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Khemri requires Rise of the Tomb Kings to play.

Khemri is a playable Tomb Kings faction introduced in Total War: Warhammer II with the Rise of the Tomb Kings DLC. It is led by Settra the Imperishable and can be found in the northern Land of the Dead.

The Tomb Kings were previously a great human empire called Nehekhara (now known as the Land of the Dead), themed on ancient Egypt. However, the empire of Nehekhara was destroyed by the necromancer Nagash and his vampires, causing the mummified dead of Nehekhara to rise. The Tomb Kings now seek to reclaim their lost glory, and take vengeance on Nagash and the vampires. The armies of the Tomb Kings consist of ranks of skeleton soldiers and chariots, supported by towering animated statues of bone and stone.

How they play[ | ]

A summary of Tomb Kings gameplay:

  • Units: Tomb Kings focus on ranks of skeleton infantry and chariots, combined with powerful animated statues and constructs.
  • Elite units: They also have Regiments of Renown and campaign-exclusive Legions of Legend.
  • Realm of Souls: As Tomb Kings armies take damage in battle, a bar fills up mass-healing the army and allowing a Ushabti to be summoned.
  • Day of Awakening: In campaign, Tomb Kings do not require money for unit recruitment or upkeep, instead having unit/army caps which are increased by buildings/technolgies.
  • Canopic Jars: A unique resource used for research and by the Mortuary Cult.
  • Mortuary Cult: A cult of priests who use resources to craft magical items and elite Legions of Legend.
  • Nine Books of Nagash: In the Eye of the Vortex campaign, Tomb Kings don't compete with rituals, but rather search for these books.

Background[ | ]

"Settra does not serve!"

- Settra the Imperishable

Khemri is the oldest, largest, proudest and most powerful of all the ancient cities. The monuments built in this grand necropolis are vast and majestic to behold, crafted by the most skilled Necrotects in the land. Graven images of gods and monsters peer down from every rooftop, and statuary marks the corner of every dust-scattered street. Throughout Nehekhara's long history, the greatest of all the kings were those of Khemri. It became established early on that whoever ruled the City of Kings was the mightiest sovereign in all the Great Land, he to whom the other kings would pledge allegiance and offer tribute.

In the heart of Khemri lies the lavish royal palace in which Settra the Imperishable sits upon a throne made of gold, soul-diamonds and a wealth of other gemstones worth more than the combined treasures of a dozen lesser kings. Beside this court of power looms one of the most magnificent structures ever created by Mankind — Settra's Great Pyramid. Within this ivory edifice, Nehekhara's fearsome legions await the king's command, standing ready to march to war and destroy his enemies. However, even this majestic monument, rising hundreds of times the height of a man, is dwarfed by the Black Pyramid of Nagash — a wonder and a terror to all who behold it, lying silent and ominous on the outskirts of Khemri.

In battle[ | ]

Units[ | ]

The armies of the Tomb Kings consist of ranks of skeleton soldiers and chariots, supported by towering animated statues of bone and stone. Khemri has an even larger focus on chariots than the other Tomb Kings factions but generally plays the same.

In campaign[ | ]

Legendary Lord choices[ | ]

Faction effects[ | ]

  • Public order +2 (all provinces)
  • Growth +10 (all provinces)
  • Construction time -1 (province capital/settlement buildings)

Diplomacy[ | ]

Khemri is in a permanent war with Followers of Nagash and they cannot sign peace.

Climate preferences[ | ]

Climate preferences for Khemri:

  • Habitable: Savannah, Desert, Wasteland
  • Unpleasant: Mountain, Jungle, Island, Temperate
  • Uninhabitable: Frozen, Magical Forest, Chaotic Wasteland

Start locations[ | ]

Eye of the Vortex, Mortal Empires & Immortal Empires:

Victory conditions[ | ]

Eye of the Vortex[ | ]

Campaign Victory

Domination Victory

Mortal Empires[ | ]

Short campaign

Long campaign

Immortal Empires[ | ]

Short Campaign Victory

Long Campaign Victory

  • Occupy, loot, raze, or sack 75 different settlements
  • Hold 11 settlements including the following: Black Pyramid of Nagash, Black Tower of Arkhan, Khemri, Wizard Caliph's Palace, Al Haikk, Numas, Ka-Sabar, Galbaraz, Karag Orrud, Lahmia, Rasetra
  • Ensure that 7 of the following buildings have been constructed: Pyramid of King Alacadizzar, Pyramid of King Amenemhetum, Pyramid of King Khatep, Pyramid of King Phar, Great Pyramid of Settra, Pyramid of Prince Tutankhamut, Vault of Nagash

Chapter Objectives[ | ]

tbc[ | ]

Rank Name Objective(s) Reward(s) In-game description
Primary objective
Bonus objective I
Bonus objective II
Bonus objective III
Bonus objective IV
Bonus objective V

Strategy[ | ]

Mortal Empires

Your first enemy will be the Top Knotz tribe, their Savage Orcs will shred through full stacks of Skeletons. Their physical resistance and decent combat stats ensure they will outlast and out damage most of your forces. Every victory will be a Pyrrhic victory, won through overwhelming numbers. Settra is your best bet, he deals the most damage, has spells, and mounts that can do a lot of heavy lifting against the orcs. Once you have conquered the Top Knotz, one must decide if they are conquering or allying with Numas/other Tomb King factions. From there, proceed West until you reach Arkhan and destroy him. Then one can go whenever they want to get the rest of the Books of Nagash.

Immortal Empires

In Immortal Empires, Khemri is a key participant in the Southlands Thunderdome. They are surrounded on all sides by hostile powers, and are at a disadvantage to most of them because he is stuck with a single army for a significant amount of time. On harder difficulties, because the AI is more likely to declare war on you, this is a very challenging campaign and is only recommended to seasoned players.

They have an interesting start in that they have two starting enemies: Numas and the Necrarch Brotherhood. After you defeat the initial army and take the settlement of Numas, you then have two choices: doubling back to deal with the Brotherhood, or carrying on to Quatar to finish off the tomb kings. Quatar is nearer and can be dealt with quickly, but that leaves the vampires time to recruit, which they do extremely quickly, and possibly hit Khemri itself with more than a full stack, which is a difficult thing to fend off without another lord. There's no right answer, although as long as you manually fight your battles to keep your troops fit you should be able to blast through Numas and hopefully force the Brotherhood to stand and fight.

Once that's done, your next opponent is going to be The Drakenhof Conclave. It is highly recommended that you hit them as soon as possible, Mannfred can pump out troops like only vampire counts can and you need to cripple him before he's gotten more armies than you can hope to deal with - and before anyone else declares on you. Unfortunately thanks to the nature of the environment he has a lot of space to evade you in, and once he starts losing ground he will try and slip past you to take back minor settlements. You can prevent this by carefully positioning yourself so that you are both in range of his settlements and also able to head back if necessary, and with liberal use of ambush stance and Incantation of Khsar if you can afford it.

After that you'll have two highly lucrative provinces to develop and a little breathing room, although not really because the Cult of Sigmar, Exiles of Khorne and Followers of Nagash are all bordering on you and they all hate your guts. If at all possible get NAPs out of the Lizardmen to the south and the Dwarfs to the east, that should at least give you a bit of security to plan your next move, whether conquesting or finding the Books of Nagash.

Trivia[ | ]

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