it were in melee
with the enemy - with a maximum range of 6")
ORDERS
• [T]Architect’s Blessing (All undead units with "Living statue" rule, within the influence range, in combat or not, gain Regeneration (6+) with ONE bonus)
• [T]Great Renovator (ONE undead within half the influence range, in combat or not, gains ONE bonus to Def)
SPECIAL RULES
• Hatred (Living beings) (The unit hates any not undead enemy regiment)
• Saving throw (4+)
• Flammable (Penalty to SV against flaming attacks)
• Nehekharan Undead (See rules appendix)
MOUNT
•For 35 pts/miniature can mount a Necroserpent (Mov Ag St Mi Com At Def Sh Arm 7 3+ 3+ 5+ 4+ 3@4+ 4+ 6+ 0 Heavy cavalry (Bonus to Def for the rider. You may pursue/sweeping advance twice in the same combat phase. Each complete row is worth two. Break the enemy formation if you make a furious charge and have more momentum than the target of the charge); Heavy barding (Arm 0); Poisoned Attacks (The enemy suffers a penalty to their original Def); Nehekharan Undead (See rules
appendix); Saving Throw (4+); 50x100 Base)
Page 6 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
5 4+ 4+ 3+ 3+ 4+ 5+ 4+ -2 1 2
Lich Priest 97 pts.
Base size 20x20
MAGIC OBJECTS & SPECIAL PROPERTIES
•For 25 pts/miniature can be equipped with Ancient sorcerer (The sorcerer is skilled with magic arts for is old and wizened. When accepting a "Channel magic" order, he may convert each accepted order die into three magic dice. Penalty to Ag)
•For 20 pts/miniature can be equipped with Staff of Sorcery (Can re-roll up to two failed rolls when casting a spell)
WEAPONS
• Hand weapon ()
SPECIAL RULES
• Saving throw (5+)
• Nehekharan Undead (See rules appendix)
MOUNT
•For 20 pts/miniature can mount a Skeleton steed (
Mov Ag St Mi Com At Def Sh Arm 8 5+ 4+ 6+ 6+ 5+ 6+ 6+ -1
Light Cavalry (Bonus to the rider's Def. This unit may make a pursuit/sweeping advance move twice in the same combat phase. +1OD to Movement and Change Formation orders. Evade enemy fire); Nehekharan Undead (See rules appendix); Unstable (See
rules appendix); Immune to psychology (The miniature is immune to morale, fear, hatred, and any rule marked with “PSY”); 25x50 Base)
SPELLS
•For 15 pts/miniature can master the spell
Raise the Undead (You may raise d3+1 models which were removed from play in previous phases; You cannot raise more models
than were initially in the unit)
•For 10 pts/miniature can master the spell
Incantation of Obedience (One unit within 12+TWO" obeys orders with a bonus to Com)
•For 25 pts/miniature can master the spell
Incantation of The Shrieking Dead (Place the small teardrop template in contact with the sorcerer. Any miniature touched by the template must pass a Mi roll with ONE malus or suffer one wound. Can be cast in combat)
Page 7 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
4Regular troops
Mov Ag St Mi Com At Def Sh Arm OD Val
4 5+ 4+ 4+ 4+ 5+ 6+ 5+ -2 1 1
Skeleton Archers 6 pts.
Base size 20x20 / From 16 to -1 miniatures per regiment
WEAPONS
• Bow (F! Range 16+1d6". St 4+. Up to two rows may shoot. Arcing fire)
• Hand weapon ()
WEAPON UPGRADES
•For 2 pts/miniature can be equipped with Arrows of Asaph (No penalty modifiers apply when shooting)
ARMOR
•For 1 pt/miniature can be equipped with Light armor (Arm -1)
COMMAND OPTIONS
•For 12 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)
•For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for “change formation” orders)
•For 20 pts. you can convert one miniature into a Master of Arrows (Gain 1 OD)
FORMATIONS
• Line ()
ORDERS
•For 1 pt/miniature can train the order
[S]Blacken the Sky (Issue a Fire! Order as normal. If the order is accepted with more OD than rows permitted to shoot, one row per die in excess of the rows permitted to shoot can shoot again. The unit must be equipped with bows (except short bow). You may shoot over intervening units and use the Line of Sight of a commander that is supporting the order. This order may not be used as a reaction order)
SPECIAL RULES
• Nehekharan Undead (See rules appendix)
Page 8 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
5 4+ 4+ 4+ 4+ 5+ 6+/5+ 5+ -2 1 1
Skeleton Horse Archers 15 pts.
