Règles spéciales
Tomb Kings

Global

Arrows of Asaph

Units with Arrows of Asaph never count any bonuses or penalties to hit when shooting, regardless of the source of the modifier.

Asaph, Goddess of Magic and Vengeance

The unit gains Magic Resistance (2).

Blessing of Asaph

If Khalida is included in your army, any unit of Skeleton Archers, Horse Archers or Chariots may be upgraded to gain Poisoned Attacks for all shooting attacks for +2 points per model.

Blessing of the Gods

When choosing your army, the Ushabthi Ancient gives one Blessing to his unit, which lasts for the entirety of the game.

Bow of the Desert

Multiple Wounds (D3). Fires like a Bolt Thrower.

Chariot of the Gods

Impact Hits from the Chariot of the Gods are Magical Attacks and Flaming Attacks.

Covenant of Power

If you have a Caskets of Souls on the table at the start of your Magic phase, you add D3 power dice to your pool. For each additional Casket, you may add an additional power dice.

Curse of the Fallen

If the Khemric Titan is slain by any means, all enemy units within 6" from suffer 2D6 S 2 hits which Ignores Armour saves.

Decapitating Strike

Before rolling To Hit, nominate one of the Necrosphinx's Attacks to be made with the Decapitating Strike ability, and roll it separately. This special Attack strikes at S 10 and has Heroic Killing Blow.

Desert Revenant

Prince Apophas cannot join any units, and he cannot be your army's General. When rolling to enter the table using the Entombed Beneath the Sands special, you may re-roll the Artillery dice.

Djaf, God of Death

The unit gains Killing Blow.

Entombed Beneath the Sands

A unit with this ability has Ambushers, with the following exceptions.

When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, when a unit that is Entombed Beneath the Sands enters the battle, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit.

Roll a scatter dice and an artillery dice. If you roll a Hit on the scatter dice, the marker stays in place. If you roll an arrow, move the marker the number, in inches, indicated by the artillery dice in the direction shown. If the marker is under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain.

Once the final position of the marker is established, place the emerging unit in a legal formation such that it touches the marker, facing any direction. If the marker is under an enemy unit, you may place your unit into base contact with the enemy unit in their front arc; your unit will counts as charging this turn.

If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, then the unit does not emerge. Instead, remove the marker and roll on the Mishap table. If a unit emerges successfully, it may act normally this turn.

Only characters that have Entombed Beneath the Sands can be deployed within such units. If you have several units Entombed Beneath the Sands, then repeat this process, one unit at a time.

Envenomed Sting

All normal Attacks made by a Khemrian Warsphinx with this upgrade have Poisoned Attacks.

Feast of Souls

When the Ammut causes a successful Killing Blow, it regains one Wound lost earlier in the battle.

Fiery Roar

A Khemrian Warsphinx with this upgrade has a S 4 Breath Weapon with Flaming Attacks.

Frantic Fervour

Ramhotep confers Frenzy onto the unit he accompanies. While he remains in the unit, the unit can never lose its Frenzy.

Geheb, God of Earth and Giver of Strength

The unit gains Strength Bonus (1).

Grand Hierophant of Khemri

If you take Grand Hierophant Khatep, he must be your army's Hierophant. He gives his unit Regeneration (5+) rather than Regeneration (6+). Additionally, Khatep restores 2D6 Wounds with the The Restless Dead Lore Attribute.

Great Bow

Longbow.

Herald of Despair

Enemy units in base contact with Nekaph roll one additional dice when taking a LD test, discarding the lowest result. This has no effect on units with Immunity (Psychology).

Hieroglyphs of Protection

The War-Barque and friendly units within 6" of a War-Barque have a Ward save (6+).

Hunter of the Evil and Wicked

The Ammut may re-roll failed To Wound rolls against models from the Forces of Destruction.

Icon of Ptra

An Icon of Ptra contains the spell Shem's Burning Gaze.

Khemric Titan Special Attacks

In order to determine what happens, each Close Combat phase that the Khemric Titan is in combat, pick a single unit in base contact and roll a D6 on the Khemric Titan Special Attacks Table

Khepra Beetles

Enemy units in base contact with the War-Barque suffers 2D6 S 2 hits at the start of each close combat phase.

