
Grand Hierophant Khatep
Lord· Wizard Lord· 1 model at Ultra size
Comes with Tomb Kings(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Grand Hierophant Khatep is a legendary lord of Tomb Kings, leading Exiles of Nehek at the start of a campaign: 3,888 HP, armour 40, melee attack 28, melee defence 38, weapon strength 300. It costs 550 in multiplayer. It comes with Tomb Kings. Beating this lord in battle can earn the defeat trait Not So Grand Hierophant. Unit key wh2_dlc09_tmb_cha_khatep_0. Patch 9.0.4, from the game's data tables.
Health
3,888
Armour
40
Leadership
75
Speed
31
Melee attack
28
Melee defence
38
Weapon strength
210 base + 90 armour-piercing
300
Charge bonus
10
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.
- Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- 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
- SandstormVortex · Good against armour, Huge, randomly-moving area of effectactiveSandstormVortexGood against armourHuge, randomly-moving area of effectCooldown 90 s · Duration 14 s · 3 uses · Wind-up 3 sA violent vortex that whips up a cloud of razor-sharp desert sand to lacerate and consume the foe.
- My Will Be DoneAugment (Area) · +5 Melee Attack, +5 Melee DefencepassiveMy Will Be DoneAugment (Area)+5 Melee Attack+5 Melee DefencePassive · Range 35 mDeath is no obstacle to those with unalterable, unassailable determination.
- The CurseDirect Damage (Area) · Activates automatically when conditions are met, Strong vs units with 25 or more entities…passiveThe CurseDirect Damage (Area)Activates automatically when conditions are metStrong vs units with 25 or more entitiesCauses damage to combatantsStrong vs multiple combatantsWeak vs a single combatantPassive · Duration 15 s · 1 use · Range 35 mLike an insect sting at the point of death, striking out at the killer, sapping their strength as if shot by a thousand arrows.
- 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.
- Arcane ConduitAugment of the WindspassiveArcane ConduitAugment of the WindsPassiveA strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
Lore of magic
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Tomb Kings: Morghast Harbingers, Khemrian Warsphinx
- Missile fire — armour 40, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Tomb Kings: Sepulchral Stalkers, Skeleton Archers
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
Defeat trait
Beat Grand Hierophant Khatep in battle and your lord can earn the trait
Not So Grand Hierophant
- Immune to Desert attrition (Lord's army)
- Immune to Sandstorm attrition (Lord's army)
- Winds of Magic power reserve capacity: +8 (Lord's army)
"They say he can hold back death's cold embrace. I see little evidence of that this day!"
Grand Hierophant Khatep skill tree
53 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Grand Hierophant Khatep's skills
- Geheb the God of EarthGeheb the God of EarthUnlocks at rank 10
- Melee attack: +5 for Ushabti and Ushabti (Great Bows) units (Lord's army)
- Melee defence: +5 for Ushabti and Ushabti (Great Bows) units (Lord's army)
- Recruit rank: +2 for Ushabti units (Lord's army)
- Attrition: -25% casualties suffered from all attrition (Lord's army)
- Skeletal SteedSkeletal SteedUnlocks at rank 7
- Mount: Skeletal Steed
- Skeleton ChariotSkeleton ChariotUnlocks at rank 14
- Mount: Skeleton Chariot
- Casket of SoulsCasket of SoulsUnlocks at rank 18
- Mount: Casket of Souls
- Arcane KnowledgeArcane KnowledgeUnlocks at rank 8
- Enemy Winds of Magic power reserve capacity: -10 (local region)
- Rite cost: -10%
- Spell resistance: 15%
- Mortuary Cult ScholarMortuary Cult ScholarUnlocks at rank 10
- Hero capacity: +2 for Liche Priests
- Canopic Jars gained post-battle +10% (all armies factionwide)
- Witness to the Golden AgeWitness to the Golden AgeUnlocks at rank 12
- Construction cost: -5% for all buildings (all provinces)
- Research rate: +10
- Ceremonial BandagesCeremonial BandagesUnlocks at rank 8
- Missile resistance: 15%
- Soul BindingSoul BindingUnlocks at rank 10
- Physical resistance: 10% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
- Recruit rank: +2 for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
- Attribute: Unyielding Assault for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
- Restful InternmentRestful InternmentUnlocks at rank 20
- Removes Attribute "Wounds"
- Wound recovery time: -1 turns
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- ReanimatorReanimatorUnlocks at rank 8
- Leadership: +4 for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Lord's army)
- Attribute: Perfect Vigour
- Leadership aura size: +15%
- SandstormSandstormUnlocks at rank 10
- Cooldown: -30% to "Sandstorm"
- Ability number of uses: +1 for "Sandstorm"
- Steed ReanimationSteed ReanimationUnlocks at rank 12
- Leadership: +6 for Nehekhara Horsemen, Skeleton Horse Archers, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Melee attack: +6 for Nehekhara Horsemen, Skeleton Horse Archers, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Tomb ProtectorTomb ProtectorUnlocks at rank 15
- Casualty replenishment rate: +10% for Tomb Guard units (Lord's army)