Base size 25x50 / 8 or more miniatures per regiment
WEAPONS
• Bow (F! Range 16+1d6". St 4+. Up to two rows may shoot. Arcing fire)
• Hand weapon ()
WEAPON UPGRADES
•For 2 pts/miniature can be equipped with Arrows of Asaph (No penalty modifiers apply when shooting)
COMMAND OPTIONS
•For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for “change formation” orders)
•For 15 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)
•For 15 pts. you can convert one miniature into a Scout (The unit may explore before the deployment phase)
•For 20 pts. you can convert one miniature into a Master of Horses (Gain 1 OD)
FORMATIONS
• Skirmisher ()
ORDERS
•For 2 pts/miniature can train the order
[T]Fire while charging (NT. Execute a Charge! As normal, and make one shot per miniature. Must be equipped with projectile
weapons)
•For 0 pts/miniature can train the order
[T]Shoot on the move (NT. Make a steady or marching move and shoot (with a penalty to Sh) with each miniature at any point of the movement. Must equip missile weapons)
SPECIAL RULES
•For 0 pts/miniature can have the special rule Vanguards (Must deploy closer to the edge of the deployment area than any other unit without this rule and which is entirely deployed inside the deployment zone)
• Nehekharan Undead (See rules appendix)
MOUNT
• Skeleton steed (Mov Ag St Mi Com At Def Sh Arm 8 5+ 4+ 6+ 6+ 5+ 6+ 6+ -1
Light Cavalry (Bonus to the rider's Def. This unit may make a pursuit/sweeping advance move twice in the same combat phase. +1OD to Movement and Change Formation orders. Evade enemy fire); Nehekharan Undead (See rules appendix); Unstable (See rules appendix); Immune to psychology (The miniature is immune to morale, fear, hatred, and any rule marked with “PSY”); 25x50 Base)
Page 9 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
5 4+ 4+ 4+ 4+ 5+ 6+/4+ 5+ -2 1 1
Skeleton Horsemen 14 pts.
Base size 25x50 / 8 or more miniatures per regiment
WEAPONS (Must equip one and only one option)
• Hand weapon & shield (Bonus to Def)
•For 1 pt/miniature can be equipped with Spear & shield (Bonus to Def. One extra row may attack if the unit is in square or
rectangle formation)
ARMOR
•For 1 pt/miniature can be equipped with Light armor (Arm -1)
COMMAND OPTIONS
•For 15 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)
•For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for “change formation” orders)
•For 15 pts. you can convert one miniature into a Scout (The unit may explore before the deployment phase)
•For 20 pts. you can convert one miniature into a Master of Horses (Gain 1 OD)
FORMATIONS
• Rectangle ()
ORDERS
•For 1 pt/miniature can train the order
[C]Wrap (Because of its high maneuverability and mobility, the unit is able to surround their enemy in melee. The target unit must be in the front face of your unit. ONE row may be placed on one of the enemy's flanks. It will revert back at the end of this combat or if the unit is charged.The rows that wrap the enemy are counted as being in their initial location for determining the unit's formation)
SPECIAL RULES
•For 0 pts/miniature can have the special rule Vanguards (Must deploy closer to the edge of the deployment area than any other unit without this rule and which is entirely deployed inside the deployment zone)
• Nehekharan Undead (See rules appendix)
MOUNT
• Skeleton steed (Mov Ag St Mi Com At Def Sh Arm 8 5+ 4+ 6+ 6+ 5+ 6+ 6+ -1
Light Cavalry (Bonus to the rider's Def. This unit may make a pursuit/sweeping advance move twice in the same combat phase. +
1OD to Movement and Change Formation orders. Evade enemy fire); Nehekharan Undead (See rules appendix); Unstable (See rules appendix); Immune to psychology (The miniature is immune to morale, fear, hatred, and any rule marked with “PSY”); 25x50 Base)
Page 10 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
5 4+ 4+ 4+ 4+ 4@5+ 6+ 2@5+ -1 1 1
Skeleton Chariots 29 pts.
