From Total War: WARHAMMER Wiki
Jump to: navigation, search

General data
TypePlayable subfaction
CategoryTomb Kings
RulerSettra the Imperishable
CampaignsEye of the Vortex
Mortal Empires
Starting territory
Start position Eye of the Vortex
Start position Mortal Empires
Racial capital
  • Prefers desert, wasteland and savannah
Distinct features
Canopic Jars summary.pngCanopic JarsUnique Tomb Kings resource used for various purposes.
?Day of AwakeningTomb Kings do not require money for recruitment/upkeep, instead using a system of unit/army caps.
?Rites4 different rites reflecting the Nehekharan Gods, which have various bonuses.
?Mortuary CultThis cult can craft magical items, or summon powerful Legions of Legend or special lords.
?Realm of SoulsAs battle damage is taken, a bar builds up to a threshold where the army is mass-healed.
Khemri require the Rise of the Tomb Kings DLC.
For the settlement of the same name, please see Land of the Dead.

Khemri is a subfaction of Tomb Kings introduced in Rise of the Tomb Kings for Total War: Warhammer II, and playable in campaign. They are led by legendary lord Settra.

How they play[edit | edit source]

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[edit | edit source]

Khemri is the greatest city of Nehekhara - now known as the land of the dead. Lying on the banks of the once-great River Mortis, it has historically been the regions capital and had mastery over surrounding cities.

In battle[edit | edit source]

Khemri play like a regular Tomb Kings faction. See that page for details.

In campaign[edit | edit source]

Khemri largely play like a regular Tomb Kings faction. See that page for details.

Legendary Lord choices[edit | edit source]

Faction effects[edit | edit source]

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

Diplomacy[edit | edit source]

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

Climate preferences[edit | edit source]

Climate preferences for Khemri:

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

Start locations[edit | edit source]

Eye of the Vortex
Mortal Empires

Victory conditions[edit | edit source]

Eye of the Vortex[edit | edit source]

Campaign Victory

Domination Victory

Mortal Empires[edit | edit source]

Short campaign

Long campaign

Strategy[edit | edit source]

Your first enemy will be the Savage Orc Top Knots, they will shred through full stacks of Skeletons. Their physical resistance and decent combat states 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.