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CONTENTS

The Land of The Dead.................................................................3 Settra the Imperishable,


The Great Land.............................................................................7 the Great King of Nehekhara ..................................................36
Armies of the Dead....................................................................10 Prince Apophas, the Cursed Scarab Lord.............................38
Settra’s Fury.................................................................................14 Nekaph, Emissary of Settra......................................................40
Clash on the Zandri Road .................................................................20 Arch Necrotect ...........................................................................42
The Armies of Kings..................................................................28 Skeleton Infantry Cohorts .......................................................43
Tomb Kings of Khemri Venerable Ushabti ......................................................................43
Nehekharan Royal Host .....................................................................30 Skeleton Cavalry Cohort ..........................................................44
The Armies of Priests................................................................32 Necroserpents .............................................................................44
Tomb Kings of Khemri Tomb Guard Chariots...............................................................45
Mortuary Cult........................................................................................34 Tomb Kings of Khemri Magic Items .....................................46

Warhammer: the Old World Arcane Journal – Tomb Kings of Khemri © Copyright Games Workshop Limited 2023.
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Warhammer.com
ISBN: 978-1-83779-167-5 Product Code: 60632717001
Tomb Kings Of Khemri

“ARISE MY WARRIORS! TAKE UP YOUR WEAPONS


AND PREPARE FOR WAR!”
- Settra the Imperishable, Eternal King of Nehekhara
THE LAND OF THE DEAD
A landscape cursed by the nefarious machinations of the dread Necromancer
Nagash, the realm of Nehekhara, once known as the Great Land thanks to
its long enduring prosperity, is now the domain of the dead. This is not to say its
endless stretches of sun-scorched sand are empty however, for this accursed land
is ruled over by the ancient Tomb Kings and their legions of skeletal warriors.

Former Glory The King Of Kings


At a time when most tribes of Men With the realm set upon a path of
existed as scattered communities of self-destruction, the golden age of
hunter-gatherers, the kingdom of Nehekhara teetered upon the precipice
Nehekhara was nearing the zenith of of a sad and bloody end – but there
its
Thepower.
LandWhilst
of Thetheir
Deadneighbours was one who would not sit idly by.
erected primitive tents of animal hides Settra, newly ascended to the throne
and scavenged bones, the masons of of Khemri, began training his soldiers
Nehekhara constructed towering night and day, pushing them beyond
pyramids of glittering white marble their limits until he had forged a fighting
and carved life-like statues of their force like nothing the world had ever
monarchs and gods. Keen to expand the seen. With his elite host in tow, Settra
borders of their prospering kingdoms, began restoring order in the borders
the kings and queens of Nehekhara’s of Nehekhara, knocking rogue kings
cities conquered the surrounding lands back into line and ruthlessly massacring
in all directions, filling their coffers with entire armies of invaders. The rulers
the riches and treasures of those they of Zandri, Numas and the other large
had defeated. cities wasted little time in bending the
knee to Settra, for he had restored order
This era of prosperity saw each of the to their fractured nation and inspired
cities within Nehekhara expand their many of them with promises to restore
borders tenfold, with each holding Nehekhara’s lost glory.
swathes of land that stretched to the
horizons. Eventually, some rulers began Through the potent magic of the
to look upon their neighbours less Mortuary Cult, Settra lived a life far
fondly, with either jealous eyes or with longer than most and used this time to
dreams of conquering those too weak to further act upon his promises of glory
hold onto what they had come to take and conquest. However, as Settra’s life
for granted. What began as small scale neared its end, he raged for the lands left
clashes swiftly escalated into all-out war unconquered and made the Mortuary
across much of Nehekhara, as kings and Cult swear to continue their search for
queens led their armies against their the immortal life they had promised
countrymen with thought of little else him. Upon his death, the mighty king
save their lust for power. As the internal of Nehekhara was entombed within
strife grew, those that dwelt on the the great pyramid built in
borders of Nehekhara found themselves his honour at the heart of
under attack by foreign invaders who Khemri, where he would rest
left little more than burning settlements until the great ritual of the
in their wake as they looted and pillaged traitorous Nagash would force
their way across the land. the Liche Priests to awaken
Settra before their great work
could be completed.
Nehekhara At War Warrior Nobility
When the rulers of the Great Land marched to war in ages The royalty of Nehekhara themselves approached combat
past, they did so at the head of vast legions of disciplined and warfare far differently from those who dwell within the
warriors. Serried ranks of spearmen stood at attention, modern realms of Man. Whilst a young noble of Westerland
bronze-faced shields shining brightly under the hot might create charcoal sketches of stunning landscapes, or a
Nehekharan sun; large cohorts of archers prepared to rain paladin from Quenelles might learn to pluck a few chords
death upon the foe from afar, as chariots and horsemen raced from an instrument to amuse dinner guests, a Khemrian
ahead of the main host to encircle the foe and give them little prince would have been drawing battlelines or mastering
chance of retreat. The military might of Nehekhara proved their command of complex chariot manoeuvres. Within the
too much for the neighbouring tribes, who could do little to Great Land, it was not just kings and princes who took to the
slow the advancing borders of the ambitious nation. battlefield in command of legions during times of war, for the
daughters of Nehekhara were expected to lead forces of their
own during periods of conflict – it would have been a rare find
indeed to stumble upon a queen or princess of the Great Land
who did not know how to wield a blade with deadly precision.

The Land of the Dead


Legions Of The Priesthood Over the centuries, the Mortuary Cult made many promises
to the kings and queens of Nehekhara regarding the matter
Striding into battle alongside the mortal armies of the of eternal life, not all of which could even be delivered upon.
Nehekharan royalty came the mighty constructs of the To ensure not just their own safety, but also that of their
Mortuary Cult. These living monuments ranged in size from arcane interests and Necromantic secrets, the Mortuary Cult
the ritual blade-wielding Ushabti, that still towered far above established secluded temples across the lands of Nehekhara.
even the largest warriors of Man, to the colossal Necrosphinx, Within these hidden structures, the priests sealed away the
whose cleaving blades could lop the head off a Giant in a writings of their order, along with many of their monstrous
single stroke. As the Liche Priests grew in power and unlocked stone constructs in order to keep them safe. Some of these
the secrets of Necromancy, they became responsible for not structures have been found far beyond Nehekhara’s present
only the animation of these mighty statues, but also earned day borders, leaving some scholars to believe that a great
themselves the responsibility of raising the skeletal legions of number of these sites might lie hidden far beyond the Land
their rulers from undeath. of the Dead, perhaps even as far north as the Principality of
Reikland – a worrying thought should the Tomb Kings ever
decide to try to lay claim to the Empire’s heartland.

The Land of the Dead


THE GREAT LAND
W hilst the land of Nehekhara was once fertile, populous and prosperous, it is now a desolate kingdom. In addition to
the centuries of war and neglect, the lands have been forever tainted by the enchantments of Nagash’s Great Ritual.

The Realm Of The Dead The Shifting Sands


Nehekhara is now a ghost-haunted realm where countless The Land of the Dead is a wilderness of ever shifting sands, a
unquiet spirits and elementals flit around great mortuary land of constantly changing topography. There exist dunes and
temples and dark tombs. Their cries can be heard screaming basins large enough to accommodate entire armies, and many
in the wind as they cross the vast tracts of Nehekhara’s baking of the Tomb Kings’ legions lie beneath the surface in such
deserts, preying on those foolish enough to enter the cursed places – awaiting the magical incantations of the Liche Priests
land in search of treasure. to awaken them from their deathly slumber.

