Screaming Skull Catapults

ID: wh2_dlc09_tmb_art_screaming_skull_catapult_0


Screaming Skull Catapults
Armour-Piercing Missiles
Armour 20
Leadership 40
Speed 28
Melee Attack 10
Melee Defence 6
Weapon Strength 20
Charge Bonus 5
Ammunition 22


Unit Description

What’s scarier than being bombarded with skulls from a distance? Why, if they are on fire and screaming in anguish of course!

Historical Description

The catapults of a Tomb King's eternal army are akin to the stone throwers of other races, but instead of flinging rocks at the foe, they throw volleys of flaming skulls. The Liche Priests cast terrible curses upon every one of these skulls, enchanting them so that they scream hideously as they are hurled through the air, rising to a deafening crescendo just before they strike their target. Those are the very death screams of the skulls' former owners, the wailing shrieks of those slaughtered on the field of battle and the agonised cries of prisoners captured at the moment of their execution. Many battle-hardened warriors are driven to the edge of insanity by the blood-curdling sound. This horrific ammunition bursts into hellish, ethereal flames when it is launched, and as the skulls arc through the air, they blaze an eerie trail of green-fire behind them. Most of these skulls explode on impact, sending fragments of splintered bone in all directions and engulfing those nearby in a wash of balefire. Others smash into their target with horrifying force, infernal flames spilling out of empty eye sockets as the skulls chew through armour and warm flesh alike.



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.


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.


Cannot Run

This unit cannot run and will only move at walking pace.

Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.


Strengths & Weaknesses


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 affects a large area.

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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.30
Run Speed 2.80
Acceleration 2.00
Deceleration 3.00
Charge Speed 3.10
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Siege Engine
Unit Class Field Artillery
Move Action Points 2100
Melee Attack 10
Melee Defence 6
Charge Bonus 5
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 5
Morale 40
Bonus Hit Points 48
Unit Stats
Unit Caste War Machine
Unit Weight Very Heavy
Unit Group Catapult
Unit Group Parent Artillery & War Machines
Recruitment Turns 1
Recruitment Cost
Upkeep Cost
Unit Size 44
Melee CP 80
Missile CP 720


Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 17
Weapon AP Damage 3
Building Damage 10
Armour Value 20
Missile Block Chance 0