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The Tomb Kings are the undead monarchs of Nehekhara, an ancient human civilisation in the Warhammer world. Settra the Imperishable united Nehekhara from Khemri; centuries later, Nagash’s resurrection ritual awakened its buried rulers as spirits bound to their own corpses. They now fight to restore dynastic power over the Land of the Dead and the living world beyond it.
They are not simply masses of skeletons. Tomb King armies combine expendable infantry and archers with chariots, cavalry, Liche Priests, giant constructs and a rigid command structure. Their identity changes by format: Warhammer: The Old World makes them an Unbreakable, magic-dependent army with ambush-like deployment tricks, while Total War: Warhammer builds its campaign around free basic recruitment, unit-capacity management, dynasties, Books of Nagash and the Mortuary Cult.
Where the Tomb Kings come from
Nehekhara was once a powerful human civilisation made up of rival city-states. Civil wars weakened the kingdom until Settra became ruler of Khemri and conquered the other cities, unifying the land under his authority. His ambition went beyond ordinary kingship: he wanted an empire that would outlast death.
The Mortuary Cult, a priesthood devoted to preserving bodies and mastering the boundary between life and death, promised Settra immortality. Its members built a great pyramid to house his remains and developed the rituals that would eventually define Nehekharan society. The promise was not fulfilled in the way Settra expected. When the necromancer Nagash cast a ritual intended to raise the dead across the world, the tombs of Nehekhara erupted with undead life.
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“When the traitorous priest Nagash cast his great ritual to raise the dead across the world, the kings and queens of the innumerable dynasties that had ruled since the death of Settra lived again as wrathful spirits bound to the cadaverous remains of their mortal bodies.”
The awakened monarchs did not become a single obedient horde. Each returned with memories of its own dynasty, grudges and territorial ambitions. Settra demanded that the other rulers kneel as they had in life, but many resisted. Their wars are therefore political as well as supernatural: rival kings and queens compete for legitimacy, relics and control of Nehekhara while treating living nations as trespassers or resources.
The result is an undead civilisation rather than a generic zombie faction. Tomb Kings retain court titles, dynastic rivalries, monumental architecture and the military traditions of an ancient empire. Their dead obey the will of the ruler and the Liche Priests who animate them, but the monarchs themselves remain proud, calculating personalities.
Are Tomb Kings just skeletons?
Skeletons form the bulk of a Tomb King army, but they are the foundation rather than the whole force. A typical host layers cheap, numerous troops under magical support and then adds specialist units that provide speed, impact damage or brute strength.
- Skeleton warriors and archers: rank-and-file infantry and missile troops that hold objectives, screen valuable units and wear down an opponent through numbers.
- Skeleton horsemen and chariots: mobile units reflecting Nehekhara’s historical desert warfare. Chariots give the army a distinctive shock element instead of making it a purely defensive horde.
- Liche Priests: magical officers who animate the army, cast the Lore of Nehekhara and maintain the force’s supernatural cohesion.
- Animated constructs: Ushabti, Necroserpents, Tomb Swarms and skeletal dragons provide monsters and heavy hitters that ordinary skeletons cannot replace.
That mix explains the faction’s visual range: ordered infantry blocks stand beside enormous statues, serpent machines and undead dragons. The army can field disposable bodies, but its most memorable units are engineered or ritual creations, not naturally occurring undead.
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The major Tomb King factions and Legendary Lords
In Total War: Warhammer, four major Tomb King factions give the campaign different political starting points. The following distinctions describe the game’s faction identities; they should not be read as rules for every tabletop edition.