Base size 50x100 / 3 or more miniatures per regiment
WEAPONS
• Hand weapon ()
• Spear (If this unit charged, it attacks before other units. In square or rectangle formation, one extra row may attack, beyond that
indicated by the formation type)
• Bow (F! Range 16+1d6". St 4+. Up to two rows may shoot. Arcing fire)
WEAPON UPGRADES
•For 2 pts/miniature can be equipped with Arrows of Asaph (No penalty modifiers apply when shooting)
COMMAND OPTIONS
•For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for “change formation” orders)
•For 15 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)
•For 25 pts. you can convert one miniature into a Master of Chariots (Gain 1 OD)
FORMATIONS
• Rectangle ()
ORDERS
•For 1 pt/miniature can train the order
[T]Fire while charging (NT. Execute a Charge! As normal, and make one shot per miniature. Must be equipped with projectile weapons)
SPECIAL RULES
• Crew (A Skeletal Chariot is crewed by 2 Skeleton Charioteer and pulled by 2 Skeletal Steeds)
• Saving throw (3+)
• War chariot (See rules appendix)
• Nehekharan Undead (See rules appendix)
MOUNT
• Skeleton steed (Mov Ag St Mi Com At Def Sh Arm 8 5+ 4+ 6+ 6+ 5+ 6+ 6+ -1
Light Cavalry (Bonus to the rider's Def. This unit may make a pursuit/sweeping advance move twice in the same combat phase. +1OD to Movement and Change Formation orders. Evade enemy fire); Nehekharan Undead (See rules appendix); Unstable (See
rules appendix); Immune to psychology (The miniature is immune to morale, fear, hatred, and any rule marked with “PSY”); 25x50 Base)
Page 11 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
5 5+ 4+ 4+ 4+ 5+ 6+/5+ 5+ -2 1 1
Skeleton Warriors 4 pts.
Base size 20x20 / 16 or more miniatures per regiment
WEAPONS (Must equip one and only one option)
• Hand weapon & shield (Bonus to Def)
•For 1 pt/miniature can be equipped with Spear & shield (Bonus to Def. One extra row may attack if the unit is in square or
rectangle formation)
ARMOR
•For 1 pt/miniature can be equipped with Light armor (Arm -1)
COMMAND OPTIONS
•For 22 pts. you can convert one miniature into a Extra command group (An extra leader, standard bearer, and musician)
•For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for “change formation” orders)
•For 12 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)
•For 22 pts. you can convert one miniature into a Master of Arms (Gain 1 OD)
FORMATIONS
• Rectangle ()
SPECIAL RULES
• Nehekharan Undead (See rules appendix)
Page 12 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
5Elite troops
Mov Ag St Mi Com At Def Sh Arm OD Val
4 4+ 4+ 4+ 3+ 2@3+ 5+/3+ 5+ 1 1 2
Necropolis Knights 69 pts.
Base size 50x100 / 3 or more miniatures per regiment
WEAPONS
• Spear & shield (Bonus to Def. One extra row may attack if the unit is in square or rectangle formation)
ARMOR
• Ceremonial Armor (Arm 1)
COMMAND OPTIONS
•For 15 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)
•For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for “change formation” orders)
•For 25 pts. you can convert one miniature into a Captain (Gain 1 OD)
FORMATIONS
• Rectangle ()
ORDERS
• [T]Dizzying charge (Execute a Charge! as normal. Run ONE extra inch and apply a malus to Com to any reaction originating from this order)
•For 3 pts/miniature can train the order
[C]Break the Enemy Formation (The enemy formation becomes a mob)
SPECIAL RULES
• Living statue (May only be wounded by hits with a defined St, and is immune to all psychological effects: morale, fear, hatred,
and mind control spells.)
