After both sides have set up (including Scouts), place a marker (a coin will do) anywhere on the battlefield for each unit that is entombed in the sands. At the beginning of each Tomb Kings turn, except for the first, roll a D6 to determine if the creatures emerge:
Turn | Result |
First turn | N/A |
Second turn | 4+ to emerge |
Third turn | 3+ to emerge |
Fourth turn | 2+ to emerge |
Fifth turn | Emerge automatically |
When the creatures emerge, roll a Scatter dice and an Artillery dice. If you roll a Hit on the Scatter dice, the marker stays in place; if you roll an arrow, move the marker the distance indicated by the Artillery dice in the direction shown by the arrow.
Once the final position of the marker has been established, replace the marker with one of the emerging unit's models and place all the other models in the unit within 2" of the first one. They emerge at the beginning of the turn (this is the very first thing they do that turn) and can then act normally, and are even allowed to declare a charge!
If the marker is moved under an enemy unit, the emerging Tomb Kings unit will automatically engage it in close combat on the side that is closest to the marker (the Tomb Kings unit counts as charging). If the marker is moved under a friendly unit or impassable terrain, place the Tomb Kings unit on the closest edge of the unit/obstacle. If the marker is moved off the battlefield, they are buried too deep (as per result 3-4 on the Mishap table).
If you roll a Misfire, roll a D6 and consult the Mishap table.