
Casket of Souls
Chariot· Magical Artillery· Tier 3· 1 model (crew of 1) at Ultra size
Comes with Tomb Kings(Warhammer II)
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Casket of Souls is Tomb Kings and Undead Legions chariot: 3,968 HP, armour 80, melee attack 20, melee defence 14, weapon strength 26, range 440 m, missile damage 863 per 10 s for the whole unit. It costs 1,200 in multiplayer. In the campaign Host of Nagash pays 1,200. It comes with Tomb Kings. Unit key wh2_dlc09_tmb_art_casket_of_souls_0. Patch 9.0.4, from the game's data tables.
Health
3,968
Armour
80
Leadership
60
Speed
26
Melee attack
20
Melee defence
14
Weapon strength
20 base + 6 armour-piercing
26
Charge bonus
8
Ranged
Range
440 m
Ammunition
20
Missile damage
40 base + 90 AP, explosion 28 + 64 AP, 7 projectiles per shot
222
Reload time
18 s
Damage per 10 s
863
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
- Realm of Souls IRegeneration · Replenishes hit points of combatants, Heals injured before resurrectingpassiveRealm of Souls IRegenerationReplenishes hit points of combatantsHeals injured before resurrectingPassive · Duration 7 s · 1 useFrom 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 IIRegeneration · Replenishes hit points of combatants, Heals injured before resurrectingpassiveRealm of Souls IIRegenerationReplenishes hit points of combatantsHeals injured before resurrectingPassive · Duration 14 s · 1 useThe 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 IIIRegeneration · Replenishes hit points of combatants, Heals injured before resurrectingpassiveRealm of Souls IIIRegenerationReplenishes hit points of combatantsHeals injured before resurrectingPassive · Duration 21 s · 1 useThe 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.
- Covenant of PowerAugment of the WindspassiveCovenant of PowerAugment of the WindsPassiveThe magical power surrounding the Casket of Souls allows the Liche Priests to infuse their incantations with a portion of its energy.
- DisintegratingDirect DamagepassiveDisintegratingDirect DamagePassiveThe 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.
- CrumblingDirect DamagepassiveCrumblingDirect DamagePassiveIn 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.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Counters
Good against
- Heavily armoured units — 90 of 130 missile damage armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Tomb Kings: Khemric Titan, Necropolis Knights
- Units with physical resistance — magical missilese.g. Hexwraiths, Cairn Wraiths, Syreens
- Lightly armoured units without shields — 863 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Tomb Kings: Nehekharan Warriors, Skeleton Archers
- Light infantry-sized units — large, mass 4,080e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Tomb Kings: Tomb Guard, Nehekharan Warriors
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Feral Troglodon, Warp Lightning Cannons, Blessed Stegadon · Tomb Kings: Bone Giant, Necrosphinx
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Gold for gold
Loses to, at a similar price: Chaos Knights (2366.20× slower), Chaos Knights of Tzeentch (2241.75× slower), Chaos Knights of Slaanesh (2147.63× slower)
Equal gold, every model fighting at its weapon's attack interval, combat calculator formulas; no charge, mass, splash, leadership or abilities. “Similar price”: within 30% of its 1,200 multiplayer gold. Tomb Kings units ranked.
Patch changes
- Custom battle: now in the Undead Legions roster
Who can field it
- Tomb Kings · Khemri
- Undead Legions · Host of Nagash
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.