Screaming Skull CatapultWhat’s scarier than being bombarded with skulls from a distance? Why, if they are on fire and screaming in anguish of course!
The catapults of a Tomb King's eternal army are akin to the stone throwers of other races, but instead of flinging rocks at the foe, they throw volleys of flaming skulls. The Liche Priests cast terrible curses upon every one of these skulls, enchanting them so that they scream hideously as they are hurled through the air, rising to a deafening crescendo just before they strike their target. Those are the very death screams of the skulls' former owners, the wailing shrieks of those slaughtered on the field of battle and the agonised cries of prisoners captured at the moment of their execution. Many battle-hardened warriors are driven to the edge of insanity by the blood-curdling sound. This horrific ammunition bursts into hellish, ethereal flames when it is launched, and as the skulls arc through the air, they blaze an eerie trail of green-fire behind them. Most of these skulls explode on impact, sending fragments of splintered bone in all directions and engulfing those nearby in a wash of balefire. Others smash into their target with horrifying force, infernal flames spilling out of empty eye sockets as the skulls chew through armour and warm flesh alike.
Unit NameScreaming Skull Catapult
Main Unit Keywh2_dlc09_tmb_art_screaming_skull_catapult_0
Land Unit Keywh2_dlc09_tmb_art_screaming_skull_catapult_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupCatapult
Naval Unit GroupCatapult
Custom Battle Cost750
├ Missile Weaponwh2_dlc09_tmb_screaming_skull
├ Missile Damage30
├ Missile Ap Damage120
└ Base Reload Time16
Shots Per Minute4.2
├ Melee Weaponwh2_dlc09_tmb_sword_short
├ Melee Damage Base17
├ Melee Damage Ap3
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence6
└ Shield Defence0
├ Armour Defence20
└ Shield Armour0
├ Man Entitywh2_dlc09_tmb_skeleton
├ Man Speed28
├ Man Health8
└ Bonus Hit Points48
Leadership (Base Morale)40
The Dark Magic that holds these subjects together has failed. As the necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand.
In the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.
- Cannot Run
This unit cannot run and will only move at walking pace.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Strengths & Weaknesses
- Armour-Piercing Missiles
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.
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.