Monday, 30 March 2020

Tomb Kings 9th Ed 1.1 out now!

Updated to 1.21:
  • Added scythe option to Arkhan's chariot.
  • Fixed a few remaining bugs.
 
Updated to 1.2:

  • Clarified Resurrecting Fallen Warriors further.
  • Models with the Sworn Bodyguard special rule allows its unit to March. 
  • Clarified that Tomb Kings are I3.
  • Fixed bug with Necrotect and Ramhotep affecting Animated Constructs, they now affect friendly Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts and Monsters.
  • Fixed bugs with incorrect T value for several units.
  • Light armour for skeleton horsemen cost 1 pt.
  • Casket Guard have Tomb Blades.
  • Bone Thrower has Arrows of Asaph rule.
  • Tomb Scorpion are W4, cost 85 pts.
  • Poisoned Attacks for Necrosphinx costs 10 pts.
  • Incantation of the Desert Wind has a range of 24", affects only one unit by default, cast on 5+. Boosted version affects units within 12", cast on 10+. Can now target units in close combat so the lore attribute takes effect. Cannot be used to march or reform.
  • Incantation of Righteous Smiting boosted version affects units within 12", not 24".
  • Incantation of Cursed Blades boosted version affects units within 12".
  • Herald of Despair: Enemy units in base contact with Nekaph roll one additional dice when taking a Leadership tests, discarding the lowest result. This has no effect on units with Immunity (Psychology).
  • Scythan Warriors have Immunity (Fear).
  • Fixed bug with Sehenesmet's Stone Host rule.

This update changes the following:
  • Undead are Animated Constructs. Removed Animated Construct rule from the Tomb Kings book, as this is already part of the Undead rule.
  • Tomb Kings and Princes may ride Skeletal Steeds.
  • Added Tomb Blades to Tomb Guard and Heralds, giving Killing Blow and Magical Attacks.
  • Skeleton Horse Archers may not Scout.
  • Tomb Guard cost 10 pts.
  • Removed Chariot Legion special rule, as this will be included in the main rulebook.
  • Tomb Swarms are S1, T1, W10, A10.
  • Tomb Barque does not have high flyer rule.
  • Ushabti are T5, have two hand weapons and light armour by default, cost 42 pts. Ushabti Ancient is a normal champion, but the unit may choose an upgrade as before for +2 pts per model. Aspect of Phakth gives the unit +1 Movement. Aspect of Geheb gives the unit the Strength Bonus (1) special rule.
  • Necropolis Knights have Natural Armour (5+).
  • Sepulchral Stalkers have A3 and medium armour, cost 48 pts. Transmogrifying Gaze is range 12", S4, multiple shots (3). Can no longer damage the Stalker itself.
  • Necrosphinx has two hand weapons and medium armour, cost 235 pts.
  • Necrolith Colossus has light armour and T7, cost 185 pts. Unstoppable Assault can give a maximum of +5 attacks.
  • Hierotitan has light armour and T7, cost 190 pts.
  • Clarified that King Phar's shield gives him a 6+ parry save.
  • Incantation of Righteous Smiting: All models in the target unit gains +1 Attack (including mounts) and may fire an additional shot using the Multiple Shots special rule (except war machines) until the start of the caster's next Magic phase.
  • Incantation of the Skullstorm is Strength 5.
  • Added headings.
  • Added HD cover.
  • Updated army list frame and added some new art.

16 comments:

  1. Why did the skeleton horse archers lose scout? I think its time to just delete the whole text description for this unit entry now...(it literally mentions their role as scouts at least twice). I posted a short wishlist for the tomb kings yesterday ( a bit late it seems;) ). I do not imply that my rule changes suggestions should be accepted, but come on you cant just use any fanciful description (it s the original so no blame on you for this;) ) and then not have the description being represented in some way in the rules part. Or is it only vampires that get extra rules just because they are fluffily supposed to be tough as nails?

    The stalkers gaze seem a bit better, not pulverizing yourself anymore is good news. I still think the gaze should be more considered as a passive weapon than a "regular" ranged attack (sort of what I´m writing about in my post).

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    1. They will get the option to use Fire & Flee through a BRB update. They can still use Vanguard to "scout ahead". Most fast cavalry are used as scouts in some form, without having the scout rule itself.

      The Stalkers follow the same rules as the Medusa and Cockatrice now, having it be useable in both combat and shooting would likely be too good.

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    2. If fire and flee is a charge reaction they will still be only to hold as they have undead rule?

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    3. The Undead rule itself has no such restriction any more.

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    4. oki, I cant find the undead rule anymore in the rulebook only the army book, but the restricted charge reactions (hold only) is now under animated construct so still no benefit from fire and flee for undead horse archers.

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    5. Like I said, they will get it in a BRB update. It's not out yet.

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    6. If you can put it in the BRB without making my zombie units suddenly becoming the ultimate cheap fleeing chaff expendable unit im fine with it;)

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  2. A lot of the toughness changes aren't shown in all 3 places. You need to go through bestiary, army list and summary for all of those. Ushabties, giants and sphinxes are all wrong.

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  3. -The Casket Guard of the Casket of Souls should have the Tomb Blades special rule rather than Killing Blow.
    -The Blessed Blade of Ptra wielded by Settra is called a Halberd instead of a Polearm.
    -Settra is Initiative 3 instead of Initiative 4 like other Tomb Kings.
    -The Shield of Ptra says that he gets his Parry save even while wielding a magic weapon even though that restriction has been removed.
    -Oddly enough, The Herald Nekaph can be the Sworm Bodyguard of Tomb Kings that are not Settra. I think that should be fixed.
    -The Destroyer of Eternities hits both the rider and mount of a character riding a chariot or monster but with the changes to the mount rules, it just means two hits on the mount. Is this intentional?
    -The crew of Skeleton Chariot are BS3 in the page describing their fluff but BS2 in the army list.

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  4. Prince Tutankhanut should not be Flammable due to his gilded body.

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    Replies
    1. A note on that; he is still mummified underneath the armour, so if you get through the armour, he would still be flammable.

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  5. Fair point. However, being encased in gold I think he should have some sort of armour save, into which can be incorporated that he is harder to set ablaze than, say, a more exposed Tomb King.

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