Tomb Scorpion

ID: wh2_dlc09_tmb_mon_tomb_scorpion_0


Tomb Scorpion
Causes Terror
Armour 90
Leadership 55
Speed 50
Melee Attack 35
Melee Defence 33
Weapon Strength 380
Charge Bonus 45


Unit Description

They can burrow for leagues when summoned, bursting into battle with a blast of sand and snapping limbs.

Historical Description

Tomb Scorpions are powerful creations of the Mortuary Cult, formed from a combination of stone, metal, lacquered wood and fused bone. Burrowing beneath the surface of the desert, they attack suddenly and without warning, exploding into the fray in a shower of sand. They are lethal foes, for a Tomb Scorpion's tail carries a potent sting that can incapacitate the largest foes, and they have powerful pincers that can slice a man in half. As they scuttle forward on eight segmented legs, they hack apart anything in their path. When the Tomb Kings go to war, the Liche Priests send out their magical call and summon the Tomb Scorpions into wakefulness. Those Tomb Scorpions that respond to the incantations will travel for leagues beneath the ground before clawing their way to the surface and falling upon their enemies with razor-sharp claws and stinging tails. It is a truly terrifying sight to behold the sands parting to reveal the monstrous form of a Tomb Scorpion, and very often, last thing that their enemies will ever witness.



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.


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.


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.

Can Cause Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.


This unit is an animated construct (does not rout, is immune to terror, becomes unstable when is low). Necrotects can push it to its full combat potential and restore it in battle.

Guerilla Deployment

Hide (forest)

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

Strengths & Weaknesses


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.


The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.


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

Causes Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Detailed Stats

Battle Entity Stats
Unit Size Very Large
Unit Type Giant
Hit Points 8
Walk Speed 3.00
Run Speed 5.00
Acceleration 4.00
Deceleration 6.00
Charge Speed 7.50
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 60
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 35
Melee Defence 33
Charge Bonus 45
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 55
Bonus Hit Points 6012
Unit Stats
Unit Caste Monster
Unit Weight Super Heavy
Unit Group Monster
Unit Group Parent Constructs
Recruitment Turns 2
Recruitment Cost
Upkeep Cost
Unit Size 1
Melee CP 1000
Missile CP


Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 15
Weapon Damage 110
Weapon AP Damage 270
Building Damage 650
Armour Value 90
Missile Block Chance 0