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HomeHome / Total War: WARHAMMER III / Exiles of Nehek / Units / Skeleton Horse Archers
Skeleton Horse Archers Exiles of NehekExiles of Nehek Missile Cavalry & Chariots

Skeleton Horse Archers

These riders never tire and can chase foes down over countless leagues, until their dying moment.

The horse archers of Nehekhara are likened to an angry desert wind, one that appears suddenly and leaves only the dead and the dying in its wake. Skeleton Horsemen Archers move relentlessly across the battlefield, firing volleys of magically blessed arrows into their foes before turning about and escaping retribution. As the Undead cavalry turn, they disappear from view, riding into the cloud of dust thrown up by the hooves of their skeletal steeds. Before the horse archers' stunned victims can recover their wits, the Undead horsemen reappear, loosing another deadly salvo. Skeleton Horsemen Archers are the outriders and scouts of the Tomb Kings' army. Whereas mortal horses need regular rest and water, skeletal steeds cross the vast tracts of open desert at a relentless pace. Even in death, the Undead horsemen maintain an innate ability to track and hunt their quarry through the shifting dunes, and no sandstorm can obscure their targets. As scouts, Skeleton Horsemen Archers hinder the movements of the enemy and harass their flanks in fleeting yet bloody skirmishes. These attacks do much to slow the advance of the Tomb Kings' enemies, pinning them in place while the Undead infantry are deployed.

Skeleton Horse Archers

Unit Name

Skeleton Horse Archers

Main Unit Key

wh2_dlc09_tmb_cav_skeleton_horsemen_archers_0

Land Unit Key

wh2_dlc09_tmb_cav_skeleton_horsemen_archers_0

Land Unit Group Parents

Missile Cavalry & Chariots

Land Unit Group

Missile Cavalry

Caste

Missile Cavalry

Category

Cavalry

Class

Missile Cavalry

Custom Battle Cost

475

Recruitment Cost

0

Upkeep Cost

0

Number of Units

60

Hit Points

4680

├ Mount

60

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_tomb_hr1_tomb_steed_sword_and_bow

├ Man Entity

wh2_dlc09_tmb_skeleton_missile_mounted

├ Man Hit Points

8

├ Num Men

60

└ Bonus Hit Points

70

Mass

80

└ Man Mass

80.0000

Armour

30

├ Armour

wh2_main_bone_30

├ Shield

none

Missile Block Chance

0

Leadership

45

Speed

28

└ Man Speed

28

Melee Attack

20

Melee Defence

22

Weapon Strength

20

├ Melee Weapon

wh2_dlc09_tmb_sword_short

Base Weapon Damage

17

Armour-Piercing Weapon Damage

3

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

25

Ammunition

18

Range

140

Missile Strength

15

├ Missile Weapon

wh2_dlc09_tmb_bow_horse

├ Projectile

wh2_tmb_skeleton_arrow_mounted

Base Missile Damage

14

Armour-Piercing Missile Damage

3

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

11

Accuracy

10

Reload Skill

0

Abilities

  • Realm of Souls Tier 1
    From within the Realm of Souls – Nehekhara’s revered afterlife – deceased warriors are called forth and bound to mortal remains, to find purpose once again through war.
  • Realm of Souls Tier 2
    The spirits of warriors slain can be summoned from the Realm of Souls and bound to corporeal bodies, so that they may fight for the Tomb Kings as they did in life.
  • Realm of Souls Tier 3
    The Liche Priests use the very breath of Nehekhara’s gods to reach into the Realm of Souls, retrieving the spirits of dead soldiers for binding and eternal service to their Tomb King’s will.
  • Disintegrating
    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.
  • Crumbling
    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.

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.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Fire Whilst Moving
    This unit can fire while on the move.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

Strengths & Weaknesses

  • Very Fast
    This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.
  • 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.