- Attribute: Formed Attack for Tomb Guard units (all armies)
- Unit capacity: +2 Tomb Guard Tomb Guard (Halberds)
- Liche LordLiche LordUnlocks at rank 18
- Hero capacity: +2 for Liche Priests
- Hero recruit rank: +3 for Liche Priests (factionwide)
- The Grand HierophantThe Grand HierophantUnlocks at rank 20
- Cooldown: -20% to Lore of Nehekhara spells (all characters)
- Attribute: Mastery of Elemental Winds for Liche Priests (all characters)
- Winds of Magic power reserve capacity: +10 (own army)
- Djaf's Incantation of Cursed BladesDjaf's Incantation of Cursed Blades
- Cooldown: -50% to "Djaf's Incantation of Cursed Blades"
- Miscast base chance: -15% for "Djaf's Incantation of Cursed Blades Upgraded"
- Overcast spell: "Djaf's Incantation of Cursed Blades Upgraded"
- Winds of Magic cost: -1 for "Djaf's Incantation of Cursed Blades"
- Winds of Magic cost: -1 for "Djaf's Incantation of Cursed Blades Upgraded"
- The Restless DeadThe Restless Dead
- Passive ability: "The Restless Dead"
- Neru's Incantation of ProtectionNeru's Incantation of Protection2 levelsLevel 1
- Cooldown: -30% to "Neru's Incantation of Protection"
- Spell: "Neru's Incantation of Protection"
- Overcast spell: "Neru's Incantation of Protection Upgraded"
- Cooldown: -50% to "Neru's Incantation of Protection"
- Miscast base chance: -15% for "Neru's Incantation of Protection Upgraded"
- Overcast spell: "Neru's Incantation of Protection Upgraded"
- Winds of Magic cost: -2 for "Neru's Incantation of Protection"
- Winds of Magic cost: -2 for "Neru's Incantation of Protection Upgraded"
- Ptra's Incantation of Righteous SmitingPtra's Incantation of Righteous Smiting2 levelsLevel 1
- Cooldown: -30% to "Ptra's Incantation of Righteous Smiting"
- Spell: "Ptra's Incantation of Righteous Smiting"
- Overcast spell: "Ptra's Incantation of Righteous Smiting Upgraded"
- Cooldown: -50% to "Ptra's Incantation of Righteous Smiting"
- Miscast base chance: -15% for "Ptra's Incantation of Righteous Smiting Upgraded"
- Overcast spell: "Ptra's Incantation of Righteous Smiting Upgraded"
- Winds of Magic cost: -2 for "Ptra's Incantation of Righteous Smiting"
- Winds of Magic cost: -2 for "Ptra's Incantation of Righteous Smiting Upgraded"
- Usirian's Incantation of VengeanceUsirian's Incantation of Vengeance2 levelsLevel 1
- Cooldown: -30% to "Usirian's Incantation of Vengeance"
- Spell: "Usirian's Incantation of Vengeance"
- Overcast spell: "Usirian's Incantation of Vengeance Upgraded"
- Cooldown: -50% to "Usirian's Incantation of Vengeance"
- Miscast base chance: -15% for "Usirian's Incantation of Vengeance Upgraded"
- Overcast spell: "Usirian's Incantation of Vengeance Upgraded"
- Winds of Magic cost: -2 for "Usirian's Incantation of Vengeance"
- Winds of Magic cost: -2 for "Usirian's Incantation of Vengeance Upgraded"
- EvasionEvasion
- Passive ability: "Evasion"
- Usekhp's Incantation of DesiccationUsekhp's Incantation of Desiccation2 levelsLevel 1
- Cooldown: -30% to "Usekhp's Incantation of Desiccation"
- Spell: "Usekhp's Incantation of Desiccation"
- Overcast spell: "Usekhp's Incantation of Desiccation Upgraded"
- Cooldown: -50% to "Usekhp's Incantation of Desiccation"
- Miscast base chance: -15% for "Usekhp's Incantation of Desiccation Upgraded"
- Overcast spell: "Usekhp's Incantation of Desiccation Upgraded"
- Winds of Magic cost: -2 for "Usekhp's Incantation of Desiccation"
- Winds of Magic cost: -2 for "Usekhp's Incantation of Desiccation Upgraded"
- Sakhmet's Incantation of the SkullstormSakhmet's Incantation of the Skullstorm2 levelsLevel 1
- Cooldown: -30% to "Sakhmet's Incantation of the Skullstorm"
- Spell: "Sakhmet's Incantation of the Skullstorm"
- Overcast spell: "Sakhmet's Incantation of the Skullstorm Upgraded"
- Cooldown: -50% to "Sakhmet's Incantation of the Skullstorm"
- Miscast base chance: -15% for "Sakhmet's Incantation of the Skullstorm Upgraded"
- Overcast spell: "Sakhmet's Incantation of the Skullstorm Upgraded"
- Winds of Magic cost: -2 for "Sakhmet's Incantation of the Skullstorm"
- Winds of Magic cost: -2 for "Sakhmet's Incantation of the Skullstorm Upgraded"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Greater Arcane ConduitGreater Arcane Conduit
- Passive ability: "Greater Arcane Conduit"
- Passage to the Soul RealmPassage to the Soul Realm
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Arrows of AsaphArrows of Asaph3 levelsLevel 1
- Ammunition: +8% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Ammunition: +12% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Missile strength: +6% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Ammunition: +20% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Missile strength: +8% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Sun-Scorched BonesSun-Scorched Bones3 levelsLevel 1
- Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Melee defence: +4 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Armour: +8 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Melee defence: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Elite CavalrymenElite Cavalrymen3 levelsLevel 1
