The Khepra Guard (Tomb Guard) - Unit | Total War: WARHAMMER II Database The Khepra Guard (Tomb Guard) - Unit | Total War: WARHAMMER II Database

The Khepra Guard (Tomb Guard)

ID: wh2_dlc09_tmb_inf_tomb_guard_ror

Unit

The Khepra Guard (Tomb Guard)
Sword Infantry
120
Armoured
Anti-Infantry
Damage Dealer
Regeneration
9,840
Armour 50
Leadership 70
Speed 28
Melee Attack 41
Melee Defence 43
Weapon Strength 42
Charge Bonus 15

About

Unit Description

Like the flesh-eating, skull-faced beetle, whose name they bear, this dual-wielding, elite Tomb Guard bring a new level of terror to the battlefield.

Historical Description

The Tomb Guard are the partially mummified remains of the king's elite guard. They are exceptional warriors, maintaining all the discipline and martial skill they had in life. In battle, the Tomb Guard form unwavering ranks of armoured warriors. They have spilled the blood of their enemies for countless centuries, and numerous armies have been dashed against their implacable shield wall. Although the Tomb Guard were rewarded with a form of mummification, the embalming rituals used were nowhere near as elaborate as the ceremonies that the Tomb Kings and Tomb Princes underwent. However, Tomb Guards have been reborn with immortal bodies far stronger and more resilient than the flesh and blood they had in life. Furthermore, Tomb Guards retain more of their former personalities than the massed soldiery of Skeleton Warriors. They awaken with memories of heroic deeds, bloody victories and the unyielding will to destroy their king's enemies still burning strongly in their mind. Above all they remember their duty to protect their Tomb King from harm, and any that threaten their charge are slain, cut down without pause.

Abilities

Realm of Souls Tier 1

From within the Realm of Souls – Nehekhara’s revered afterlife – deceased warriors are called forth and bound to mortal remains, to find purpose once again through war.

Realm of Souls Tier 2

The spirits of warriors slain can be summoned from the Realm of Souls and bound to corporeal bodies, so that they may fight for the Tomb Kings as they did in life.

Realm of Souls Tier 3

The Liche Priests use the very breath of Nehekhara’s gods to reach into the Realm of Souls, retrieving the spirits of dead soldiers for binding and eternal service to their Tomb King’s will.

Disintegrating

The Dark Magic that holds these subjects together has failed. As the necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand.

Crumbling

In the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.

Regeneration

There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.

Attributes

Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Hide (forest)

This unit can hide in forests until enemy units get too close.

Undead

Strengths & Weaknesses

Anti-Infantry

Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.

Armoured

Armoured units can block damage from any source apart from Armour-Piercing damage.

Damage Dealer

This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.

Regeneration

Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.30
Run Speed 2.80
Acceleration 2.00
Deceleration 3.00
Charge Speed 3.10
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 41
Melee Defence 43
Charge Bonus 15
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 6
Morale 70
Bonus Hit Points 74
Unit Stats
Unit Caste Melee Infantry
Unit Weight Heavy
Unit Group Sword Infantry
Unit Group Parent Infantry
Recruitment Turns 1
Recruitment Cost
Upkeep Cost
Unit Size 120
Melee CP 1050
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 9
Weapon Damage 33
Weapon AP Damage 9
Building Damage 10
Armour
Armour Value 50
Shield
Missile Block Chance 0