A firend who is fairly new to gaming got a Tomb Kings force before she came over to KoW from Warhammer.
While the Undead list does allow for a Tomb Kingish option, she wanted a more specific list that still carried some flavour, so below is my attempted varient list of the Undead for Tomb Kings:-
Tomb Kings
Alignment: Neutral (can not ally with any army that includes Vampires)
Army Special Rules
All units have Eternal service.
Thy Will Be Done
Time has not dented the will of these ancient Rulers. Extending their Will, they can drive their followers to greater action, even as they did in life!
The Unit has a ranged attack that can only target friendly Shambling units. You roll (n) dice for this ranged attack rather than using the Attacks value of the unit. This attack has a range of 12” and always hits on 4+, regardless of any modifier. For every hit ‘inflicted’, the friendly unit moves straight forward a full inch (stopping 1” from friendly units). If this movement brings it into contact with an enemy unit, treat this as a successful charge. However, the charged unit will not take any Nerve tests for damage it has taken in that shooting phase.
Eternal Service
The Tomb Kings’ followers viewed their rulers as gods in life. These same nobles still command such loyalty, even after death. As they fulfil the will of their masters, the unit is reinvigorated to continue their eternal service.
Every time the unit manages to inflict one point of damage, or more, on an enemy unit in melee, it regains a single point of damage that it has previously suffered.
Shambling
The advance of the Tomb Kings is as irresistible as the shifting desert sands …
The Unit cannot be ordered ‘At the Double!’ In addition; it treats Wavering results as Steady instead.
Tomb Guard Infantry
Unit Size Sp Me Ra De At Ne Pts
Troop (10) 5 4+ - 5+ 10 -/14 60
Regiment (20) 5 4+ - 5+ 10 -/17 110
Horde (40) 5 4+ - 5+ 20 -/24 210
Special: Shambling
Options: Banner (+15pts); Musician (+10pts) exchange shields for two-handed weapons for free (lower Defence to 4+, gain Crushing Strength (1))
Skeletons Infantry
Unit Size Sp Me Ra De At Ne Pts
Troop (10) 5 5+ - 4+ 10 -/13 40
Regiment (20) 5 5+ - 4+ 10 -/16 70
Horde (40) 5 5+ - 4+ 20 -/23 135
Special: Shambling
Options: Banner (+15pts); Musician (+10pts)
Take spears, gaining Phalanx, for +5pts (Troops), +15pts (Regiments) or +25pts (Hordes).
Skeleton Archers Infantry
Unit Size Sp Me Ra De At Ne Pts
Troop (10) 5 6+ 5+ 3+ 10 -/13 40
Regiment (20) 5 6+ 5+ 3+ 10 -/16 70
Horde (40) 5 6+ 5+ 3+ 20 -/23 135
Special: Shambling
Options: Banner (+15pts); Musician (+10pts)
Skeleton Chariots Large Cavalry
Unit Size Sp Me Ra De At Ne Pts
1 7 5+ 5+ 3+ 3 -/11 55
Troop (3) 7 5+ 5+ 3+ 9 -/13 120
Regiment (6) 7 5+ 5+ 3+ 18 -/16 230
Special: Shambling, Crushing Strength (1)
Options: Banner (+15pts); Musician (+10pts)
Skeleton Cavalry Cavalry
Unit Size Sp Me Ra De At Ne Pts
Troop (5) 5 4+ 6+ 3+ 8 -/13 70
Regiment (10) 5 4+ 6+ 3+ 16 -/16 125
Special: Shambling, Crushing Strength (1)
Options: Banner (+15pts); Musician (+10pts)
Carrion Large Cavalry (points and rules for Drakon riders)
Unit Size Sp Me Ra De At Ne Pts
1 10 3+ - 5+ 3 -/12 70
Troop (3) 10 3+ - 5+ 9 -/14 160
Special: Crushing Strength (2), Fly
Tomb Scorpions Large Cavalry (poinst and rules for Werewolves)
Unit Size Sp Me Ra De At Ne Pts
1 9 3+ - 6+ 3 10/12 70
Troop (3) 9 3+ - 6+ 9 12/14 160
Special: Crushing Strength (1), Nimble
Screaming Skull Catapult War Engine
Unit Size Sp Me Ra De At Ne Pts
1 5 - 6+ 4+ 1 -/12 50
Special: Blast (D6), Indirect Fire, Piercing (2), Shambling
Casket of Souls [1] War Engine (points and rules for Dragons Breath)
Unit Size Sp Me Ra De At Ne Pts
1 6 - - 4+ * -/12 60
Special: Breath Attack (20),
Tomb Sentinels Large Infantry (rules and points for lesser obsidian golems)
Unit Size Sp Me Ra De At Ne Pts
1 4 4+ - 6+ 3 -/12 40
Troop (3) 4 4+ - 6+ 9 -/14 90
Regiment (6) 4 4+ - 6+ 18 -/17 160
Special: Crushing Strength (2), Shambling
Aristocratic Mummies Infantry (points and rules of,...well, im sure you can work that one out)
Unit Size Sp Me Ra De At Ne Pts
Troop (5) 4 4+ - 6+ 5 -/14 165
Half Regt. (10) 4 4+ - 6+ 10 -/17 300
Regiment (20) 4 4+ - 6+ 10 -/24 570
Special: Crushing Strength (2), Regeneration, Shambling
Tomb King H/M (cursed pharoh)
Unit Size Sp Me Ra De At Ne Pts
1 4 4+ - 6+ 5 18/20 200
Special: Crushing Strength (2), Thy Will Be Done (6), Individual, Inspiring, Regeneration
Icon Bearer (Army Standard Bearer) H/M
Unit Size Sp Me Ra De At Ne Pts
1 5 4+ - 4+ 1 -/12 25
Special: Shambling, Individual, Unending Will
Tomb Priest H/M (necromancer)
Unit Size Sp Me Ra De At Ne Pts
1 5 5+ - 4+ 1 11/13 110
Special: Thy Will Be Done (
, Heal (3),
Individual, Zap! (3)
Priest King H/M (liche king)
Unit Size Sp Me Ra De At Ne Pts
1 5 5+ - 4+ 1 14/16 110
Special: Thy Will Be Done (10), Heal (5),
Individual, Zap! (5)
Necrosphinx (1) H/M (point and rules for a Death Stalker simulacre)
Unit Size Sp Me Ra De At Ne Pts
1 6 3+ - 6+ 10 -/22 375
Special: Crushing Strength (3), Elite
Khalida The Tomb Queen [1] H/M (Morgoth)
Unit Size Sp Me Ra De At Ne Pts
1 10 4+ - 6+ 5 17/19 400
Special: Individual, Inspiring, Thy Will Be Done (12), Heal (6), Zap! (6), Breath Attack (15), Regeneration, Crushing Strength (1)
i tried to use point and rules that already existed in the game elsewhere, if not in the immediate army list already. I let bloodbath go as it seemed more vampiric than tomb king, but balanced this out by allowing the Tomb kings/cursed pharoh to be inspring to all, not just mummies, and considered they now were accessing some options from other armies. i don't think its too big a leap and should still work as a balanced army.
thoughts anyone?