Nehekhara is a hostile realm where the searing heat of the A sandstorm might unearth a monolithic statue, or even an
desert sun is the least of a wandering traveller’s worries. The entire buried city, lost and forgotten under the dunes, only for
waters of the Great Mortis River are poisonous and blood- it to be engulfed and concealed again a few days later. Within
coloured, providing no relief to the thirsty. There are regions the endless stretches of desert stand vast necropolises and
of quicksand that can swallow regiments whole and choking numerous places where one can hardly move for all the statues
sandstorms that strip the flesh from bones in mere seconds. and sculptures, each covered with grisly images of death.
Whirlwinds of dust, skulls and ravenous desert insects scour These monuments are vaster and grander than anything
Thethrough
Great Land
the land, and rivers of flesh-eating beetles crawl across the Old World can boast, and foremost amongst them are
the desert, consuming everything in their path. There are vast towering figures resembling the great kings and angry gods
plains of bones and skulls that come to life without warning, of Nehekhara – fearsome statues that come to life and smite
skeletal hands reaching up to drag anything alive on the trespassers with impunity.
surface into a sandy grave below.
Numerous undead creatures wander the deep desert,
A few oases still exist, scattered throughout the arid desert, from swarms of small but deadly desert scorpions to giant
but they are all tainted; instead of fresh water they are filled centipedes, each the size of a sphinx. In the centuries since
with bubbling pools of blood. Most are the abodes of foul Nagash’s Great Ritual, many foul monsters have been drawn
monsters, and those that are not are lined with parched, to the magically tainted realm, and nomadic bandits make
malevolent trees that strangle their victims and suck every a living by plundering the tombs of ancient kings whilst
drop of moisture from their bodies. marauding Orc tribes continuously rampage across the Land
of the Dead in search of battle and plunder. Nehekhara may be
a barren realm, but it is far from empty or uninhabited.
The Cities Of Nehekhara Zandri, Fleetport Of Terror
The Tomb Kings’ domain is not limited to the endless sands
It has been many centuries since any of the grand metropolises – they also bring war to the seas. The coast around the
of ancient Nehekhara offered safe haven against the harsh Mortis delta is filled with the sunken wrecks of numerous
landscape, for now they sit lifeless and abandoned – at least, pirate ships – fools that have attacked Zandri in the search of
they appear to be so… untold riches. In the city’s harbours at the mouth of the Great
Mortis River, ancient barges that writhe with dark energy
Khemri, City Of Kings still float, manned by skeleton crews who bend their backs
Chief amongst the cities of Nehekhara is Khemri, the oldest, at the oars to the resonant boom of drums and the cracks of
largest and most powerful city in this ancient kingdom. their taskmaster’s whips. Along the waters of the miles-wide
Throughout the long history of Nehekhara, the greatest kings Mortis River, and across the Great Ocean to the north, the
and queens have held court in Khemri, and it was established Tomb Fleets bring the terror of Nehekhara to distant realms.
early on that whoever ruled over the City of Kings was the These imposing armadas set out laden with skeletal legions
mightiest sovereign in the Great Land. The city itself is filled and vengeful rulers thirsty for conquest, and return with
with monuments and statues, each of which was painstakingly blood-slick weapons and recovered treasures, plundered from
crafted in honour of the gods by masterful craftsmen. The Nehekhara in ages past.
most magnificent monument of all being the grand pyramid of
Settra himself – a huge structure of ivory marble that housed Lybaras, Tomb-City Of Asaph
the king and his vast personal guard during their centuries- Despite being smaller than many other cities in Nehekhara,
long slumber. Lybaras is no less extravagant. Here, huge temples stretch
towards the sky whilst the tops of pyramids are adorned
Numas, The Scarab City with gold of the most exquisite quality. Lybaras is the resting
Numas is one of the few cities within the lands of Nehekhara place of High Queen Khalida, known across the realms for
to still bear the living within its walls. Located on the rich her martial prowess, enchanting beauty and seething hatred
and fertile land where the Great Mortis River and Ash River of Vampires. Since Khalida’s rule came to a tragic end at the
meet, Numas was once renowned for the volume of crops and hands of her sister, Neferata, Queen of Lahmia and the first
livestock it produced. Many centuries after Nagash’s great Vampire, the city welcomed Asaph, goddess of vengeance and
ritual, the city was settled by a nomadic tribe who believed the magic, as its patron. Carvings of the goddess’ beloved asps
city’s undead ruler, Prince Tutankhanut, to be a manifestation decorate every monument in the city, writhing within the
of their god. In reverence, the nomads pledged their loyalty to stonework and hissing at those who dare trespass into the city
the prince. Thus the prince now rules a city of the living which of the High Queen.
he protects ferociously whilst his subjects tend the crops
once more.
The Charnel Valley Mahrak, The City Of Decay
Standing at the eastern end of the Charnel Valley, the defiant
Long ago, the Charnel Valley was known as the Valley of city of Mahrak was once counted amongst the greatest of
the Kings. At one entrance to the foreboding valley stands obstacles to Settra’s dreams of dominion. The city’s ruler, King
the alabaster palace of Quatar, while at the other sits the Phar, long refused to bow before a rival he viewed as little
necropolis of Mahrak. Throughout the Charnel Valley’s entire more than an aggressive usurper and commanded that his city
length stand colossal statues, exquisite representations of be fortified in defiance. For decades, the armies of Mahrak
powerful gods and mighty kings, carved from the face of the stood firm against the more numerous legions of Khemri and
thousand-cubit high valley wall. it was not until the old king’s death that his children finally
yielded to Settra’s rule.
Few living souls dare to travel into the Charnel Valley, and
none who do have ever returned, for these statues do not When Nagash’s Great Ritual awakened the kings of Nehekhara
sit idly by – they constantly patrol the valley in search of into eternal undeath, King Phar was enraged to learn of his
trespassers, crunching the thick carpet of bones and skulls successors’ capitulation to his hated rival. In his wrath, King
littering the valley floor to dust beneath their heavy footfalls. Phar destroyed the tombs of his descendants and scattered
It is said that the greatest Necrotects of Nehekhara now reside their treacherous carcasses across the arid plains to feed the
within the Charnel Valley as they work tirelessly to re-sculpt scavengers of the desert. Thus, even in death does the city of
the visages of these magnificent monuments, eroded by Mahrak stand defiant against the eternal rule of mighty Settra.
centuries of windswept sand and battered from endless years
of warfare.
The Great Mortis River
Quatar, Guardian Of The Mountains Long ago, the Vitae River brought life to the Great Land,
Founded in the earliest days of Nehekhara, the palace of its waters flowing through the lush valleys and gifting
Quatar was once one of the wealthiest city-states of the the people of Nehekhara with fertile lands and plentiful
Great Land. Built upon the western entrance to the Charnel harvests. But when Nagash brought death to the Great
Valley, much of the palace is – like the great statues that line Land, the waters of the great river were polluted and
the valley itself – carved into the towering cliff faces of the poisoned until they ran thick and dark, tainting the land
Worlds Edge Mountains. Broad stairways of white stone lined and bringing death to the people. Today, the Great Mortis
with marble pillars rise up from the rocky earth, leading up River oozes through the Land of the Dead like an open
to colossal stone gates. Behind these impregnable portals are wound upon the world, its waters the colour of rotten
the staterooms and temples of the ancient rulers of Quatar, blood, its banks sickly and corrupted, populated only by
their halls and chambers carved deeply beneath the cool rock the husks of deathless waterfowl, its floodplains stalked
of the mountains and guarded throughout eternity by loyal by great undead beasts.
regiments of Tomb Guard.
The Dragons that once dwelled within the
mountains of Nehekhara were sometimes
captured and bound to the will of
mighty kings and powerful priests.
Today, Liche Priests reanimate the
skeletal remains of these great
wyrms, resurrecting their
desiccated forms to serve
once again.

Armies of the Dead


ARMIES OF THE DEAD

The warrior elite of ancient Nehekhara wore finely wrought golden masks and
elaborate headdresses of bronze and lacquered leather to indicate their status.
Brightly coloured and decorated with images of the Great Land’s many gods, the
symbolism of such ornate headdresses was unmistakable.

In recognition of their status as the personal guard of Nehekhara’s kings and


queens, the Tomb Guard were bestowed with the finest weapons and armour
the Great Land’s artificers could provide. Their bodies were decorated with
gold bracelets and scarab-shaped brooches holding parchments proclaiming
their deeds of bravery and devotion.

Nehekharan banners, crafted from


gold and lacquer, decorated with
skulls and parchment.

The warriors of Nehekhara


favoured tall and heavy shields of
sturdy wood and leather, bound
together with bronze and lacquered
in the colours of their commanders.
These were decorated according
to the status of the bearer, with the
shields borne by elite warriors being
ostentatiously ornamented with
gold and bronze.
Beneath their ornate headdresses, the warriors of the Tomb
Kings’ hosts are no more than bleached skulls, their flesh long
since withered away. By contrast, mummified and desiccated
flesh still clings to the skulls of the monarchs of Nehekhara
and the Liche Priests that serve them.

Skeleton Warriors are the backbone of a Tomb King’s Skeleton Archers are unencumbered by the large, heavy
army. Under the shadow of gold-topped banners, their shields of the Tomb Kings’ other legions, allowing them
vast phalanxes advance in perfect unison. As one, the the freedom needed to fire their long, curved bows. This
skeletal soldiers raise their large shields and present their leaves them with little protection against the swords
spear points to their foes. At an unseen command the and axes of their enemies, but any foe wishing them
undead advance, wordlessly slaying those in their path harm must first cross the killing ground, weathering a
without any thought of mercy. hailstorm of lethal arrows every step of the way.
ARMIES OF THE DEAD

To protect the tombs of their kings throughout eternity, The Liche Priests learned long ago that the same
the ancient Nehekharans wrought magnificent statues incantations used to summon forth warrior-spirits
to guard over their royal tombs. These towering could be adapted to animate the hulking stone forms
sculptures, hewn from whitest marble, darkest obsidian of Nehekhara’s fearsome statuary. Ever since, when
and blood-forged gold, were placed in and around the the Tomb Kings have made war upon their enemies,
necropolises to stand sentry throughout eternity. constructs of animated stone have fought beside them.
SETTRA’S FURY
Revenge is an act between equals – but Settra the Imperishable has no equal.