King Phar the Proud

King Phar has to be the army’s General. No other Tomb Kings (including Special Characters) are allowed in an army lead by King Phar.

Master Artisan

At the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters. The models in this unit have been restored and embellished by Ramhotep, and reroll all failed armour saves during the battle.

Master Stone Shaper

Sehenesmet follows the normal rules for Stone Shaper, but grants Regeneration (5+) rather than Regeneration (6+).

Mort-vivant

All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are, or are joined by, a character with the My Will Be Done or Sworn Bodyguard.

My Will Be Done

Any unit of Undead accompanied by a model with this rule uses the character's unmodified WS in place of its own (use the highest WS if the unit is joined by several characters with this rule).

If all characters with My Will Be Done in the unit are killed, the unit immediately reverts to using its own WS. This rule has no effect on mounts or any other characters except Tomb Heralds, these always use their own WS.

Necromantic Reservoir

A unit of Bastethi is considered to be a Level 2 Wizard that knows the spells Djaf's Incantation of Cursed Blades and Ptra's Incantation of Righteous Smiting from the Lore of Nehekhara. This doesn't stop other Wizards from knowing those same spells. The unit receives an additional +1 to cast for each rank of 5 or more models in the unit, after the first, to a maximum of +3. Each time the unit casts a spell, you must nominate one Bastethi as the caster for the purposes of line of sight, range, etc. In the event that a Bastethi unit rolls a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds which Ignores Armour saves. If the unit is targeted by a rule that affects a Wizard, your opponent must choose one Bastethi as the target.

Phakth, God of the Sky and Bringer of Justice

The unit gains +1 M.

Scales of Usirian

The Scales of Usirian contain the spell Spirit Leech.

Scarab Prince

Apophas has a S 2 Breath Weapon. In addition, if Apophas is ever destroyed (by any means), then before removing the model all enemy units within 2D6" of him immediately take 2D6 S 2 hits, distributed as for shooting.

Screaming Skulls

All shooting attacks made by a Screaming Skull Catapult are Magical Attacks and Flaming Attacks. In addition, any unit that suffers one or more casualties from a shooting attack by a Screaming Skull Catapult must take a Panic test as if it had taken 25% casualties.

Scythan Warriors

If your army contains Tutankhanut you may include units of Scythan Warriors. These follow the unit entry and equipment of Skeleton Horse Archers, but do not have Arrows of Asaph and Undead. They instead have Immunity (Fear). Scythan Warriors always treat Tutankhanut as the army's General for all purposes.

Settra the Great

If you take Settra the Imperishable, he must be your army's General. Settra's Inspiring Presence has a range of 18".

Settra's Champion

If able to, Nekaph must always issue and accept challenges. When fighting in a challenge, Nekaph gains a Ward save (5+), and his Killing Blow will take effect on any To Wound rolls of 5+.

Shrine of Eternities

Once per magic phase the Khemric Titan can unleash a Bound spell.

Skulls of the Foe

This upgrade adds an additional effect to the catapult's Screaming Skulls. If a target unit takes a Panic test as a result of being hit by the Skulls of the Foe, then they must take the test with a -1 penalty to their LD.

Sobk, God of Water and War

The unit may re-roll To Hit rolls of 1 with shooting and close combat attacks.

Soul Reaper

As soon as Prince Apophas is placed on the tabletop, nominate one enemy character on the battlefield. Apophas re-rolls any failed To Hit and To Wound rolls against the chosen character.

Spirit Conduit

While a friendly Nehekharan Undead Wizard is within 12" of one or more Hierotitans adds +D3 to the casting result of each spell he attempts to cast (roll for the bonus each time).

Stone Shaper

Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of a model with this rule gains Regeneration (6 +).

Sworn Bodyguard

If you have any Characters with My Will Be Done in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be nominated by several Tomb Heralds. Whenever the nominated character suffers a Wound (before saves are taken) and the Tomb Herald is in the same unit as him, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated.

The Curse

If a model with the Curse is removed from play, then the enemy unit responsible, by inflicting the final wound for example, will immediately suffer D6 S 5 hits (if the model was a Lord) or D6 S 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.

In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to Unstable, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.

