Left Panel
menu
HomeHome / Total War: WARHAMMER III / Followers of Nagash / Units / Skeleton Archer Chariots
Skeleton Archer Chariots Followers of NagashFollowers of Nagash Missile Cavalry & Chariots

Skeleton Archer Chariots

From the chariot's elevated platform, archers are offered unparalleled opportunities to fire on the enemy.

The pride of a Tomb King's army is his charioteer legions. Their advance is heralded by a cloud of dust thrown high in the air as they drive across the sands. Moments later, units of these deadly machines crest the dunes, their wheels whirring as they careen towards their foe. The legions impact with bone-shattering force, wave after wave of chariots crushing bodies beneath heavy wheels as their Undead crew lay about the disorientated foe with lethal effect. Ever since their invention, chariots have been the chosen means of transport for the kings of Nehekhara. Upon awakening from their deathly slumbers, the Tomb Kings continue to lead their armies to war from atop these ancient machines. Not only does a chariot have an armoured carriage to protect them from harm as they slay their foes, it also provides an elevated platform, granting the Undead monarchs a superior view of the battlefield, enabling them to better witness the movements of enemy fortifications and direct their own troops to inflict the most damage.

Skeleton Archer Chariots

Unit Name

Skeleton Archer Chariots

Main Unit Key

wh2_dlc09_tmb_veh_skeleton_archer_chariot_0

Land Unit Key

wh2_dlc09_tmb_veh_skeleton_archer_chariot_0

Land Unit Group Parents

Missile Cavalry & Chariots

Land Unit Group

Missile Chariot

Caste

Chariot

Category

War Machine

Class

Chariot

Custom Battle Cost

1000

Recruitment Cost

0

Upkeep Cost

0

Number of Units

12

Hit Points

6840

├ Mount

2

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_tomb_wm_tomb_chariot01_sword_and_bow

├ Engines of War

wh2_dlc09_tmb_chariot

├ Engine Entity

wh2_dlc09_tmb_vehicle_chariot

├ Engine Hit Points

8

├ Articulated

wh2_dlc09_tmb_chariot

├ Articulated Entity

wh2_dlc09_tmb_vehicle_chariot_horse_articulation

├ Articulated Hit Points

8

├ Num Engines

12

├ Man Entity

wh2_dlc09_tmb_chariot_rider_bow_360

├ Man Hit Points

8

├ Num Men

24

└ Bonus Hit Points

538

Mass

1200

├ Engine Mass

1100.0000

└ Man Mass

100.0000

Armour

80

├ Armour

wh2_main_bone_80

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

74

├ Engine Speed

74

└ Man Speed

33

Melee Attack

22

Melee Defence

24

Weapon Strength

34

├ Melee Weapon

wh2_dlc09_tmb_chariot

Base Weapon Damage

24

Armour-Piercing Weapon Damage

10

Bonus vs. Large

0

Bonus vs. Infantry

12

Charge Bonus

58

Ammunition

30

Range

140

Missile Strength

60

├ Missile Weapon

wh2_dlc09_tmb_bow_chariot

├ Projectile

wh2_tmb_skeleton_arrow_chariot

Base Missile Damage

23

Armour-Piercing Missile Damage

13

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

6

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.
  • 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

  • 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.