Thus, when the Lord of Nehekhara led his armies against the The Great King entrusted the command of his vanguard to an
upstart Kingdom of Bretonnia, he did so not as one seeking aggressive and ruthless Tomb Prince by the name of Ptolethor
vengeance upon a rival, but as a tyrant bringing an unruly dog the Radiant who had, in life, commanded Settra’s vast naval
to heel. The source of Settra’s ire was twofold; not only had forces. Ptolethor’s objective was simple and brutal; conquer
the knights of Bretonnia crusaded through his lands and filled the settlements of Kasos and Thessos and drive streams of
their saddlebags with riches from his ancient kingdom, they terrified refugees ahead of him. As these frightened townsfolk
had also struck down King Septhah the Amaranthine, one of sowed fear and panic across the Border Princes, the prince
Settra’s most loyal and trusted commanders. With the lands would join his liege-lord in the assault on the coastal town
of Bretonnia set firmly in his sights, Settra commanded the of Matorea.
port ofSettra’s
Zandri Fury
to prepare his fleet for the treacherous voyage
up the Black Gulf and his armies to be raised from their tombs But the prince met far stronger resistance than he had
beneath the sands. Day and night the vast horde of skeletal anticipated upon his landing in the Border Princes, for the
labourers worked, their undead fortitude allowing them to region was not without heroes to defend it. Renowned
carry out their lord’s bidding without need of food or rest, mercenary commanders had ridden with all haste to both
whilst Settra’s vast legions stood motionless on the quayside Kasos and Thessos in order to protect these important centres
as they waited to board the vast fleet of freshly repaired and of civilisation from the impending attack. Each commander
newly constructed barques. was accompanied by disciplined and battle-hardened warriors
from their own households, along with a swathe of other well-
Settra’s plan was quite simple. Rather than waste months paid, highly experienced mercenary companies to flesh out
sailing through potentially hostile seas, he would instead their ranks. Yet, even with these veteran forces and seasoned
overwhelm the fractured lands now known as the Border commanders orchestrating the defence of the two settlements,
Princes in order to secure a foothold in the Old World. the might of Nehekhara was too great and both towns fell
From these freshly reacquired strongholds, he would be within days of one another; their defenders put to the sword
free to march through the Vaults and launch his assault on and those who survived left to flee across the Border Princes in
Bretonnia’s southernmost provinces. a state of utter terror.
The Awakening One by one, the Liche Priests visited these hidden sites and
recited spells of awakening, restoring life to the slumbering
Whilst the bulk of Settra’s forces prepared to board the fleet monuments to ancient gods and commanding them to take
of ships in Zandri, another branch of Nehekhara’s military to the field of battle once more. Giant scorpions burrowed
might was plotting and scheming for a different purpose. The their way from deep beneath the sands, their huge claws
Liche Priests of the Mortuary Cult had been given a simple capable of crushing rock and steel with little effort; monstrous
command by Settra; follow in the footsteps of Septhah the Necrosphinx shook the dust from their stoney hides as they
Amaranthine to the Badlands, where he had pursued the stomped their way into the sunlight, whilst rank upon rank of
cowardly knights of Bretonnia, locate the remains of the Ushabti marched in macabre unison from their centuries-long
fallen Tomb King and raise his spirit from the underworld sleep to serve their masters in the Mortuary Cult once more.
once more – thus giving Settra a trusted lieutenant to watch
over the treacherous priests and their endless duplicity. Once Their forces bolstered, the Priests continued their march into
Septhah had been returned to unlife and taken command of the Badlands and their search for the site of King Septhah’s
the army, it was to march north and lay siege to the Citadel of final battle. Eventually, atop a plateau high in the Dragonback
Myrmidia and the Dwarfish hold of Barak Varr, preventing Mountains, the Liche Priests discovered the remains of
these two well-supplied and heavily armed settlements from Septhah’s fallen warriors and quickly set to work returning
lending aid to Matorea. them to service; of the king however, there was no sign.
Mindful of incurring Settra’s wrath, Hierophant Ashurtak
The Priests of the Mortuary Cult were not so foolish as to go divided his forces and commanded them to scour every cavern
against their king’s commands but, as Settra had anticipated, and crevice in search of the missing Tomb King. As the search
they would first fulfil certain desires of their own. Beyond area expanded, Ashurtak’s attention was drawn to the Elvish
the borders of Nehekhara there remained many ancient sites tower of Tor Anrok – whose garrison had regularly defended
sacred to the Mortuary Cult, with all manner of centuries- the nearby settlements of Man ever since their arrival in the
old treasures and long-forgotten secrets hidden within them. Badlands. The Hierophant suspected that the Asur had been
Of all the things locked away in these vast hidden temples, somehow involved in King Septhah’s defeat and marshalled
however, it was the giant constructs that the Priests valued his forces to march against them, knowing he would either
most of all; living statues of monstrous beasts left long- find the answers he sought, or force the Elves to pay for their
dormant in sealed tombs, awaiting the call of their masters to suspected involvement with blood.
rise again.
The Slaughter At Tor Anrok The earth trembled as a tidal wave
of scarabs erupted from the ground
As the legions of the Mortuary Cult behind the walls and swarmed across
advanced towards the Elven tower, the the defenders. Scores of Sea Guard fell
settlements in their path were hastily as the tiny beetles buried their way into
abandoned by their occupants, who fled exposed flesh, gnawing and biting at the
to Tor Anrok in the hope of finding Elves as they desperately tried to swat
sanctuary. At the tower, the Elvish host the insects away. As the scarabs drew the
stoically awaited the forces of Nehekhara Elves’ attention, Tomb Scorpions and
atop the battlements, bedecked in glittering Necroserpents burst from the ground and
silver mail and armed with the famed snatched Elves from their posts before
bows and spears of the Lothern Sea Guard. diving beneath the earth once more, leaving
Ashurtak strode towards the great oaken no signs of their victim save for freshly
doors alone to parley with the defenders, turned dirt. The subterranean assault
offering them simple terms – if the body of threw the defenders into complete disarray
King Septhah was returned immediately with many abandoning their posts only
then no blood need be spilt. Yet, failure to to be seized by the burrowing monsters,
do so would result in the slaughter of all whilst their commander tried desperately
who resided within Tor Anrok. to maintain order and rally what remained
of the horrified defenders.
The commander of Tor Anrok insisted
that the Elves had no knowledge of the Yet, the rallying cries of the Elven
missing Tomb King, before warning the commander died on her lips, for a wicked
Liche Priest that the only thing to be serpentine blade had been plunged into
found within the tower was the keen her back by what appeared to be a swirling
blades of its defenders. A grim smile crept mass of scarabs, perched atop which was
across Ashurtak’s thin lips at the Elven the skull of infamous kingslayer Prince
commander’s threats and with a barked Apophas, the Cursed Scarab Lord. With
command, the skeletal horde and the their captain slain and surrounded on all
monstrous constructs accompanying it sides, the Elves fought on bravely, but the
jerked into action. odds set against them were too great and
each was pulled, screaming, beneath the
Arrows flew from the battlements as earth and entombed alive. Prince Apophas
the Elves loosed volley after volley into and the Mortuary Cult’s monstrous
the ranks below, shattering skulls with constructs had routed the defenders before
expertly placed shots. Meanwhile, bolts Ashurtak’s main force had even reached the
launched from Eagle-claw Bolt Throwers walls, leaving the tower eerily quiet as the
scythed down ranks of skeletal warriors Liche Priests searched it for the fallen king.
before being turned upon Necrosphinx Alas, if Septhah the Amaranthine had been
and Necrolith Colossus as they neared the slain by the Elves, his body did not rest
walls. Being so preoccupied with those within the tower.
beyond the wall, the Elves failed to notice
the threat burrowing its way to the surface Ashurtak wasted little time before he
behind them. moved his forces from the tower of Tor
Anrok, the place left deserted with no real
signs as to what had happened there, save
for the bodies of its defenders now buried
deep beneath its foundations…
Unexpected Adversaries Over the following days the Orc raids
relented until, eventually, they stopped
With no sign of King Septhah, Ashurtak altogether. Whilst some of the Liche
hurried his army up the Zandri Road Priests present took this as a sign that the
towards the Citadel of Myrmidia and Orc attacks had finally come to an end,
Barak Varr. Though he had thus far been the High Priest knew this was simply the
unable to locate the remains of the king, calm before the storm. As the army of the
he would not fail the Lord of Nehekhara. Mortuary Cult neared the northern tip of
Flanked by the soaring Dragonback the Dragonback Mountains, their weeks-
Mountains to the east and the glittering long conflict with the Orcs of the Badlands
coastal vista of the Black Gulf to the west, was to come to its violent conclusion.
the macabre procession marched both Though the Orc attacks had lessened
day and night, leaving a ravaged landscape and then ceased altogether, this was not
of broken homesteads and torched because the Orcs had lost interest. Instead,
settlements in their wake. However, this they had rallied together and amassed
trail of destruction did not go unnoticed by into a single force that descended from the
other residents of the Badlands. mountains like a rolling green avalanche.

The smoke that rose in the wake of the Scores of Orcs raced towards the ranks of
advancing Nehekharan host acted like Nehekharan warriors and colossal stone
signal fires to the Orc and Goblin tribes constructs, all of whom turned in unison
dwelling in the mountains, and roving under the command of the Liche
warbands hurried to brawl with the Priests to face this descending
marching Tomb Kings. For weeks on end, threat. At the centre of the
Orcs slowed the priest’s army to a crawl as green tide stood the creature
warbands hurled themselves at the skeletal Ashurtak had been waiting to
column, inciting chaos before beating see – a massive, ugly brute of
a hasty retreat. Ashurtak’s frustration an Orc that bellowed an almighty
mounted as the Orc and Goblin raids battlecry as the horde surged forward.
became ever more frequent, for his advance The Orc was a monstrous specimen that
fell ever further behind schedule and Settra stood a head taller than any of his kind that
would soon land at Matorea with the were present, a crude double-headed axe
expectation that his eastern flank would be clutched in his meaty hands.
safe from retaliation.
The most shocking aspect of the Warboss’
Ashurtak knew that a direct challenge was appearance however, was the trophy rack
the only way to draw the Orcs into a final strapped to his back, as draped atop it
showdown, so he dispatched emissaries was the fallen form of King Septhah the
in hopes of delivering a simple message to Amaranthine. With the battlelines hastily
whomever the local Orc Warlord might drawn, Ashurtak prepared to meet the Orc
be. Meet the legions of Nehekhara in open horde head-on, knowing that victory here
battle, or all of the denizens of the Badlands would not only clear the way onwards to
would know them for a coward. the Citadel of Myrmidia and Barak
Varr, but also allow him to reclaim
the body of King Septhah and
return him to Settra’s service.
Clash On The Zandri Road
As Prince Ptolethor launched his assault upon the Border Princes, and Settra the
Imperishable sailed up the Black Gulf to Matorea, the Mortuary Cult marched up
the Zandri Road in search of the lost Tomb King, Septhah the Amaranthine.

Though they were following Settra’s commands by searching for the lost king, the
Mortuary Cult took the opportunity to further their own designs by visiting a
number of ancient temples and raising an army of stone constructs to fight alongside
their skeletal legion.

During their search for Septhah, the Mortuary Cult assaulted the tower of Tor
Anrok and entombed its Lothern Sea Guard garrison alive in a horrifying act of
cruelty after the Elves failed to be forthcoming with information about the missing
Tomb King.

As High Priest Ashurtak called off the search and continued up the Zandri Road,
frequent Orc raids slowed their progress to a crawl. Rather than allow these delays
to plague them further, the High Priest issued a challenge to the Orc horde in an
effort to draw them into open battle and put an end to the disruptions.
CLASH ON THE ZANDRI ROAD
A s the midday sun beat down from overhead, High Priest Ashurtak prepared to meet the Orc and Goblin rabble as it
charged down the hillside. The Orc Warboss and his forces had claimed the body of Septhah the Amaranthine as a
trophy of their recent victory, and the Orc Warboss was keen to add to his collection. However, if the Warboss were to be
slain and Septhah’s body recovered, then perhaps Ashurtak could bestow the rites of awakening and allow the king to arise
once more.

Historical Recreation The Defender


The defender should write a single 2,500 point muster list
The Clash on the Zandri Road was fought between the using the Mortuary Cult Army of Infamy composition list.
Mortuary Cult under the command of High Priest Ashurtak, The General of this army must be a High Priest who is a Level
and the fearsome Waaagh! of a brutal Orcthe
Clash on Warboss.
Zandri ToRoad 4 Wizard, representing High Priest Ashurtak.
represent this, the players should write two muster lists (one
for the attacker and one for the defender) as follows: Alternatively, this scenario may be played with any two armies
of the players’ choosing.
The Attacker
The attacker should write a single 2,500 point muster list Set-Up
using the Orc & Goblin Tribes Grand Army composition list Place terrain as described in the Warhammer: the Old World
found in Ravening Hordes. The General of this army must be rulebook. As this battle is taking place in the rugged terrain of
an Orc Warboss or an Orc Bigboss mounted on a War Boar. the Badlands, we advise keeping the terrain fairly sparse save
for a few rocky outcroppings, some patches of raised ground
and scattered clusters of coarse brush. There should also be a
road near to the western board edge that runs the length of the
board from north to south to represent the Zandri Road.