The Curse of Settra

In addition to the normal Tomb King's Curse, if Settra is killed by any means, then every enemy unit within 2D6" suffers 2D6 S 2 hits.

The Hierophant

Your army must include at least one Nehekharan Undead Wizard to be the army's Hierophant. If your army includes several Wizards, this will be the one with the highest Wizard Level. If two or more models have the highest Wizard Level, choose which of them will be the Hierophant. The Hierophant must use the Lore of Nehekhara.

The Hierophant, and all models in the same unit, have Regeneration (6+).

At the end of the phase in which the Hierophant is removed as a casualty, and at the start of every friendly turn thereafter, all friendly Undead units (except characters) on the battlefield must take a LD test. If the test is failed, the unit immediately suffers a number of Wounds equal to the amount by which it failed the LD test, with no saves of any kind allowed. These Wounds are distributed as if from a shooting attack.

If, at the start of any of your turns following the death of the Hierophant, there is one or more friendly Wizard Characters on the table who know spells from the Lore of Nehekhara, then one of these models may be designated the new Hierophant by passing a LD test. If passed, he becomes the new Hierophant following all the normal rules, and no unit in the army needs to take the LD test to avoid losing Wounds while he remains alive.

The Light of Ptra

At the start of each of your Shooting phases. Amanhotep may unleash the Light of Ptra from the Curse of Zandri. This is fired from the table edge of the Tomb Kings player's deployment zone.

Roll an Artillery dice to determine the number of hits caused. If a Misfire is rolled, the attack fails and you may not fire it the next Shooting phase.

The Stone Host of Quatar

If Sehenesmet is the army's General all units of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters count as Core/Special units rather than Special/Rare units. However, all other Core/Special units will counts as Special/Rare units instead.

Thundercrush Attack

After its crew have attacked, a Khemrian Warsphinx may exchange all of its Attacks to make a single Thundercrush Attack (though it can still Stomp). Roll To Hit against the highest WS amongst the enemy models in base contact. If this Attack hits, place the small template anywhere so that it is touching the Khemrian Warsphinx's base. Any Infantry, War Beast or Swarm models that lie underneath the template (friend or foe) suffer a single S 3 hit. The model under the template's central hole instead suffers a single S 9 hit with Multiple Wounds (D3). Other troop types underneath the template are too big to be crushed, and don't suffer any hits.

Tomb Blades

Models with this rule have Killing Blow and Magical Attacks.

Tomb King Battle Standard Bearer

In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to Unstable, or following the death of the army's Hierophant.

Transmogrifying Gaze

Ignores Armour saves. Killing Blow. Magical Attacks. Multiple Shots (3). When rolling To Wound, substitute the target's T with its I value. This attack does not suffer any To Hit penalties.

Transmogrifying Gaze

A Transmogrifying Gaze does not require a roll To Hit. Instead, when the unit shoots, roll an artillery dice for each Sepulchral Stalker in the unit and add the results together. The target suffers a number of automatic hits equal to the result. When rolling To Wound with these hits, substitute the target's T with its I value. If the target has several I values, always use the highest. Targets with no I value are immune to this attack. Finally, for each Misfire result rolled, the Sepulchral Stalkers suffer D3 automatic Wounds which Ignores Armour saves, as they catch glimpses of their own reflection in their foe's sword blades or polished shields.

Unleashed Souls

If a Casket of Souls is destroyed, roll a D6 for every unit (friend or foe!) within 12" of the Casket before it is removed from play. On a roll of 4+, that unit immediately suffers D6 S 6 hits, distributed as for shooting. These are magical attacks, and no armour saves can be taken against them. After resolving the effects of Unleashed Souls, remove the Casket of Souls as normal.

Unsoppable Assault

In the turn in which a Necrolith Colossus charges, every unsaved Wound that it inflicts in close combat immediately allows it to make an additional Attack, up to a maximum of +5 A. Note that these additional Attacks also benefit from the Unstoppable Assault rule, but Stomps do not.

Wards of the Gods

At the beginning of each of your turns, you may choose one Ward. Each Ward lasts until the beginning of your next turn.

Wrath of the Creator

The Necrotect confers Hatred onto his unit. If he leaves the unit, or is slain, the unit immediately loses Hatred.