Shades (Dual Weapons)
The twin blades of these spurned Elves are brought to bear with truly brutal results.The ancestors of the Shades once ruled Clar Karond but were betrayed and exiled by their peers. Now the outcast clans have become utterly at home in the wilderness of the Blackspine Mountains, moving as silently as ghosts through petrified forests and razor-sharp rocks. Their lives are vicious, even by the harsh standards of Dark Elves. Every day is a battle for survival with the dread beasts of the mountains; every night a gauntlet of drum-driven king-sacrifice and death duelling. The Shades' hardiness makes them valued additions to any raiding fleet, and many Dreadlords expend much wealth in enticing them to their cause. When the army attacks, the Shades infiltrate the enemy battleline. From this position, they can harass the foe with volleys of dark-fletched bolts, or strike out and slay war machine crews with glinting blades.
Unit Name Shades (Dual Weapons) |
Main Unit Key wh2_main_def_inf_shades_1 |
Land Unit Key wh2_main_def_inf_shades_1 |
Land Unit Group Parents Missile Infantry |
Land Unit Group Missile Infantry |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 1000 |
Recruitment Cost 1050 |
Upkeep Cost 263 |
Number of Units 80 |
6720 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1d_elf_dual_sword_crossbow |
├ Man Entity wh2_main_def_infantry_fast_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 80 |
└ Bonus Hit Points 76 |
90 |
└ Man Mass 90.0000 |
30 |
├ Armour wh2_main_leather_30 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 68 |
42 |
└ Man Speed 42 |
Melee Attack 44 |
30 |
35 |
├ Melee Weapon wh2_main_def_dual_swords_shades |
├ Base Weapon Damage 25 |
├ Armour-Piercing Weapon Damage 10 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 8 |
Charge Bonus 20 |
Ammunition 18 |
Range 130 |
30 |
├ Missile Weapon wh2_main_def_repeater_crossbow_shades |
├ Projectile wh2_main_def_crossbow_bolt_shades |
├ Base Missile Damage 3 |
├ Armour-Piercing Missile Damage 12 |
├ Number of Projectiles 2 |
├ Shots per volley 1 |
└ Reload Time 10 |
Accuracy 10 |
Reload Skill 0 |
Abilities
-
Murderous Prowess
Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.
Armour-Piercing Missile Damage x 120%
Charge Bonus x 125%
Melee Attack x 125%
Leadership +15 -
Murderous Prowess Indicator
Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!
Attributes
-
Vanguard Deployment
This unit can deploy outside the deployment zone. -
Stalk
This unit can move hidden in any terrain.
Strengths & Weaknesses
- Vanguard Deployment
This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected. - Stalk
This unit can move hidden in any terrain. - 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
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.
Faction Availability | |
---|---|
Immortal Empires |