“Return King Septhah to me and I will let you live to


see another sunrise. Refuse, and you and your pathetic
warband will be food for carrion.”

High Priest Ashurtak’s final warning


Deployment
If this battle is being fought as a historical recreation, the
Tomb Kings player is the defender and the Orc player is
the attacker. Otherwise, the players must decide who is the
attacker and who is the defender.

The defender deploys their entire army within the defender’s


deployment zone, as shown on the map opposite. Once
complete, the attacker deploys their entire army within the
attacker’s deployment zone with the exception of the Warboss,
who is deployed in the centre of his army, as shown on the
deployment map.

First Turn
In this scenario, the attacker will automatically take the
first turn.

Game Length
The battle will last for six rounds or until one side concedes.

Victory!
Once the battle has ended, use Victory Points to determine
which player is the winner, as described in the Warhammer: the
Old World rulebook. In addition:

Should the Orc Warboss be slain, place a marker where he


fell to represent the Warboss’ body. At the end of the game,
whichever force has the highest total Unit Strength within 6"
of the marker (not counting fleeing models) wins a bonus 200
Victory Points.

Should High Priest Ashurtak be slain, place a marker where he


fell to represent the Liche Priest’s body. At the end of the game,
whichever force has the highest total Unit Strength within 6"
of the marker (not counting fleeing models) wins a bonus 200
Victory Points.
A unit of Tomb Guard Chariots

The accursed Prince Apophas seeks a soul to trade for his own as the monstrous constructs of the
Mortuary Cult close with the stalwart Dwarfen shield wall.
A Tomb King, armed with a flail A Tomb Prince, armed with a A Tomb King, armed with a
and shield great weapon hand weapon and shield
A Necrotect, A Royal Herald, bearing the Battle A High Priest of the Mortuary Cult
wielding a vicious whip Standard of their king
THE ARMIES OF KINGS
T hroughout the history of Nehekhara, its rulers, Settra foremost amongst them, have ravaged the lands of their
neighbours, claiming dominion over everything from humble farmsteads to fortified cities. When these warmongering
monarchs do march along the path of conquest, they are accompanied by warriors far more deadly than just massed legions
of common soldiers.

Wealth And Power Lead By Example


Even as an emerging nation, millennia ago, the people of At Settra’s command, the armies of Khemri underwent a
Nehekhara quickly became a powerful civilisation. Presiding profound change, training day and night to meet the king’s
over these mighty cities were beloved kings and queens who lofty expectations. Phalanxes of spearmen marched back
ruled with absolute authority, their every whim and want and forth with shields held high and spears levelled. Archers
catered for. Vast armies were raised in order to defend their filled the rear ranks of these cohorts and were expected to
prosperous homes from the barbarous tribes who inhabited maintain a steady rate of missile fire whilst keeping pace with
the neighbouring lands, and before long, the dominion their comrades. Under his intense scrutiny, chariots raced
of Nehekhara stretched
The Armies from coast to coast and beyond
of Kings across the parade grounds, flanked by fast moving cavalry in
distant horizons. complex manoeuvres.

Yet, despite the great wealth and power won by their many For those who could not meet the king’s exacting standards,
victories, the kings and queens of Nehekhara thirsted for more. of which there were many, there was little sympathy. Archers
Their desire for further conquest and glory eventually saw the unable to keep pace with the marching formations were
ruling elite turn their armies upon one another, each seeking left where they fell. Riders who failed to learn the danger
to become the sole, unopposed ruler of the Great Land. of a chariot’s scythed wheels were cut down without a
second thought, whilst charioteers who could not grasp
For centuries, this internecine warfare raged, leaving the the complexity of the king’s manoeuvres were flogged until
borders of Nehekhara unprotected as its rulers turned upon they attained perfection or their bodies were too broken
one another. This, in turn, saw invaders plague the land with to continue.
violence and death as they swept unchecked and unchallenged
across the Great Land. However, the needless infighting, Those who proved their excellence were welcomed into
foolish power struggles and rampaging invaders would come to the ranks of the king’s Royal Host, where they would
a swift end following the ascension of Settra to the throne of fight beside Settra himself. Within a few short years, this
Khemri, greatest of Nehekhara’s cities. doctrine of perfection saw Khemri’s armies become more
powerful than any in the Great Land. Settra’s elite host
swiftly brought the warring monarchs of the Great Land to
heel and those who bent the knee soon adopted the king of
Khemri’s training regimes for their own forces – thus the
Royal Hosts of Nehekhara would become renowned and
feared throughout the lands for their ruthless efficiency and
unshakable discipline.
The armies of the Tomb Kings feature the colours and sigils of their monarchs upon their armaments and standards.
In life, warriors from the city of Numas proudly covered their shields in scarab motifs, whereas the legions of Settra the
Imperishable are always clad in the iconic turquoise and scarlet of their liege.

The shields and banners of Settra’s legions proudly display their king’s colours for all to see. Those carried by the Tomb Guard of
Settra’s Royal Host are incredibly detailed and ornate in their design, an obvious example of the vast wealth commanded by the
King of Khemri and the other sovereigns of ancient Nehekhara.

Settra the Imperishable leads his Royal Host from the front, the wheels of his blessed chariot crushing all in his path as he plunges
deep into the ranks of the Orc and Goblin horde.
TOMB KINGS OF KHEMRI
NEHEKHARAN ROYAL HOST
This Army of Infamy composition list is designed to be used with the Tomb Kings of
Khemri army list found in Ravening Hordes, and alongside the ‘Forming Units’ and
‘Warhammer Armies’ sections of the Warhammer: the Old World rulebook.

If you wish to field a Nehekharan Royal Host in your games of Warhammer: the Old
World, you may write your muster list using the Army of Infamy composition list below
instead of the Grand Army composition list found in Ravening Hordes. Over the following
pages you will find new profiles and rules for certain models in your army, representing
units unique to a Nehekharan Royal Host:

Army Of Infamy Composition List


Settra’s Legion Characters
Of the many royal hosts to
be found within Nehekhara, Up to 50% of your army’s points value may Rare
there are none as feared be spent on: Up to 25% of your army’s points value may
asTomb
that ofKings
Settraofthe
Khemri Nehekharan Royal Host be spent on:
Imperishable. Even in life, • 1+ Tomb King or Tomb Prince
his warriors were tireless • Mortuary Priests and Royal Heralds • 0-2 Screaming Skull Catapults per
fighters of near-peerless skill, 1,000 points
whose reputation for their Core
deadly efficiency in combat At least 33% of your army’s points value
was known far and wide. must be spent on: Battle Standard Bearer
In death, these warriors A single Royal Herald in your army
have become even more • 1+ unit of Skeleton Chariots may be upgraded to be your Battle
dangerous, their undead • 0-1 unit of Tomb Guard or Tomb Standard Bearer for +25 points. In
fortitude allowing them to Guard Chariots may be taken as a addition to their usual allowance of
give little notice to wounds Core choice points to spend on magic items, a
that would have brought a • Skeleton Archers, Skeleton Infantry Battle Standard Bearer can purchase
swift end to a mortal life. Cohorts and Skeleton Cavalry Cohorts a single magic standard with no
points limit.
Special
Up to 50% of your army’s points value may Magic Items Any models within
be spent on: this army that have the option to
purchase magic items may purchase
• Tomb Guard, Skeleton Skirmishers, magic items from the Common or
Skeleton Horse Archers, Ushabti, Tomb Kings of Khemri magic
Necropolis Knights and Tomb items lists.
Guard Chariots
• 0-2 Tomb Scorpions per 1,000 points
• 0-2 Khemrian Warsphinx (not counting
character mounts) per 1,000 points
NEHEKHARAN ROYAL HOST SPECIAL RULES
O n this page you will find a full description for each of the army special rules that apply to an army built using the
Nehekharan Royal Host Army of Infamy composition list. These are in addition to the Tomb Kings of Khemri special
rules found on page 153 of Ravening Hordes. In case of contradiction, the special rules below take precedence over the Tomb
Kings of Khemri special rules.

“Grind Them Down!” Masterful Outriders


Only the finest charioteers served in the Royal Hosts of Nehekhara, The horsemen of a Royal Host are well practised at fighting beside
and none granted such an honour would dare to disappoint their their lord’s chariots.
master in battle.
• 0-1 unit of Skeleton Horse Archers per 1,000 points may
Whilst within the General’s Command range, friendly models have the Chariot Runners special rule for free.
whose troop type is ‘Chariot’ may re-roll the dice when rolling
to determine the number of Impact Hits they cause. Steadfast Discipline
Only the most disciplined were chosen to serve in the ranks of a
The Language Of The Priests Royal Host, maintaining a near-constant rate of bow fire whilst
Many were the monarchs of ancient Nehekhara that endeavoured advancing towards the enemy.
to learn the secrets of the Mortuary Priests, but few were those that
became proficient. A unit with this special rule can Volley Fire during a turn
in which it moved, or whilst performing a Stand & Shoot
The General of a Nehekharan Royal Host must be a Tomb charge reaction.
King or a Tomb Prince. For +35 points, this character may
have the Arise! special rule and be a Level 1 Wizard. If so,
this character knows spells from the Lore of Necromancy
and must also be chosen to be the army’s Hierophant, even
if it does not have the highest Level of Wizardry in your
army. A Wizard with this special rule may wear armour
without penalty.

Lay In Wait
When the enemies of Settra march upon his lands, the great king of
Nehekhara calls upon those who rest in hidden barrows and graves
across the landscape to attack the enemy from unexpected positions.

• 0-1 unit of Skeleton Skirmishers per 1,000 points may have


the Ambushers special rule for free.
THE ARMIES OF PRIESTS
Long have the Mortuary Cult studied the mysteries of eternal life and the revival of
the dead, a task that has secured them a position of privilege and power within the city
of Khemri and beyond. Whilst much of their time is spent in dusty, secluded tombs,
discovering the secrets of a youthful and everlasting existence, occasionally they marshal
forces of their own to accompany them to forgotten temples in pursuit of this great power.