• Saving throw (4+)
• Nehekharan Undead (See rules appendix)
• Killing blow (Always strikes with Critical hit)
•For 5 pts/miniature can have the special rule Entombed beneath the Sands (See rules appendix)
MOUNT
• Necroserpent (Mov Ag St Mi Com At Def Sh Arm 7 3+ 3+ 5+ 4+ 3@4+ 4+ 6+ 0 Heavy cavalry (Bonus to Def for the rider. You may pursue/sweeping advance twice in the same combat phase. Each complete row
is worth two. Break the enemy formation if you make a furious charge and have more momentum than the target of the charge); Heavy barding (Arm 0); Poisoned Attacks (The enemy suffers a penalty to their original Def); Nehekharan Undead (See rules appendix); Saving Throw (4+); 50x100 Base)
Page 13 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
5 4+ 3+ 4+ 4+ 4+ 5+/4+ 5+ -2 1 1
Tomb Guard 13 pts.
Base size 20x20 / 10 or more miniatures per regiment
WEAPONS (Must equip one and only one option)
• Hand weapon & shield (Bonus to Def)
•For 1 pt/miniature can be equipped with Halberd & shield (Bonus to Def)
WEAPON UPGRADES
•For 2 pts/miniature can be equipped with Tomb Shield (Must equip shield. Extra bonus to Def)
ARMOR
• Light armor (Arm -1)
COMMAND OPTIONS
•For 25 pts. you can convert one miniature into a Extra command group (An extra leader, standard bearer, and musician)
•For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for “change formation” orders)
•For 15 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)
•For 35 pts. you can convert one miniature into a Tomb Captain (Gain 1 OD. Bonus to Com)
FORMATIONS
• Square ()
ORDERS
•For 2 pts/miniature can train the order
[C]Close formation (The unit gains ONE point to their Arm, up to a maximum of two points)
•For 2 pts/miniature can train the order
[C]Break the Enemy Formation (The enemy formation becomes a mob)
SPECIAL RULES
• Killing blow (Always strikes with Critical hit)
• Nehekharan Undead (See rules appendix)
Page 14 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
6 4+/5+ 3+/1+ 4+ 4+ 4@4+ 4+ 4+ 1 1 1
Ushabti 34 pts.
Base size 40x40 / 3 or more miniatures per regiment
WEAPONS (Must equip one and only one option)
• Two handed weapon (Double bonus to St. Penalty to Ag in combat)
•For 0 pts/miniature can be equipped with Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to
mounted miniatures)
•For 0 pts/miniature can be equipped with Great Bow (F! Range 24+1d6". St 3+. Up to two rows may shoot. Arcing fire)
WEAPON UPGRADES
•For 2 pts/miniature can be equipped with Arrows of Asaph (No penalty modifiers apply when shooting)
•For 4 pts/miniature can be equipped with Ceremonial Blade (Any weapon the model carries gains a bonus to St and bonus to Critical Hit)
ARMOR
• Gilded Heavy Armor (Arm 1)
COMMAND OPTIONS
•For 15 pts. you can convert one miniature into a Standard bearer (Orders may be received from 2" further away)
•For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for “change formation” orders)
•For 25 pts. you can convert one miniature into a Ancient Ushabti (Gain 1 OD)
FORMATIONS
• Rectangle ()
ORDERS
•For 2 pts/miniature can train the order
[T]Crushing Charge (Execute a Charge! as normal. Run ONE extra inch and gain a bonus to critical hit)
SPECIAL RULES
• Saving throw (4+)
• Living statue (May only be wounded by hits with a defined St, and is immune to all psychological effects: morale, fear, hatred,
and mind control spells.)
• Nehekharan Undead (See rules appendix)
• Hard to kill (This unit can make evasion checks with its original Def, even without a shield, any time it would be able to use "Shields up" if it had a shield)
Page 15 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
6Special troops
Mov Ag St Mi Com At Def Sh Arm OD Val
4 4+/5+ 4+/2+ 4+ 4+ 2@4+ 6+ 4+ -1 2 5
Casket Guard 135 pts.
