Construct: This unit is an animated construct (does not rout, is immune to terror, becomes unstable when morale is low). Necrotects can push it to its full combat potential and restore it in battle.
Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Can Cause 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.
Vanguard Deployment: This unit can deploy outside the deployment zone.
Tomb Scorpions are powerful creations of the Mortuary Cult, formed from a combination of stone, metal, lacquered wood and fused bone. Burrowing beneath the surface of the desert, they attack suddenly and without warning, exploding into the fray in a shower of sand. They are lethal foes, for a Tomb Scorpion's tail carries a potent sting that can incapacitate the largest foes, and they have powerful pincers that can slice a man in half. As they scuttle forward on eight segmented legs, they hack apart anything in their path. When the Tomb Kings go to war, the Liche Priests send out their magical call and summon the Tomb Scorpions into wakefulness. Those Tomb Scorpions that respond to the incantations will travel for leagues beneath the ground before clawing their way to the surface and falling upon their enemies with razor-sharp claws and stinging tails. It is a truly terrifying sight to behold the sands parting to reveal the monstrous form of a Tomb Scorpion, and very often, last thing that their enemies will ever witness.
↑Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
↑Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
↑Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
↑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.
A fast and deadly melee disrupter. Tomb Scorpions are ideal for breaking up the enemy frontline and very difficult to kill with melee attacks due to their erratic movement animations. Let Skeleton Warriors or Tomb Guards take the enemy charge, then send in your Tomb Scorpions to wreak havoc. Support them with a friendly Liche Priest with the Lore of Nehekhara who can cast Neru´s Incantation of Protection or a Necrotect who can restore their health to protect them from being whittled down through attrition. Sphinxes are strictly speaking tougher, faster, and more damaging, but also easier to hit with artillery. You shouldn't hesitate to use them in place of Warsphinxes though if you're pressed for cost/availability or just concerned about artillery.