The Great Betrayal The Might Of The Priesthood


It is no secret that the kings and queens The priests of the Mortuary Cult vowed
of Nehekhara have lusted for not only to never be caught so unprepared in the
wealth and power, but also to escape death’s face of such a threat ever again and quickly
embrace and rule for all eternity. However, set a plan in motion. Each of the Cult’s
not even the mighty Settra could hope to High Priests secreted away some of their
defeat the inevitable passage of time, so great stone constructs in hidden temples
the Mortuary Cult was maintained over across Nehekhara and even beyond its
the centuries in order to awaken them vast borders. Thus, should one of their
from death, once such knowledge had been number turn upon the others, they would
A Armies
The Necessary Evil
of Priests uncovered. Endlessly the priests worked, only know of a select few sites from which
The armies of the Tomb each passing their wisdom onto those who they could amass a military force. This
Kings are held together came after them until they learned how also allowed the Mortuary Cult to plant
by the potent magic to bind their souls to their bodies and pockets of military presence across the
wielded by the priests of avoid death altogether. Though the priests kingdom that could not only be brought to
the Mortuary Cult. This had uncovered the secrets of eternal life, bear against any trespassers into the Land
is likely the only reason the ability to bestow the eternal youth of the Dead, but could also be mobilised
that Settra did not put the kings and queens desired remained to further the desires of the High Priests
the entire priesthood a mystery. when necessary.
to the sword when the
Great Necromancer’s Before they could complete their work, Not all of the constructs were left to
ritual saw the royalty of darkness fell upon Nehekhara and the sleep, however, as only a fool would
Nehekhara arise from nation’s centuries-long downfall began. leave treasures so valuable unguarded.
their graves in their From within the Mortuary Cult itself, Necroserpents and Tomb Scorpions,
awful, decaying forms. the Great Necromancer Nagash arose, renowned for their sudden and deadly
Despite the almighty subjugating Khemri and the surrounding ambushes, were often left with their
king’s great wrath, he lands with a vast army of skeletal warriors. magical animus intact in order to stand
knows that without After years of strife under this usurper, sentry over the rest of the Liche Priest’s
them, he would not have the living kings of Nehekhara and the constructs. That way, should anyone
the tools he needs to priests of the Mortuary Cult formed stumble across one of these hidden sites
reconquer the lands that an alliance in order to overthrow him. by accident, or have somehow learned of
now rest in the hands of Mortal soldiers bravely faced Nagash’s its existence and tried to gain entry, they
usurper emperors and undead hordes, fighting alongside the would meet their end by venomous fangs
lesser kings. massive stone constructs that once guarded or crushing claws – the secret of the site’s
the tombs of their ancestors, given life location dying with them.
by the magic of the Mortuary Cult.
Eventually, the combined forces of the
kings and priests found victory against the
Great Necromancer, felling many of his
lieutenants and sending him fleeing across
the deserts to plot his revenge.
Symbols and markings sacred to Usirian, God of the Underworld, feature heavily in the iconography of the Mortuary
Cults. The most prominent of which are the skull-carapaced Khepra Beetles and the giant Carrion, sacred to the Mortuary
Cult, that soar above the vast deserts of Nehekhara.

These banners and shields are decorated with the red and black of the Mortuary Cult rather than the colours of a specific
monarch or city. Skulls, bones and skeletal Carrion cast in gold and bronze are used to decorate such items, hinting at the power
and wealth the Mortuary Cult commands within Nehekhara as well as its religious and spiritual significance.

The priests of the Mortuary Cult draw upon the Winds of Magic as they command their legions towards the Warriors of Chaos,
returning their undead warriors to the fray just as quickly as the armoured servants of Chaos can cut them down.
TOMB KINGS OF KHEMRI
MORTUARY CULT
This Army of Infamy composition list is designed to be used with the Tomb Kings of
Khemri army list found in Ravening Hordes, and alongside the ‘Forming Units’ and
‘Warhammer Armies’ sections of the Warhammer: the Old World rulebook.

If you wish to field an army of the Mortuary Cult in your games of Warhammer: the Old
World, you may write your muster list using the Army of Infamy composition list below
instead of the Grand Army composition list found in Ravening Hordes. Over the following
pages you will find new profiles and rules for certain models in your army, representing
units unique to the Mortuary Cult:

Army Of Infamy Composition List


Characters Rare
Eternal Servitude Up to 50% of your army’s points value may Up to 33% of your army’s points value may
Thanks to their centuries of be spent on: be spent on:
research into the secrets of
eternal life, the Liche Priests • 1+ High Priest or Mortuary Priest • Necrolith Colossus and Necrosphinx
of the Mortuary Cults walk • 0-1 Tomb Prince or Arch Necrotect per • 0-2 Screaming Skull Catapults per
a thin line between life 1,000 points 1,000 points
and death. Though they • Necrotects • 0-1 Casket of Souls per 1,000 points
have escaped the clutches
of death, they are cursed Core
to live out eternity in At least 33% of your army’s points value Battle Standard Bearer
shrivelled,
Tomb Kings corpse-like
of Khemribodies must be spent on:
Mortuary Cult A single Mortuary Priest in your
rather than the glorious army may be upgraded to be your
immortal forms they had • Skeleton Warriors, Skeleton Archers, Battle Standard Bearer for +25 points.
promised to the rulers of Skeleton Skirmishers, Skeleton In addition to their usual allowance
ancient Nehekhara. Horsemen, Skeleton Horse Archers of points to spend on magic items, a
• 0-1 unit of Tomb Swarms may be taken Battle Standard Bearer can purchase
as a Core choice a single magic standard with no
• 0-1 unit of Ushabti may be taken as a points limit. This model replaces the
Core choice “Hold Your Ground” rule given in the
• 0-1 unit of Necroserpents may be taken Warhammer: the Old World rulebook
as a Core choice with the version given in the Banner of
the King special rule (see page 127 of
Special Ravening Hordes).
Up to 50% of your army’s points value may
be spent on: Magic Items Any models within
this army that have the option to
• 1+ Tomb Scorpion per 1,000 points purchase magic items may purchase
• Ushabti, Venerable Ushabti, Tomb magic items from the Common or
Swarms, Carrion, Sepulchral Stalkers, Tomb Kings of Khemri magic items
Necroserpents and Skeleton Chariots lists.
• 0-1 Necrolith Colossus or Necrosphinx
may be taken as a Special choice
MORTUARY CULT SPECIAL RULES
O n this page you will find a full description for each of the army special rules that apply to an army built using the
Mortuary Cult Army of Infamy composition list. These are in addition to the Tomb Kings of Khemri special rules
found on page 153 of Ravening Hordes. In case of contradiction, the special rules below take precedence over the Tomb
Kings of Khemri special rules.

Authority Of The Hierophant The Terrors Below


Flanked by towering undead constructs, living statues and the From beneath the shifting and treacherous desert sands, tunnelling
swarming husks of the countless desert creatures that infest the undead creatures strike at their enemies, dragging them to a grisly
necropolises, the priests of the Mortuary Cult march to war. fate before bursting from the surface and into the fray.

A Mortuary Cult army must include at least one Liche Any Tomb Scorpion or unit of Necroserpents may have this
Priest to be its Hierophant. The Hierophant of a Mortuary special rule for +2 points per model. When a unit with this
Cult army must also be its General, even if they are not the special rule is placed on the battlefield as a result of using
character with the highest Leadership in your army. the From Beneath the Sands special rule, it may nominate a
single enemy unit that is within 8" of it and whose troop type
Harmonious Incantations is ‘regular infantry’ or ‘heavy infantry’. The nominated enemy
When the Liche Priests of the Mortuary Cult gather together unit must immediately make a number of Initiative tests equal
in numbers, their incantations are strengthened by their to the Unit Strength of this unit. For each test that is failed, a
harmonious chanting. single model belonging to the nominated unit is removed from
play as a casualty.
If a Liche Priest within a Mortuary Cult army uses the Arise!
special rule whilst within the Command range of one or more
other friendly Liche Priests, the number of lost Wounds the
chosen unit recovers is increased by 1.

Sepulchral Animus
Drawing from the powerful magics that animate the great undead
constructs of Nehekhara, the Priests of the Mortuary Cult can
strengthen their spells and incantations.

Before making a Casting roll, any Liche Priest within a


Mortuary Cult army may draw upon the magical animus of
any nearby undead constructs. To do so, nominate a friendly
unit that has the Nehekharan Undead special rule, that is
within the Liche Priest’s Command range and whose troop
type is ‘swarms’, ‘monstrous infantry’, ‘monstrous cavalry’,
‘monstrous creature’ or ‘behemoth’. The nominated unit
immediately loses 1-3 Wounds, as chosen by the controlling
player. The Liche Priest may then modify their Casting roll by
adding the number of Wounds lost by the nominated unit to
the result.

Note that this is a modifier to the result of a roll – it does not


negate a roll of a natural double 1.
Settra The Imperishable, The Great King Of Nehekhara
Character
Settra the Imperishable is a Tomb King. He may be included in any Tomb Kings of Khemri
army made using any army composition list that includes this option. He must be fielded as
presented here.