Base size 20x20 / From 4 to 8 miniatures per regiment
WEAPONS
• Two handed weapon (Double bonus to St. Penalty to Ag in combat)
ARMOR
• Light armor (Arm -1)
COMMAND OPTIONS (Must equip one and only one option)
• Hierophant (One of the Hierophants in your army can take the place as Keeper of the Casket)
•For 0 pts. you can convert one miniature into a Keeper of the Casket (Gain 1 OD. Carries hand weapon and does not have Killing Blow)
REGIMENT UPGRADES
• Casket of Souls (
Mov Ag St Mi Com At Def Sh Am - - - - - - 3+ - 2 Covenant of power (If you have one or more Casket of Souls, each sorcerer gets an extra D3 magic dice when channelling magic); Unleashed Souls (If a Casket of Souls is destroyed, roll 1d6 for every unit within 12". On a 4+, that unit suffers 1d6 magical St 2+ hits); Cause fear (See rules appendix); Immune to psychology (The miniature is immune to morale, fear, hatred, and any rule
marked with “PSY”); Unstable (See rules appendix); Nehekharan Undead (See rules appendix); Cover(4+) for keeper or Hierophant; Saving Throw (3+)[D]Light of Death (A Keeper of the Casket or a Hierpohant has to be on the casket, and the Casket has not moved this turn. Select a unit within 48". Target must take a morale check with ONE penalty and with only 1d6 (instead of the usual 2d6). If the test is failed, target suffers an automatic wound for each point by which the test is failed.Once the test has been resolved, roll 1d6: on a 3+, choose another enemy unit within 6" of the targeted unit and not in combat. This
new unit will also suffer the effects of the spell. Reroll for new targets (each within 6" of the last target) until rolling 1 or 2, or until there are no more eligible targets))
FORMATIONS
• Casket Guard (Square. The Casket of Souls must be placed alone on the back row, and does count as two whole rows. The
Casket cannot be attacked while there are Casket Guards standing)
SPECIAL RULES
• Killing blow (Always strikes with Critical hit)
• Nehekharan Undead (See rules appendix)
• Uncontrollable (Only can be supported with 1 OD)
Mov Ag St Mi Com At Def Sh Arm OD Val
5 4+ 5+ 6+ 5+ 5@4+ 5+ 6+ -2 3 1
Tomb Swarms 30 pts.
Base size 40x40 / From 2 to 10 miniatures per regiment
FORMATIONS
• Skirmisher ()
SPECIAL RULES
• Loner (No one may join this unit)
• Dispensable (When this unit flees it does not provide battle morale points)
• Saving throw (4+)
• Uncontrollable (Only can be supported with 1 OD)
• There´re too many! (Each time this miniature fails its SV, it isreduced by one point. The miniature dies when its SV isreduced to 7+)
• Poisoned Attacks (The enemy suffers a penalty to their original Def)
• Nehekharan Undead (See rules appendix)
• Entombed beneath the Sands (See rules appendix)
Page 16 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
5 4+ 3+ 4+ 4+ 4+ 5+ 5+ -2 1 1
Khemrian Warsphinx 178 pts.
Base size 50x100
WEAPONS
• Spear (If this unit charged, it attacks before other units. In square or rectangle formation, one extra row may attack, beyond thatindicated by the formation type)
ARMOR
•For 4 pts/miniature can be equipped with Light armor (Arm -1)
FORMATIONS
• Howdah Crew (4 crew members. Profile describes one Howdah crew member. Each time the crew suffers a wound, reduce crew members by one)
SPECIAL RULES
• Killing blow (Always strikes with Critical hit)
• Nehekharan Undead (See rules appendix)
MOUNT
• Khemrian Warsphinx (Mov Ag St Mi Com At Def Sh Arm OD 8 4+ 2+ 4+ 4+ 5@4+ 4+ 3+ 1 2
Living statue (May only be wounded by hits with a defined St, and is immune to all psychological effects: morale, fear, hatred, and mind control spells.);Massive (See rules appendix) ;Poisoned Attacks (The enemy suffers a penalty to their original Def); Multiple wounds (Before rolling any save, each wound is multiplied by the indicated number); Nehekharan Undead (See rules appendix); Saving Throw(3+); Cover(3+);50x100 base[D]Fiery Roar (Place the small teardrop template in contact with the model. Any miniature touched by the template must pass aDef roll with ONE penalty or suffer one wound. Flaming attacks. Can be used in combat, in which case can be countered as if i t
was a combat order)[C]Thunderstomp (One enemy unit in contact takes ONEd6 St4+ hits)[T]Monstrous Charge (Execute an ordinary Charge! order. Gain ONE extra attack and break the enemy's formation if you have equal to or greater momentum than your target))
Page 17 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
7 3+ 3+/2+ 4+ 4+ 2@4+ 5+ 6+ 1 1 1
Sepulchral Stalkers 53 pts.
