Skeleton SpearmenLittle more than shuffling bones with swords and spears, Skeletons perform a dutiful, if not exemplary, job in the battle lines.
Beneath the mud lie the grave-stained bones of bitter, ancient warriors. Long held beneath the earth, they are clad in their corroded armour, their lifeless hands still gripping the swords, axes, spears and shields they held in life. Provided their remains have not been blessed by the rites of Morr, a Necromancer or Vampire can use the coiling energies of Dark Magic to instil a semblance of life and a flicker of spirit into these dormant warriors. As the regiments of past massacres claw their way to the surface, their empty eye sockets glow with unholy power. Silently, they gather together in a semblance of their old ranks, mutely awaiting the commands of their new lord as the remains of their tattered banners flap in the unnatural breeze of their creation. Lipless horn blowers raise their instruments and sound a spectral, mournful dirge.
Unit NameSkeleton Spearmen
Main Unit Keywh_main_vmp_inf_skeleton_warriors_1
Land Unit Keywh_main_vmp_inf_skeleton_warriors_1
Naval Unit Keywh_main_shp_transport
Land Unit GroupSpear Infantry
Naval Unit GroupSpear Infantry
Custom Battle Cost350
├ Melee Weaponwh_main_vmp_spear
├ Melee Damage Base18
├ Melee Damage Ap6
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants13
└ Bonus vs Infantry0
├ Base Defence30
└ Shield Defence0
├ Armour Defence20
└ Shield Armour35
├ Man Entitywh_main_vmp_skeleton
├ Man Speed31
├ Man Health8
└ Bonus Hit Points53
Leadership (Base Morale)30
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
- Charge Defence Against Large Foes
When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
|The Eye of the Vortex|