M WS BS S T W I A Ld Points
Settra the Imperishable - 7 3 6 5 - 3 5 10 445
Chariot of the Gods - - - 5 5 8 - - - -
Skeletal Steed (x4) 8 2 - 3 - - 2 1 - -

Troop Type: Heavy chariot (named character)


Base Size: 100 x 150 mm
Unit Size: 1
Armour Value: 4+
Equipment: Settra: The Blessed Blade of Ptra, the Chariot of the Gods, the Crown of
Settra The Imperishable Nehekhara, the Scarab Brooch of Usirian
Feared by all in both life Skeletal Steed: Skeletal hooves (counts as hand weapons)
and death, Settra the
Imperishable is the lord of Magic: Settra the Imperishable is a Level 1 Wizard. He knows spells from the
Khemri,
Settraathe
ruthless tyrant the Great King of Nehekhara
Imperishable, Lore of Necromancy.
whose appetite for conquest
cannot be satisfied, no Special Rules: Commander of Legions, Curse of the Necropolis, Dry as Dust, Flammable,
matter how many lands Impact Hits (2D3), Indomitable (3), Lore of Nehekhara,
he invades or people he My Will Be Done, Nehekharan Undead, Regeneration (5+), Settra Does
subjugates. During his Not Kneel!, Settra the Great.
natural life, the king of
Nehekhara was obsessed Commander Of Legions
with immortality and Though not as fully versed in the art of Necromancy as the Liche Priests, Settra’s will alone is
established the Mortuary enough for the dead to rise at his command.
Cult in an effort to unlock
the secrets of eternal life. Settra gains the Arise! special rule and, unlike other models with this special rule, may use
For centuries after his death, it even when engaged in combat.
the Mortuary Cult worked
tirelessly to give Settra Settra Does Not Kneel!
the immortality they had Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge
promised him, but after his rule is swiftly and brutally punished.
Nagash’s betrayal, the lord of
Nehekhara was awoken in Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the
his broken, mummified body. same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
Ever since his premature
awakening, Settra has busied Settra The Great
himself with reconquering Settra is the most powerful and respected leader in Nehekhara’s long history and his command over
the lands that were once its mighty legions is unequalled.
his; lands that, in his long
absence, have fallen into If your army includes Settra, he must be the army’s General and must be chosen to be the
the hands of upstart lords army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In
and bickering emperors. In addition, Settra has a Command Range of 18".
time, all will bend the knee
before the supreme ruler of
Nehekhara once more.
The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to Character
blaze with divine flame.

Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical
Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this
model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.

The Crown Of Nehekhara


Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows
him to instil his undying will into all those nearby.

Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan
Undead special rule within 6" of him, not just a unit he has joined.

The Scarab Brooch Of Usirian


Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in
protective energies and the blessing of Usirian, god of the Underworld.
Titles Upon Titles
The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered. Oh mighty Settra... Great
King of Nehekhara, the
The Blessed Blade Of Ptra Imperishable, Khemrikhara,
Blessed by the sun god, the blade of Ptra’s white-hot edge is infused with the heat of the desert sun. King of Kings, Opener of
It burns so brightly with divine fire that it blinds those who dare stand before the mighty Settra. the Way, Wielder of the
Divine Flame, Punisher
R S AP Special Rules of Nomads, The Great
The Blessed Combat S -3 Flaming Attacks, Magical Attacks, Unifier, Commander of
Blade of Ptra Requires Two Hands the Golden Legion, Sacred
Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra of Appearance, Bringer of
suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of Light, Father of Hawks,
the game. Builder of Cities, Protector
of the Two Worlds, Keeper
of the Hours, Chosen of
Ptra, High Steward of the
Horizon, Sailor of the Great
Vitae, Sentinel of the Two
Realms, The Undisputed,
Begetter of the Begat,
Scourge of the Faithless,
Carrion-feeder, First of the
Charnel Valley, Rider of
the Sacred Chariot, Mighty
Lion of the Infinite Desert,
Lord of the Shifting Sands,
He Who Holds the Sceptre,
Great Hawk of the Heavens,
Waker of the Hierotitan,
Monarch of the Sky, King
of the Shifting Sands,
Champion of the Gods, and
many, many more…
PRINCE APOPHAS,
THE CURSED SCARAB LORD
Prince Apophas had long harboured a fierce jealousy of his father’s rule and a deep
lust for his throne. So great was his need to rule, the young Prince of Numas took his
blade to the throats of the entire royal line as they slept and proclaimed himself king.
However, of all crimes in Nehekhara, regicide was considered the greatest, and the
people of Numas dragged the prince to the temple of Usirian, the Nehekharan God of
the Underworld, condemning the usurper to a severe and terrifying punishment.

Entombed alive in a stone sarcophagus Taking the form of a swarm of scarab


filled with flesh-eating scarabs, the prince beetles, a buzzing cloud flows up from
wept and begged the priests of Usirian for the ground before coalescing into the
mercy even as they sealed both the tomb semblance of Prince Apophas, at the centre
and his fate. It was said that Apophas’ of which is his sun-bleached skull marked
screams could be heard echoing within the with an enchanted hieroglyph. Clutched
temple walls, but when the lid was finally in his grip is the very blade he used to slit
Usirian, the God removed days later, there was no sign of the the throats of his family, and those few
of the Underworld scarabs nor the prince, save a skull picked who have survived a close encounter with
Chief amongst the gods clean of flesh. Before the skull was cast into the cursed prince say that it still drips with
revered by the Mortuary the desert, it was inscribed with a single royal blood to this day. As the prince’s
Cult is Usirian, the Lord hieroglyph, marking Apophas as a king- crime was committed with this serpentine
of the Underworld. It is slayer and cursing his soul for eternity. blade, the only way Apophas can claim his
Prince
his Apophas,
sombre duty tothe Cursed Scarab Lord
collect freedom is by slaying a perfectly matched
the souls of the deceased As Apophas’ soul made its way towards the soul with this accursed weapon.
from the endless void and endless void, the fate of all souls denied the
escort them to the realm privilege of mummification, it was claimed Once the prince has claimed the soul of
of the dead where, upon by Usirian who intended to torment a victim, he binds it to a mystical device
their arrival, he judges the prince for eternity for his crimes. known as a soul-cage before spiriting it
their purity. If a soul is However, as one of noble birth, Apophas away to the depths of the Underworld.
unblemished, it is allowed was granted an audience with Usirian and Here the soul is measured on a set of scales
to enter the golden fields of reached terms with the divine being – in against Apophas’ own damned spirit. The
paradise. If not, it is thrown exchange for his soul being freed, Apophas sad truth however, is that no two souls are
into the lower levels of the would claim another to stand in his place, ever equal, thus the scales can never truly
Underworld and tormented a perfect match for his own. The God of be balanced. Though he does not know
in perpetuity. But for the the Underworld agreed, and Apophas was it, Apophas has doomed himself to roam
souls Usirian finds most reborn as the Cursed Scarab Lord. the lands of Nehekhara and beyond for
corrupted, a terrible fate all eternity.
awaits, for they are cast out
of the Underworld, back into
the endless, howling void and
condemned to an eternity of
cold darkness.
Prince Apophas, The Cursed Scarab Lord
Character
Prince Apophas is a Tomb Prince. He may be included in any Tomb Kings of Khemri army
made using any army composition list that includes this option. He must be fielded as
presented here.

M WS BS S T W I A Ld Points
Prince Apophas 4 4 3 4 3 4 1 5 8 130

Troop Type: Regular infantry (named character)


Base Size: 25 x 25 mm
Unit Size: 1
Equipment: Hand weapon, swarming mass and light armour
Special Rules: Ambushers, Fly (9), Indomitable (2), Khopesh, Loner, Nehekharan
Undead, Regeneration (5+), Scarab Prince, Usirian’s Reaper, Terror

Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the
Underworld, will drown those who brought about the prince’s end. Prince Apophas,
the Cursed Scarab Lord
Should Prince Apophas lose his last Wound, before his model is removed from play, all
enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1. “Prince Apophas. You are
found guilty of regicide,
Usirian’s Reaper the most heinous crime
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those of all within the lands of
whose souls he believes to be equal to his own, hunting them until their soul has been delivered Nehekhara. For slaying the
to Usirian. beloved King of Numas and
all his bloodline in an effort
After deployment, nominate a single character in your opponent’s Muster List. Apophas to usurp the throne, you are
may re-roll any failed rolls To Hit or To Wound made against that character. In addition, condemned to die a slow and
any hits inflicted by Apophas against the nominated character gain the Magical Attacks painful death. May Usirian
special rule. claim your soul and subject
it to an eternity of torment!”
Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of – The sentencing of
the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud Prince Apophas of Numas
of flesh eating beetles upon his enemies.

R S AP Special Rules
Swarming Mass N/A 2 - Breath Weapon
Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless
of the target’s Toughness.
NEKAPH,
EMISSARY OF SETTRA
Amongst Settra’s many loyal servants and vassal monarchs, there are none that the
King of Nehekhara trusts more than Nekaph, his personal champion and herald.
When Settra’s mortal life came to an end, Nekaph was the first to follow his lord into
the afterlife, his body entombed beside that of his king. When Settra was awoken from
death to restore order to Nehekhara, Nekaph’s mummified form stood ready to lay low
his enemies once more.

In life, Nekaph was a formidable man, When acting as Settra’s herald, it was
renowned for his enormous physique, Nekaph’s duty to announce his lord,
peerless strength and unwavering loyalty reciting his many titles and recounting his
to his master, obeying his king’s every victories. Such was the majesty and number
command without question or hesitation. of Settra’s achievements and victories, it
Though Settra boasted legions of skilled would take Nekaph almost two hours to
and talented warriors, none were a match proclaim the King of Nehekhara before his
“Loyal sentinel at the portal for Nekaph. The King’s Herald was so gathered subjects.
of eternity, mighty warrior deadly, it is said that he could crush the
who stands beside the king, skull of any foe with but a single blow of Just as he did in life, in death Nekaph
valiant hero whom none his massive fist and choke the life from the travels from city to city at the head of one
shall pass, guardian of the strongest of adversaries without a bead of of Settra’s many skeletal legions. Upon his
king's tomb.” sweat forming upon his brow. arrival at an enemy stronghold, he will
demand an audience with the city’s rulers
– Hieroglyphic inscription over But it was during duels fought on behalf in order to deliver a harrowing ultimatum.
the sarcophagus of Nekaph
Nekaph, Emissary of Settra of his liege lord that the true extent of Though his skeletal jaw does not move
Nekaph’s martial prowess became clear and no sound flows from his lipless mouth,
for all to see – after all, his life was of those who stand before him hear a deep,
little consequence when the King of powerful voice echo in their minds as they
Nehekhara’s honour was at stake. Time are offered their first and only chance to
and time again, Nekaph would unleash his kneel before Settra the Imperishable.
wrath upon the enemies of Settra, claiming
the lives of countless chieftains, warlords Those who choose to resist their inevitable
and so-called kings, shattering their bones fate or preemptively attack Nekaph and
with powerful blows from his macabre flail his legion must face the unchecked wrath
– a gift from Settra himself. of Settra’s emissary. Found where the
fighting is thickest, Nekaph strikes down
As well as his brutish strength, Nekaph his foes with wide, murderous, swings of his
possessed a keen mind – a necessary enchanted flail, ensuring that each moment
requirement for any Tomb Herald. Not of resistance against Settra’s rule is paid
only must a Tomb Herald be able to stand for in blood. Even once their foes realise
for their liege in battle, they were also called their folly, Nekaph shows no mercy, for the
upon to act as their representative, speaking time for surrender has long since passed
on their behalf in matters of politics and and death is the only suitable punishment
issuing judgements in their name. for defiance.
Nekaph, Emissary Of Settra
Character
Nekaph, Emissary of Settra is a Royal Herald. He may be included in any Tomb Kings of
Khemri army made using any army composition list that includes this option. He must be
fielded as presented here.