Base size 50x100 / 3 or more miniatures per regiment
WEAPONS
• Halberd (Bonus to St. In phalanx formation, one additional file may attack)
ARMOR
• Ceremonial Armour and Stone body (Arm 1)
FORMATIONS
• Skirmisher ()
ORDERS
•For 3 pts/miniature can train the order
[T]Dizzying charge (Execute a Charge! as normal. Run ONE extra inch and apply a malus to Com to any reaction originating from this order)
• [D]Gaze of Death (Select a unit in LoS and within 10". Roll a d6+ONE and apply the result: 2 Stalker glimpses his own reflection in enemy shield or armor and suffers an automatic wound. 3 Nothing happens. 4-5 Target unit suffers ONE automatic wound. 6-8 Target unit suffers ONEd3 automatic wounds. 9+ Target unit suffers ONEd6 automatic wounds)
SPECIAL RULES
• Saving throw (4+)
• Living statue (May only be wounded by hits with a defined St, and is immune to all psychological effects: morale, fear, hatred, and mind control spells.)
• Loner (No one may join this unit)
• Nehekharan Undead (See rules appendix)
• Entombed beneath the Sands (See rules appendix)
• Hard to kill (This unit can make evasion checks with its original Def, even without a shield, any time it would be able to use "Shields up" if it had a shield)
Page 18 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
7Creatures & monsters
Mov Ag St Mi Com At Def Sh Arm OD Val
4 4+ 4+ 4+ 4+ 3@4+ 5+ 6+ -2 2 1
Carrion 28 pts.
Base size 40x40 / 3 or more miniatures per regiment
FORMATIONS
• Skirmisher ()
ORDERS
• [T]Fly (Move up to 20", ignoring difficult terrain and obstacles. Move the regiment to it desired position before rolling the OD for the order. Then, issue the order: if there are no successes, the regiment scatters 1d6")
SPECIAL RULES
• Loner (No one may join this unit)
• Saving throw (4+)
• Rangers (This unit has an exploration group, so they can explore before they deploy. Check for exploration problems with a 2+.If they flee from the battlefield, they do not leave the game. Place them off the edge of the table at the point where they fled. They
may re-enter the battle using any movement order on the turn after they flee )
• Flying scouter (The regiment scouts from the air, avoiding dangerous encounters.It does not suffer casualties on a failed exploration check)
• Nehekharan Undead (See rules appendix)
• Flying (When charging, fleeing, or giving pursuit, move 12+2d6")
• Stalk the prey (When charging, add one inch to the charge distance for each casualty that the charged unit has suffered during the battle)
Mov Ag St Mi Com At Def Sh Arm OD Val
7 3+ 3+ 4+ 4+ 5@4+ 4+ 6+ 1 1 1
Tomb Scorpion 94 pts.
Base size 50x50
WEAPONS
• Pincers and Tail (Penetrates shields, Penetrates Armour)
ARMOR
• Tough scales (Arm 1)
ORDERS
• [C]Sting! (The enemy takes ONEd6 hits at the unit's St with Poisoned Attacks special rule)
•For 15 pts/miniature can train the order
[T]Monstrous Charge (Execute an ordinary Charge! order. Gain ONE extra attack and break the enemy's formation if you have equal to or greater momentum than your target)
SPECIAL RULES
• Saving throw (3+)
• Magic Resistance (Remove 1 successful die from each spell cast against this regiment)
• Loner (No one may join this unit)
• Living statue (May only be wounded by hits with a defined St, and is immune to all psychological effects: morale, fear, hatred, and mind control spells.)
