I was a Tomb King player back when I used to play Warhammer and I would really like to see them in this game. I think they would be a very unique faction for this game. Here are some ideas I had.
Sorry if I misspell stuff or forget the exact names for things. It has been awhile since I played and I know longer have my old army book.
Also any point value I stick on things is just a guess because I've never tested any of it.
Key words:
Undead: disks pinned by this disk suffer -1 to their counter strength (this penalty is not cumulative). This disk is not living.
Protected: This disk can not be the target of a ranged attack if it is within medium range of a friendly infantry disk.
Arrows of the Asp: Scatter counts as a hit. Ignore cover
Plentiful: count this disk as a small disk for purposes of army building
Construct: This disk is not living
Underneath: When you reinforce this disk you may place it any where on the board. If you place it pinning a disk roll a black dice if X then remove this disc as a casualty.
Small Disks:
Tomb Priest:
Movement 4
Attack Str 0
Counter Str 0
Toughness 3
Elite Disk, Caster, Protected, Mobile
Focus Ability: Empower and Move target friendly disk up to its speed
Points: 4
Skeleton Warriors:
Movement 3
Attack Str 3
Counter Str 3
Toughness 3
Infantry, Undead
Points 3-4?
Skeleton Archers:
Movement 3
Attack Str 2
Counter Str 2
Toughness 3
Infantry, Undead, Arrows of the Asp
Ranged Attack: Long, 2 dice, 2 damage per hit
points 5-6?
Tomb Guard:
Movement 3
Attack Str 4
Counter Str 4
Toughness 4
Infantry, Undead
Damage caused by Tomb Guard is Magical Damage
At the start of combat roll a d6 on a 6 increase Attack and counter str by 2
points 7?
Medium Disks:
Chariots:
Movement 4
Attack str 3
Counter str 1
Toughness 4
Stamina 2
Chariots, Undead, Plentiful, Mobile, Arrows of the Asp, Impact 2
For every point of stamina remaining add 1 impact
Ranged attack: Long, 1 dice, 1 damage per hit
Points 8-9?
Tomb Scorpion:
Movement 4
Attack Str 4
Counter Str 3
Toughness 4
Stamina 1
Construct, Underneath
Points 5-6?
Skeleton Cavalry:
Movement 5
Attack Str 3
Counter Str 3
Toughness 4
Cavalry, Undead, Impact 1
Points 5-6?
Large Disks:
Tomb Giant
Movement 3
Attack Str 3
Counter Str 2
Toughness 5
Stamina 1
Elite Disk, Construct
at the start of combat roll a d6 on a 3+ deal 2 damage to either a disk pinning this disk or to a disk pinned by this disk. Repeat this ability until you fail to roll a 3+.
Points 9-11?
Bone Catapult:
Movement 0
Attack Str 0
Counter Str 0
Toughness 3
Stamina 1
Elite Disk, Undead
Ranged attack: Siege, 3 dice, 3 damage
if you roll a hit (even when at siege range) after the attack is resolved you may move the targeted living disk 3 directly towards its deployment zone (if their are multiple zones you chose one).
Points 10-11?
Command cards
Raise Dead
3
Slow
Either raise the toughness of target undead disk by 2 until the end of turn (the effects of this spell last until damage tokens have been removed) or bring a skeleton warriors disk into play with in long of a caster. This disk is removed from play during the end phase.
The King Commands
3
Bold
in addition to activating the two units from this card you may activate a Tomb Priest. Do not put an activation token on the Tomb Priest.
Idea behind The Tomb Kings
Pretty much they're a team that is weak while they're pinned and strong when they're pinning. They also rely heavily on their Tomb Priests. Because they're so slow they really need their priests to get them moving and be able to pin enemy disks. Their disks are also most likely going to be cheaper in points so you should be able to have more disks then your opponent which will allow you to sacrifice some weak cheap disk in order to get your good disks into a position where they will be able to get big damage. They have some pretty good ranged options too and their chariots are pretty versatile except for being junk when they get pinned. They have some whackier random chance stuff too with the Tomb Scorpion and Bone Giant.
Let me know what you think about my ideas for the TK.