| Faction | Legendary Lord | Starting position and enemies | Faction or lord emphasis | Typical campaign approach |
|---|---|---|---|---|
| Khemri | Settra the Imperishable | Settra begins from the traditional seat of Nehekharan power. The campaign places him in competition with other Tomb Kings and the wider factions contesting the region; exact opponents and map positions depend on the Total War title and patch. | Settra represents the central imperial claim and the demand that other monarchs submit to Khemri. | Build a broad dynastic empire, secure the Land of the Dead and use a conventional combined-arms host of skeletons, chariots and constructs. |
| Court of Lybaras | High Queen Khalida | Khalida’s campaign is based in the domain of Lybaras. Her local rivals and map threats are game-version dependent rather than fixed tabletop canon. | Her identity is tied to the royal court of Lybaras and a strong emphasis on disciplined ranged and poisonous warfare in Total War’s roster and lord design. | Use missile troops and mobile support while expanding a distinct court rather than simply copying Settra’s imperial route. |
| Exiles of Nehek | Grand Hierophant Khatep | Khatep starts as an exile away from the normal centre of power. The exact settlements and enemies can change with campaign map updates. | He foregrounds the Mortuary Cult and the authority of the Liche Priesthood. | Recover influence through exploration, research and magical development before consolidating a permanent kingdom. |
| Followers of Nagash | Arkhan the Black | Arkhan’s faction is aligned with Nagash rather than the independent royal dynasties. His campaign opponents and start location are specific to the game version. | Arkhan brings a necromantic, Nagash-loyal identity that separates him from the other Tomb King rulers. | Exploit stronger undead magic and pursue objectives connected to Nagash while managing diplomatic hostility from rival Tomb Kings. |
These leaders are not interchangeable in tone. Settra is the absolutist king who claims all Nehekhara; Khalida is a queen defending her own court; Khatep is a displaced priest seeking restoration; and Arkhan is the faction’s open link to Nagash. Their shared roster therefore supports four different narratives of what “Tomb King” rule means.
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The official Warhammer: The Old World rules give Nehekharan Undead a play style built around magical command, steady formations and units that do not behave like living soldiers.
Fear, Unbreakable and Unstable
Nehekharan Undead units cause Fear, are Unbreakable and are Unstable. Unbreakable units do not flee from losing a combat in the ordinary way, so a skeleton block can hold an enemy in place even when it is badly outmatched. Unstable units instead suffer wounds when the army loses combat and fails to meet the relevant conditions, turning casualties into a direct cost of a prolonged fight. Fear can make an opponent’s leadership checks harder, but it does not turn an otherwise weak skeleton unit into an elite fighter.
The Hierophant is a real army requirement
Every Tomb Kings army needs a Nehekharan Undead Wizard designated as its Hierophant. The Hierophant uses the Lore of Nehekhara and is the magical anchor for the force. If that character dies, friendly units can suffer additional wounds after failed Leadership tests. Protecting the Hierophant is therefore not optional risk management: losing the army’s chief priest can cause a chain of attrition across several units.
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Animated Constructs
Animated Constructs include units such as Ushabti and other large ritual creations. They have a 5+ armour save and reduce the wounds they suffer from Unstable effects. This gives them more resilience than ordinary skeletons when a combat goes badly, although the save and construct rules do not make them immune to concentrated attacks.
Archery and deployment tricks
Nehekharan archers use the Arrows of Asaph, which ignore shooting hit modifiers. That rule keeps their ranged output more reliable when an opponent is using terrain, skirmishing or other effects that would normally make a target harder to hit.
Entombed Beneath the Sands lets eligible units begin the battle off the table and emerge later as delayed reinforcements from board edges. It creates a threat that an opponent must respect: a seemingly safe flank can become the arrival point for skeletons, swarms or other eligible units. The rule is a deployment tool, not a guarantee that every unit can appear wherever the player wants, so the army still has to plan when and where to commit reserves.
What a tabletop battle feels like
On the table, Tomb Kings reward a layered battle plan. Skeletons occupy space and absorb pressure; archers exploit reliable shooting; chariots and horsemen look for exposed targets; constructs deliver the damage that mass infantry cannot. Liche Priests keep the formation functioning. The army’s inability to march and its requirement to hold when charged limit sudden repositioning, so deployment, magical support and reserve timing matter more than reactive movement.
How Tomb Kings play in Total War: Warhammer
Creative Assembly’s Total War Academy presents the Tomb Kings as a faction trying to restore Nehekhara while competing with other Tomb Kings for dominance. Their campaign economy deliberately differs from that of living factions: basic troops are easy to raise, but powerful units and additional armies are constrained by capacity and long-term progression.
