Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)
Tomb Guard (Halberds) unit card

Tomb Guard (Halberds)

Melee infantry· Halberd Infantry· Tier 2· 120 models at Ultra size

Comes with Tomb Kings(Warhammer II)

Duel it in the combat calculator →

Tomb Guard (Halberds) are Tomb Kings and Undead Legions melee infantry: 9,840 HP across 120 models, armour 55, melee attack 25, melee defence 47, weapon strength 29. It costs 850 in multiplayer. In the campaign Host of Nagash pays 850. They come with Tomb Kings. Unit key wh2_dlc09_tmb_inf_tomb_guard_1. Patch 9.0.4, from the game's data tables.

Health

82 per model

9,840

top 26% of class

Armour

shield blocks 55% of small-arms missiles from the front (not artillery)

55

top 45% of class

Leadership

65

bottom 36% of class

Speed

28

bottom 7% of class

Melee attack

25

bottom 19% of class

Melee defence

47

top 20% of class

Weapon strength

9 base + 20 armour-piercing, +19 vs large

29

bottom 29% of class

Charge bonus

5

bottom 6% of class

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.

  • Charge Defence vs. Large

    When bracing, this unit negates the charge bonus of any large attacker.

  • Charge Reflection

    When bracing, this unit causes additional damage when attacking charging enemies.

  • 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

  • Realm of Souls IRegeneration · Replenishes hit points of combatants, Heals injured before resurrectingpassive
  • Realm of Souls IIRegeneration · Replenishes hit points of combatants, Heals injured before resurrectingpassive
  • Realm of Souls IIIRegeneration · Replenishes hit points of combatants, Heals injured before resurrectingpassive
  • DisintegratingDirect Damagepassive
  • CrumblingDirect Damagepassive

Counters

Good against

Vulnerable to

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

COMPUTEDAt equal gold it beats 21.5% of the game's 194 infantry units in melee. Per 1,000 gold: 102.6 damage per second against Chaos Warriors; it lasts 76.3 s against one unit of them.

Beats, at a similar price: Skin Wolves (Armoured) (17.09× faster), Skin Wolves (14.70× faster), Warp-Grinders (9.29× faster)

Loses to, at a similar price: Marauder Champions (2.88× slower), Greatswords (2.29× slower), Infernal Guard (2.28× 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 850 multiplayer gold. Tomb Kings units ranked.

Patch changes

Patch 9.0

  • 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.