Usirian's Legion of the Netherworld (Nehekharan Warriors)
Melee infantry· Sword Infantry· Tier 2· 120 models at Ultra sizeRegiment of Renown
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.
Usirian's Legion of the Netherworld (Nehekharan Warriors) are Tomb Kings melee infantry: 8,760 HP across 120 models, armour 0, melee attack 48, melee defence 32, weapon strength 42. It costs 950 in multiplayer. In the campaign Host of Nagash pays 950. They come with Tomb Kings. Unit key wh2_dlc09_tmb_inf_nehekhara_warriors_ror. Patch 9.0.4, from the game's data tables.
Health
73 per model
8,760
Armour
0
Leadership
55
Speed
35
Melee attack
48
Melee defence
32
Weapon strength
0 base + 42 armour-piercing, +9 vs infantry
42
Charge bonus
15
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.
- Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Strider
Speed and combat penalties caused by terrain are ignored by this unit.
- 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.
- 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.
Counters
Good against
- Heavily armoured units — 42 of 42 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Tomb Kings: Khemric Titan, Necropolis Knights
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Tomb Kings: Morghast Harbingers, Khemrian Warsphinx
- Magical attacks — physical resistance +55%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · Tomb Kings: Casket of Souls, Screaming Skull Catapults
- Missile fire — armour 0, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Tomb Kings: Sepulchral Stalkers, Skeleton Archers
- Heavy large units — infantry-sized, mass 80e.g. Dread Maw, Thunderbarge, Steam Tank · Tomb Kings: Khemric Titan, Hierotitan
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
Beats, at a similar price: Skin Wolves (Armoured) (17.21× faster), Skin Wolves (12.83× faster), Eshin Triads (10.31× faster)
Loses to, at a similar price: Plaguebearers of Nurgle (1.18× 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 950 multiplayer gold.
Who can field it
- Tomb Kings · Khemri · extended roster
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.
Extended roster: every race above has this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.
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.