M WS BS S T W I A Ld Points
Nekaph, 4 5 3 4 4 2 4 3 8 120
Emissary of Settra

Troop Type: Regular infantry (named character)


Base Size: 25 x 25 mm
Unit Size: 1
Equipment: The Flail of Conquered Kings and light armour
Special Rules: Dry as Dust, Flammable, Herald of Despair, Indomitable (2),
Killing Blow, Nehekharan Undead, Regeneration (5+), Settra’s Champion,
Sworn Protector

Herald Of Despair Nekaph,


The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most Emissary of Settra
stout hearted folks.
“Settra the Imperishable is
Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an a wise and merciful lord,
extra D6 when making a Fear or Terror test, and discard the lowest result. for he offers you this one
chance to save the lives of
Settra’s Champion you and your people. Bend
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to the knee to the Great King
challenge the king to single combat or call his honour into question. of Nehekhara and offer him
your undying fealty, or die a
Nekaph must always issue and accept challenges (if possible). However, challenges issued fool and find your pathetic
by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes dynasty absent from even
a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the the footnotes of history.”
usual 6.
– Nekaph’s first and final
The Flail Of Conquered Kings warning to the Turjuk tribes
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre
weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty.

R S AP Special Rules
The Flail of Combat S+2 -2 Magical Attacks, Multiple Wounds (2),
Conquered Kings Requires Two Hands
Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round
of combat.
Arch Necrotect
Character
M WS BS S T W I A Ld Points
Arch Necrotect 4 4 3 4 4 3 3 3 8 90

Troop Type: Regular infantry (character)


Base Size: 25 x 25 mm
Unit Size: 1
Equipment: Hand weapon, whip and light armour

Options:
• May purchase magic items up to a total of ........................................................................75 points

Special Rules: Dry as Dust, Flammable, Immortal Overseer, Khopesh,


Nehekharan Undead, Regeneration (5+), Stone Shaper

Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical
Arch Necrotects constructs of the Mortuary Cult are driven to ever greater efforts.
Amongst the ranks of
ancient Nehekhara’s During the Command sub-phase of their turn, this character may attempt to drive a single
most skilled artisans and friendly unit within their Command range to greater efforts by making a Leadership test
architects thereNecrotect
Arch were those (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase
that stood supreme, either that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
for their mastery of their
chosen crafts or for their Stone Shaper
brutality as overseers in Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the
command of the Great duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs.
Land’s armies of labourers.
Such individuals would During the Command sub-phase of their turn, if they are not engaged in combat, this
quickly rise to the rank of character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti
Arch Necrotect, a privileged or unit of Venerable Ushabti that is within their Command range. Until the end of this
position that granted them turn, the nominated unit improves the armour value of its Regeneration save by 1.
a measure of the esteem to
which those they served
were accustomed. In death, Representing This Unit In Your Games
the Arch Necrotects are Painted in rich and vibrant colours, or mounted upon a scenic base, an Arch Necrotect
tasked with endlessly can easily be distinguished from a humble Necrotect.
driving legions of undead
to maintain and rebuild
the crumbling necropolis
cities of Nehekhara, and
with tending to the ranks
of animated statuary and
cyclopean undead constructs
that guard the tombs of
their masters and kings
through eternity.
Skeleton Infantry Cohorts
Infantry
M WS BS S T W I A Ld Points
Royal Host
Skeleton WarriorCohorts 4
Infantry 2 2 3 3 1 2 1 5 5
Royal Host Archer 4 2 2 3 3 1 2 1 5 5
Master of Arms 4 2 2 3 3 1 3 2 5 +5

Troop Type: Regular infantry


Base Size: 25 x 25 mm
Unit Size: 10+/10+*
Equipment:
• Royal Host Warriors: Hand weapons, thrusting spears, light armour and shields
• Royal Host Archers: Hand weapons, light armour and warbows

Options:
• Any unit may:
- Upgrade one model to a Master of Arms (champion) ..........................+5 points per unit
- Upgrade one model to a standard bearer...................................................+5 points per unit
- Upgrade one model to a musician ................................................................+5 points per unit Infantry Cohorts
- Take a magic standard worth up to................................................................................50 points The mixed-infantry
- Have the Nehekharan Phalanx special rule.............................................+10 points per unit formations of the Royal
• A Master of Arms may purchase magic items up to a total of ...................................30 points Hosts allow the forces of
Nehekhara to advance under
Special Rules:
Venerable Arrows of Asaph, Close Order, Horde, Motley Crew*, Nehekharan Undead,
Ushabti the cover of bowfire without
Regeneration (6+), Regimental Unit, Steadfast Discipline (see page 31) leaving units of archers
vulnerable to the enemy.
*When writing your muster list, a Skeleton Infantry Cohort must contain at least ten Royal Host Those foolish enough to
Warriors and ten Royal Host Archers. Royal Host Warriors always occupy the front rank(s) of the charge the cohort head-on
unit, pushing past any Royal Host Archers to get there if necessary (such as when the unit turns). will likely find themselves
on the receiving end of
a volley of arrows before
Venerable Ushabti their advance is brought to
a standstill by the towering
M WS BS S T W I A Ld Points shields of the cohort’s
Venerable Ushabti 4 5 3 5 4 3 2 3 8 56 impenetrable front ranks.
Venerable Ancient 4 5 3 5 4 3 2 4 8 +7
Venerable Ushabti
Troop Type: Monstrous infantry Amongst the innumerable
Base Size: 40 x 40 mm Ushabti that guard
Unit Size: 3+ necropolises and tombs of
Equipment: Hand weapons, ritual blades and heavy armour the Land of the Dead stand
some of truly ancient age,
Options: crafted by masons in the
• Any unit may upgrade one model to a Venerable Ancient ........................+7 points per unit earliest days of Nehekhara
in honour of gods and
Special Rules: Close Order, Indomitable (1), Khopesh, Magic Resistance (2), goddesses long since
Nehekharan Undead, Regeneration (6+) forgotten. Though their
surfaces have become pitted
R S AP Special Rules and eroded by the passage of
Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last the centuries and the names
of the deities they represent
have been forgotten, they
Representing This Unit In Your Games remain powerful servants of
Venerable Ushabti can easily be distinguished from regular Ushabti by painting the the Mortuary Cult.
models in rich, vibrant colours or by placing them on scenic bases.
Skeleton Cavalry Cohort
Cavalry
M WS BS S T W I A Ld Points
Royal Host Horseman - 2 2 3 3 1 2 1 5 12
Royal Host Horse Archer - 2 3 3 3 1 2 1 5 11
Master of Horse - 2 2 3 3 1 3 2 5 +6
Skeletal Steed 8 2 - 3 - - 2 1 - -

Troop Type: Heavy cavalry


Base Size: 25 x 50 mm
Unit Size: 5+/5+*
Equipment:
• Royal Host Horseman: Hand weapons, cavalry spears, light armour and shields
• Royal Host Horse Archer: Hand weapons, light armour and warbows
• Skeletal Steed: Skeletal hooves (counts as hand weapons)

Options:
• Any unit may:
Cavalry Cohorts - Upgrade one model to a Master of Horse (champion)..........................+6 points per unit
Much like their infantry - Upgrade one model to a standard bearer...................................................+6 points per unit
counterparts, the mixed- - Upgrade one model to a musician ................................................................+6 points per unit
cavalry cohortsCavalry
Skeleton often seenCohort - Take a magic standard worth up to................................................................................50 points
in the Royal Hosts ensure - Have the Counter Charge special rule ......................................................+1 point per model
that its mounted forces • A Master of Horse may purchase magic items up to a total of...................................30 points
can harass the enemy
with bowfire, whilst still Special Rules: Arrows of Asaph, Close Order, Horde, Motley Crew*,
maintaining the ability to Nehekharan Undead, Regeneration (6+),
flatten an enemy formation Steadfast Discipline (see page 31), Swiftstride, Vanguard
with a devastating charge
from spear-armed horsemen. *When writing your muster list, a Skeleton Cavalry Cohort must contain at least five Royal Host
Horsemen and five Royal Host Horse Archers. Royal Host Horsemen always occupy the front
Necroserpents rank(s) of the unit, pushing past any Royal Host Horse Archers to get there if necessary (such as
Though they are most when the unit turns).
commonly seen serving as
mounts for Tomb Guard,
occasionally the Mortuary
Necroserpents Necroserpents
Cults will call upon
Necroserpents who do not M WS BS S T W I A Ld Points
yet have a rider. Most of Necroserpent 7 3 0 5 4 3 3 3 7 38
these stone serpents were
built in the image of the Troop Type: Monstrous cavalry
hooded Khemrian Cobra, Base Size: 50 x 100 mm
a snake whose noxious Unit Size: 2+
venom is potent enough Equipment: Lashing tails and venomous fangs (counts as hand weapons)
to kill a dozen warhorses Special Rules: Ambushers, Armoured Hide (1), Impact Hits (1), Indomitable (1),
with a single drop – and Move Through Cover, Nehekharan Undead, Open Order,
the same toxin that drips Poisoned Attacks, Regeneration (6+), Swiftstride
from the fangs of the
Necroserpents themselves.
Representing This Unit In Your Games
Necroserpents are easily represented by using the Necroserpents from the Necropolis
Knights kit.
Tomb Guard Chariots
Chariot
M WS BS S T W I A Ld Points
Chariot - - - 4 4 3 - - - 53
Tomb Guard Crew (x2) - 3 3 4 - - 2 1 7 -
Tomb Captain - 3 3 4 - - 2 2 7 7
Skeletal Steed (x2) 8 2 - 3 - - 2 1 - -

