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HomeHome / Total War: WARHAMMER III / Templehof / Units / Skeleton Spearmen
Skeleton Spearmen TemplehofTemplehof Infantry

Skeleton Spearmen

Little 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.

Skeleton Spearmen

Unit Name

Skeleton Spearmen

Main Unit Key

wh_main_vmp_inf_skeleton_warriors_1

Land Unit Key

wh_main_vmp_inf_skeleton_warriors_1

Land Unit Group Parents

Infantry

Land Unit Group

Spear Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

350

Recruitment Cost

350

Upkeep Cost

88

Number of Units

160

Hit Points

9760

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_skeleton_spear_and_shield

├ Man Entity

wh_main_vmp_skeleton

├ Man Hit Points

8

├ Num Men

160

└ Bonus Hit Points

53

Mass

90

└ Man Mass

90.0000

Armour

20

├ Armour

wh2_main_bone_20

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

35

Speed

31

└ Man Speed

31

Melee Attack

14

Melee Defence

30

Weapon Strength

24

├ Melee Weapon

wh_main_vmp_spear

Base Weapon Damage

18

Armour-Piercing Weapon Damage

6

Bonus vs. Large

14

Bonus vs. Infantry

0

Charge Bonus

4

Abilities

  • Crumbling
    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.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

Attributes

  • 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.
  • Charge Reflection
    When bracing, this unit deals additional damage when attacking charging enemies.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

Strengths & Weaknesses

  • Shielded
    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
    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.