• Poisoned Attacks (The enemy suffers a penalty to their original Def)
• Killing blow (Always strikes with Critical hit)
• Nehekharan Undead (See rules appendix)
• Entombed beneath the Sands (See rules appendix)
• Hard to kill (This unit can make evasion checks with its original Def, even without a shield, any time it would be able to use
"Shields up" if it had a shield)
Page 19 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
7 4+ 2+ 4+ 4+ 6/7@4+ 4+ 5+ -2 1 1
Bone Giant 146 pts.
Base size 50x50
WEAPONS
• Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to mounted miniatures)
• Bow of the Desert (F! Range 30+2d6", St 3+. Penetrates armor. Penetrates shields. Make a single shot with ONE bonus to Sh
(maximum of a double bonus) and if it hits, it causes as many hits as there are rows in the target unit. If it causes a casualty morale check, apply a double penalty)
WEAPON UPGRADES
•For 35 pts/miniature can be equipped with Giant Ceremonial Blade (Any weapon the model carries gains a double bonus to St
and bonus to Critical Hit)
ORDERS
•For 15 pts/miniature can train the order
[S]Throw Boulders (Select a point up to 10” away. Make ONE roll to Sh: With one success, the boulders scatter 1d3” from the designated point. With two successes, hit the designated point. Place the small blast template on the point of the impact. Each
miniature touched by the template suffers a St 4+ hit)
•For 15 pts/miniature can train the order
[C]Thunderstomp (One enemy unit in contact takes ONEd6 St4+ hits)
•For 15 pts/miniature can train the order
[T]Monstrous Charge (Execute an ordinary Charge! order. Gain ONE extra attack and break the enemy's formation if you have equal to or greater momentum than your target)
SPECIAL RULES
• Living statue (May only be wounded by hits with a defined St, and is immune to all psychological effects: morale, fear, hatred, and mind control spells.)
• Saving throw (3+)
• Nehekharan Undead (See rules appendix)
• Massive (See rules appendix)
• Unstoppable Assault (Every 6 on the rolls to hit generates an extra hit)
Mov Ag St Mi Com At Def Sh Arm OD Val
7 4+ 3+ 4+ 4+ 5@4+ 4+ 4+ 0 2 1
Hierotitan 186 pts.
Base size 50x50
MAGIC OBJECTS & SPECIAL PROPERTIES
• Icon of Ptra (Grants Incantation of Righteous Smiting (Place the large teardrop template in contact with the sorcerer. Any miniature touched by the template must pass a Def roll with ONE penalty or suffer one wound. Can be cast in combat))
• Scales of Usirian (Any enemy wizard within 18” must re-roll two successes when casting any spell)
ORDERS
• [C]Thunderstomp (One enemy unit in contact takes ONEd6 St4+ hits)
SPECIAL RULES
• Living statue (May only be wounded by hits with a defined St, and is immune to all psychological effects: morale, fear, hatred, and mind control spells.)
• Saving throw (3+)
• Spirit Conduit (All friendly wizards within 12” gain an extra magic dice when casting a spell)
• Nehekharan Undead (See rules appendix)
• Imbued with Magic (When executing and supporting orders, you may use up to two magic dice for each sorcerer in dispel range as if they were extra order dice. You must announce that these magic dice are being used as order dice. If the sorcerer has not
generated any magic dice yet, he may do so now. Magic dice used thsi way are removed as normal)
• Flaming attacks (Apply a penalty to casualty morale checks as a result of flaming attacks)
• Massive (See rules appendix)
Page 20 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
Mov Ag St Mi Com At Def Sh Arm OD Val
7 4+ 2+/0+ 4+ 3+ 5@4+ 4+ 6+ 0 2 1
Necrosphinx 193 pts.
Base size 50x100
WEAPONS
• Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to mounted miniatures)
WEAPON UPGRADES
• Giant Ceremonial Blade (Any weapon the model carries gains a double bonus to St and bonus to Critical Hit)
ORDERS
•For 15 pts/miniature can train the order
[C]Thunderstomp (One enemy unit in contact takes ONEd6 St4+ hits)
• [T]Fly (Move up to 20", ignoring difficult terrain and obstacles. Move the regiment to it desired position before rolling the OD for the order. Then, issue the order: if there are no successes, the regiment scatters 1d6")
• [T]Monstrous Charge (Execute an ordinary Charge! order. Gain ONE extra attack and break the enemy's formation if you have
equal to or greater momentum than your target)
SPECIAL RULES
• Saving throw (3+)
• Living statue (May only be wounded by hits with a defined St, and is immune to all psychological effects: morale, fear, hatred, and mind control spells.)