Troop Type: Light chariot


Base Size: 50 x 100 mm
Unit Size: 3+
Armour Value: 4+
Equipment:
• Tomb Guard Crew: Hand weapons, halberds and shields
• Skeletal Steed: Skeletal hooves (counts as hand weapons)

Options:
• Any unit may:
- Upgrade one model to include a Tomb Captain (champion)..............+7 points per unit Tomb Guard Chariots
- Upgrade one model to include a standard bearer ...................................+7 points per unit Though traditionally
- Upgrade one model to include a musician.................................................+7 points per unit forming blocks of elite
- Purchase a magic standard worth up to........................................................................50 points infantry, it has been known
• A Tomb Captain may purchase magic items up to a total of ......................................50 points for a king’s Tomb Guard to
crew their prized chariots,
Special Rules: Cleaving Blow (Tomb Guard Crew only), Dry as Dust, riding into battle alongside
Impact
Tomb Guard Hits (D3+1), Indomitable (2), Khopesh, Nehekharan Undead,
Chariots their lord. These already
Open Order, Regeneration (6+), Reserve Move, Swiftstride deadly warriors become even
more dangerous atop these
Note that a Tomb Captain, a standard bearer or a musician each replace a single Tomb Guard fast moving chariots, as they
crew, and that each must be placed aboard a different chariot. can crash through any lesser
warriors using their crushing
momentum and focus their
Representing This Unit In Your Games precise strikes against their
Skeleton Chariots crewed by Tomb Guard infantry are ideal for representing Tomb more dangerous foes. With
Guard Chariots. such elite warriors forming
the tip of Settra’s invasion
spear, those who inhabit the
lands of the living should
tread lightly indeed – as the
sound of rumbling chariots
echoes across the Border
Princes and beyond.
TOMB KINGS OF KHEMRI
MAGIC ITEMS
The following pages expand upon the Tomb Kings of Khemri magic items found in
Ravening Hordes. These magic items are unique to Tomb Kings of Khemri armies and
can be purchased in exactly the same way as Common magic items, as described in the
Warhammer: the Old World rulebook.

Extremely Common Magic Items: Any magic item marked with an asterisk (*) is
considered to be extremely common, as described in the Warhammer: the Old World rulebook.

Magic Weapons
Blade Of Antarhak........................................................................................45 Points
Those cut by the Blade of Antarhak age by decades in the blink of an eye, their vitality stolen and
Artefacts of Power bestowed upon the wielder of this fell blade.
Secreted away in the grand
mausoleums of the kings and R S AP Special Rules
queens
Tomb of Nehekhara
Kings of Khemri areMagic ItemsBlade of Antarhak Combat S+1 -1 Magical Attacks
riches and treasures beyond Notes: The Blade of Antarhak may only be taken by models in a Nehekharan Royal Host Army
the wildest imaginations of of Infamy. For each Wound an enemy unit loses as a result of an attack made with the Blade of
even the most ambitious Antarhak, its wielder immediately recovers a single lost Wound.
tomb raider. However,
alongside the mountains of The Conqueror’s Blade ..................................................................................55 Points
coins and rivers of precious Many a king and queen, warlord and emperor foolish enough to resist the rule of the Lord of
gemstones, were items of Nehekhara have found their heads parted from their bodies by this wicked weapon.
far greater value to those
who knew what lay before R S AP Special Rules
them. Though many of The Conqueror’s Combat S+2 -2 Killing Blow, Magical Attacks,
these ancient weapons Blade Requires Two Hands, Strike Last
and trinkets are relics of Notes: Whilst engaged in a challenge, the bearer of the Conqueror’s Blade strikes a Killing Blow
Nehekhara’s long lost glory, if they roll a natural 5 or 6 when making a To Wound roll, rather than the usual 6. In addition,
they have lost none of their should the wielder slay the enemy General in a challenge, you win a bonus of 100 Victory Points at
potency in their centuries the end of the game.
of dormancy.
Phakth’s Blades Of Justice ...........................................................................35 Points
Crackling lightning arcs from these twin blades as they slice through the ranks of Nehekhara’s foes.

R S AP Special Rules
Phakth’s Blades Combat S -1 Magical Attacks, Requires Two Hands
of Justice
Notes: Models whose troop type is ‘infantry’ only. Phakth’s Blades of Justice grant the wielder +1
Attack for each rank an enemy unit the wielder is engaged with has.

Staff Of Aeons ................................................................................................30 Points


A single blow from this accursed weapon can cause armour to rust and tarnish in a matter of
moments, leaving those wearing it vulnerable to the Liche Priest’s minions.

R S AP Special Rules
Staff of Aeons Combat S+2 -1 Magical Attacks, Requires Two Hands
Notes: The Staff of Aeons may only be taken by a Liche Priest in a Mortuary Cult Army of
Infamy. Any model that is hit by one or more close combat attacks made using this weapon suffers
a -1 modifier to its armour value for the remainder of the game.
Magic Armour Magic Standards
Royal Mantle .....................................................40 Points Royal Standard Of Settra.................................50 Points
It is said that the wisdom of the kings and queens of Nehekhara is When Settra’s personal banner marches to war, it is an
held within these armoured plates, giving counsel to the wearer as omen of doom for those who stand against him. For the True
they command their warriors on the battlefield. King of Nehekhara kneels to no one; all shall bow to him or
face annihilation.
The Royal Mantle may only be taken by models in a
Nehekharan Royal Host Army of Infamy. May be worn with The Royal Standard of Settra may only be taken in a muster
other armour. The wearer of the Royal Mantle improves their list that includes Settra the Imperishable and/or Nekaph,
armour value by 1 (to a maximum of 2+). In addition, the Emissary of Settra. A unit carrying the Royal Standard
wearer’s My Will Be Done special rule affects all friendly units of Settra gains the Hatred (enemy characters) and Terror
with the Nehekharan Undead special rule within 6" of them, special rules.
not just a unit they have joined.
Sigil Of Centuries ..............................................45 Points
Warding Splint ...................................................35 Points Time behaves strangely around this odd icon, the weight of years
Protective strips of bronze and iron inscribed with regenerative slowing even the most agile warriors to a sluggish crawl.
hieroglyphics are placed across the Liche Priest’s shrivelled body, for
without their power the armies of the Tomb Kings will crumble. All enemy units within 6" of the model carrying the Sigil of
Centuries suffer a -1 modifier to their Initiative characteristic
The Warding Splint is a suit of heavy armour which may be (to a minimum of 1).
purchased and worn by a Liche Priest, even if they do not have
the option to be equipped with armour, a shield or barding, Tapestry Of Conquered Lands .......................35 Points
without penalty. In addition, its wearer has a 5+ Ward save Woven from the standards of vanquished enemies, this patchwork
against any wounds suffered. banner serves as a warning to those who stand against the rulers
of Nehekhara.
Talismans
Any enemy standard captured by a unit carrying the Tapestry
Amulet Of The Serpent ....................................30 Points of Conquered Lands is worth 100 Victory Points as a trophy
Cast in antique gold with glittering emeralds for eyes, this magical of war.
snake amulet laces the weapons of nearby Nehekharan warriors
with a fast-acting and deadly venom. Banner Of The Desert Winds.........................30 Points
This tattered banner snaps and waves under the command of
The bearer of the Amulet of the Serpent and any unit they a spectral breeze, whose gusts drive forward those who march
have joined gains the Poisoned Attacks special rule. under it.

Relic Of The Desert Sun ..................................25 Points Models whose troop type is ‘infantry’ only. A unit carrying the
With their withered, mummified forms vulnerable to open Banner of the Desert Winds gains the Vanguard and Reserve
flame, some Tomb Kings placed their faith in the sun god Ptra to Move special rules.
protect them.

The bearer of the Relic of the Desert Sun is not subject to the
Dry as Dust or Flammable special rules.
Enchanted Items
Staff Of Awakening.......................................................................................50 Points
Carried only by the most revered Liche Priests, this powerful artefact amplifies the wielder’s
already formidable necromantic talents.

High Priest only. When the wielder of the Staff of Awakening uses the Arise! special rule
on a friendly unit whose troop type is ‘infantry’ or ‘cavalry’, that unit recovers an additional
D3 Wounds.

Orb Of Ptra.....................................................................................................40 Points


Upon uttering a prayer to the mighty Ptra, this orb becomes as bright as the midday sun,
confounding enemy archers.

Any enemy model that targets this character or any unit they have joined during the
Shooting phase suffers an additional -1 To Hit modifier.

Arcane Items
Phâzerakt’s Kanopi .......................................................................................40 Points
It is said that Phâzerakt’s spirit can be unleashed from within the ornate vessel in which it is
trapped to aid in a mass summoning.

Single use. During the Command sub-phase of their turn, if they are not engaged in
combat, the bearer of Phâzerakt’s Kanopi may attempt to unleash its contents by making a
Leadership test (using their own, unmodified Leadership). If this test is passed, place a unit
of 2D6+3 Summoned Skeleton Warriors on the battlefield anywhere completely within 12"
of this model, but not within 1" of any enemy models:

M WS BS S T W I A Ld Points
Skeleton Warrior 4 2 2 3 3 1 2 1 5 4

Troop Type: Regular infantry


Base Size: 25 x 25 mm
Unit Size: 2D6+3
Equipment: Hand weapons and shields
Special Rules: Horde, Nehekharan Undead, Regeneration (6+), Skirmishers

Note that Summoned Skeleton Warriors are not worth any Victory Points.

Curse-Weaver Wand .....................................................................................20 Points


The power within this accursed wand seeks only to enfeeble the enemies of its wielder.

The bearer of the Curse-weaver Wand gains a +1 modifier to their Casting roll when
attempting to cast a Hex spell.

Tablets Of Tahoth* ........................................................................................20 Points


These powerful relics of Tahoth’s wisdom crumble to dust once their power is spent.

A Wizard may purchase up to three Tablets of Tahoth, each of which is single use. Before
making a Casting roll, a Wizard may choose to use any number of their Tablets. For each
Tablet used, you may apply a +1 modifier to the result of the Casting roll.

Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.

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