- Speed: +6% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Missile strength: +6% for Skeleton Horse Archers units (Lord's army)
- Speed: +9% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Weapon strength: +9% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Missile strength: +8% for Skeleton Horse Archers units (Lord's army)
- Speed: +12% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Weapon strength: +12% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Master CharioteersMaster Charioteers3 levelsLevel 1
- Charge bonus: +6 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Charge bonus: +9 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Melee attack: +6 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Reload time reduction: +4% for Khemrian Warsphinx, Skeleton Archers Chariot units (Lord's army)
- Charge bonus: +12 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Melee attack: +8 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Reload time reduction: +8% for Khemrian Warsphinx, Skeleton Archers Chariot units (Lord's army)
- Revered StonemasonryRevered Stonemasonry3 levelsLevel 1
- Melee defence: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Melee attack: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Melee defence: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Missile strength: +6% for Ushabti (Great Bows) units (Lord's army)
- Melee attack: +6 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Melee defence: +6 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Missile strength: +9% for Ushabti (Great Bows) units (Lord's army)
- Stone SentinelsStone Sentinels3 levelsLevel 1
- Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Melee attack: +4 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Charge bonus: +8 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Melee attack: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Weapon strength: +8% for Sepulchral Stalkers, Necrosphinx and Tomb Scorpion units (Lord's army)
- ReanimateReanimate
- Ability: "Reanimate"
- Blessing of the AspBlessing of the Asp
- Ammunition: +15% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)
- Dune RiderDune Rider
- Armour: +10 for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)
- Unfading MemoryUnfading Memory
- Armour: +10 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)
- Speed: +10% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)
- Ancient StoneAncient Stone
- Leadership: +5 for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- ResurrectResurrect
- Replaces: "Reanimate"
- Ability: "Reanimate Upgraded"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- Sand SweeperSand Sweeper3 levelsLevel 1
- Income from raiding: +10% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from raiding: +30% (Lord's army)
- Soul ReaperSoul Reaper3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Canopic Jar HoarderCanopic Jar Hoarder3 levelsLevel 1
- Canopic Jars generated: 5 per turn
- Canopic Jars gained post-battle +1% (own army)
- Canopic Jars generated: 10 per turn
- Canopic Jars gained post-battle +2% (own army)
- Canopic Jars generated: 15 per turn
- Canopic Jars gained post-battle +3% (own army)
- Attend Me!Attend Me!
- Recruit rank: +1 for all units (Lord's army)
- Local recruitment capacity: +1 (local province)
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- ImperishableImperishable3 levelsLevel 1
- Attrition: -15% casualties suffered from all attrition (Lord's army)
- Attrition: -25% casualties suffered from all attrition (Lord's army)
- Attrition: -35% casualties suffered from all attrition (Lord's army)
- All is Mine!All is Mine!3 levelsLevel 1
- Income from looting settlements: +4% (Lord's army)
- Income from post-battle loot: +4%
- Income from sacking settlements: +4% (Lord's army)
- Income from looting settlements: +9% (Lord's army)
- Income from post-battle loot: +9%
- Income from sacking settlements: +9% (Lord's army)
- Income from looting settlements: +15% (Lord's army)
- Income from post-battle loot: +15%
- Income from sacking settlements: +15% (Lord's army)
- The Dead Sand SentinelThe Dead Sand Sentinel3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +13% (Lord's army)
- Ambush success chance: +25% (Lord's army)
- Renowned & FearedRenowned & Feared
- Enemy Hero action success chance: -10%
- Hero self-defence: +25% chance of wounding aggressors
- Campaign movement range: +5%
- Recruit rank: +1 for all units (Lord's army)
Every version of Grand Hierophant Khatep
4 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tomb KingsWizard Lord | 3,888 | 1 | 40 | 75 | 31 | 28 | 38 | 300 | 10 | — | — | wh2_dlc09_tmb_cha_khatep_0 |
| Tomb KingsWizard Lord | 4,384 | 1 | 40 | 75 | 76 | 28 | 38 | 300 | 30 | — | — | wh2_dlc09_tmb_cha_khatep_1 |
| Tomb KingsWizard Lord | 5,048 | 1 | 80 | 75 | 74 | 28 | 24 | 400 | 75 | — | — | wh2_dlc09_tmb_cha_khatep_2 |
| Tomb KingsWizard Lord | 4,816 | 1 | 80 | 75 | 26 | 28 | 20 | 350 | 8 | — | — | wh2_dlc09_tmb_cha_khatep_3 |
Who can field it
- Tomb Kings · Khemri
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.