• Massive (See rules appendix)
• Khemrian Reanimant (Nehekharan Undead (See rules appendix); Hates all other Undead)
• Decapitating Strike (Chose one attack and roll it separately with a penalty to At. This attack has Critical Hit)
• Killing blow (Always strikes with Critical hit)
• Poisoned Attacks (The enemy suffers a penalty to their original Def)
• Flying (When charging, fleeing, or giving pursuit, move 12+2d6")
Page 21 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
9War machines
Mov Ag St Mi Com At Def Sh Arm OD Val
4 5+ 5+ 4+ 4+ 3@5+ 5+ 4+ -2 3 1
Screaming Skull Catapult 85 pts.
Base size 50x100
WEAPONS
• Hand weapon ()
WEAPON UPGRADES
•For 5 pts. can be equipped with Skulls of the Foe (If a unit must take a morale check as a result of being hit by the screaming skulls, will do so with a penalty to Com)
ARMOR
• Light armor (Arm -1)
FORMATIONS
• Crew (3)
ORDERS
• [D]Shoot the Skulls! (Select a point between 12 and 48” away.Make ONE Sh roll: If the roll is failed, a misfire occurs! With 1 success, the stone scatters 2d6”. With 2 successes, it scatters 1d6”. With 3 successes, it lands on target. Center the small blast template on the target point. Any model wholly or partially beneath the template suffers a magical and flaming St3+ hit. If it suffers any casualty the targeted unit must take a morale check even if
unbreakable.Misfire! (roll 1d6) 1- The catapult is destroyed. 2- The skulls lands at 1d6'' from the catapult. 3,4- The catapult cannot fire this turn or in the controlling player´s next turn. 5,6- The catapult cannot fire this turn)
SPECIAL RULES
• Saving throw (5+)
• Nehekharan Undead (See rules appendix)
• Dig In! (5+)
Page 22 of 23
WARTHRONE APPROVED ARMIES: [WFB]TOMB KINGS
RULES APPENDIX
Cause fearPSY. Penalty to enemy morale checks in combat. To be charged by the enemy they must obtain at least two successes on the charge order
UnstableUnstable units that either suffer more wounds than their enemies, or whose enemies do not flee at the end of the combat, suffer a number of wounds equal to the difference of the casualties between both units. This wounds can be saved with Saving throw
Nehekharan UndeadCause fear (See rules appendix)Immune to psychology (The miniature is immune to morale, fear, hatred, and any rule marked with “PSY”)Unstable (See rules appendix)Can never accept orders to March! and cannot take any type of reaction order
MassiveWhen this miniature suffers a wound without saving, instead of removing it from play, permanently reduce its Saving Throw by one point. When the Saving Throw has been reduced beyond a 6+, the miniature is removed as a casualty.Has the rule "Hard to kill"
War chariotWhen moving use the Mov of its mounts. At marching pace apply a penalty to Mov.Cannot roll Ag over dangerous terrain.Cannot check Ag to save dangerous terrain (always suffers a wound).[T]Impact Charge (Execute a Charge! as normal. Make ONEd6 additional attacks which are resolved before all other attacks at At3+, St 3+ and breaks enemy formation if it has more momentum than the charged unit. If the charged unit has equal or greater momentum, the charging model suffers 1d6 attacks at St4+. Can be supported with a single OD)Mounts can only attack to their front
Entombed beneath the SandsCan deploy normally or use the rule Ambush, but when the unit enters the battle place a small marker anywhere on the battlefield that is not impassable terrain or within 1" of another unit. Roll the scatter dice and artillery dice. Scatter the marker 1d6". If marker is moved off the tabletop, the unit is considered lost.The unit deploys over the marker. If it is impossible to deploy the unit for any reason, then it will remain under the sand, and must follow the same procedure to see if they arrive on their next turn under the new position. If the marker is under an enemy unit when the unit emerges, we will consider the unit to have charged to the front of the enemy.