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Free recruitment with capacity limits
Skeleton Warriors and Skeleton Spearmen are initially available without the ordinary unit-recruitment cost. This does not mean every army can contain unlimited elite units. Stronger troops require the appropriate buildings and consume unit capacity, so a Tomb King player must expand infrastructure and research rather than solving every problem by spending more money on recruitment.
Dynasties and army slots
The Dynasties technology system contains six major dynasties. Researching them unlocks additional army slots and stronger dynasty lords. Later unlocks take longer to research, making the order of technologies a strategic choice: an early extra army can accelerate expansion, while delaying it for a stronger dynasty lord may improve a later campaign phase.
Books of Nagash
Books of Nagash are scattered tomes containing Nagash’s spells. Collecting a book grants a specific bonus, and the campaigns described by the Total War Academy allow eight of the nine books to be collected. Hunting them sends armies across the map, often into territory that is inconvenient or dangerous, so the reward has to be weighed against the time spent away from the heartland.
Canopic Jars and the Mortuary Cult
Canopic Jars are a Tomb King resource earned through battles, settlements and dilemmas. The Mortuary Cult spends them on magical items, Legions of Legend and additional dynasties. This creates a second progression track beside ordinary buildings and research: winning battles and making settlement decisions can be converted into permanent army improvements through the cult.
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Rites and a deliberately basic economy
Tomb King rites can improve armies, colonise ruins, cause attrition or boost growth. Their economy relies on comparatively basic infrastructure, so the faction’s power comes from combining settlement development with dynastic capacity, jars and magical bonuses rather than from a highly complex commercial system.
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Patch and edition caveat
Creative Assembly’s Patch 6.3 developer blog addressed the slow pace of long-distance Books of Nagash hunts, expanded Canopic Jar uses, improved technology effects and added Tomb King confederation options. Because Total War mechanics can change through patches, campaign advice should be checked against the version being played. These systems also belong to the video game and should not be mixed with the tabletop rules for Nehekharan Undead.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What should you buy to start Tomb Kings in The Old World?
The current official entry route is built around the Tomb Kings of Khemri range and the army rules in Ravening Hordes. Games Workshop’s product preview describes a boxed Tomb Kings force containing 93 miniatures; that figure is identified as a Games Workshop 2023 preview statistic, so current contents and stock should be checked on the live product page before purchase.
| Item | What it provides | Is it required? |
|---|---|---|
| Tomb Kings of Khemri miniature force | A large starting collection of Tomb King units, including the models needed to establish infantry, missile, cavalry, chariot and construct elements. | Not compulsory, but it is the most direct way to begin collecting the faction. |
| Ravening Hordes | The Tomb Kings army rules and unit rules for the current Old World framework. | Yes, if you want to field the army under the official rules. |
| Warhammer: The Old World – Fantasy Battles in the World of Legend Rulebook | The 352-page core rules for playing games, building armies and resolving battles. | Yes, unless you already have an official shared copy available for your games. |
| Arcane Journal: Tomb Kings of Khemri | Additional history, options and themed army material. | No. Games Workshop states that the faction’s units and core army rules are in Ravening Hordes; the journal is an optional expansion. |
Prices, stock and regional availability change, so treat the product names and the 93-model preview as an identification guide rather than a permanent price or inventory promise. If you are choosing between formats, decide first whether you want physical rank-and-flank battles or Total War’s campaign systems: the books and miniatures support the former, while the latter is a separate digital ruleset with its own balance and progression.
Why the Tomb Kings remain distinctive
The faction’s appeal comes from the tension between grandeur and decay. Nehekhara was built as a human empire, yet its rulers returned as corpse-bound spirits and now command armies that can neither march normally nor simply break and run. On the tabletop, the Hierophant, Unstable attrition and sand-buried reserves make magical leadership and positioning central. In Total War, free basic recruitment is offset by capacity limits, dynastic research and resource-heavy expeditions for Nagash’s books.
That combination answers the common misconception directly: Tomb Kings are skeleton armies, but they are also an undead civilisation with competing monarchs, priestly institutions, engineered constructs and a campaign economy unlike the standard factions. Settra, Khalida, Khatep and Arkhan each present a different route through that history, while the tabletop roster lets a player express the same identity through ranks of dead soldiers, chariots and monumental war machines.
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