Skeleton Horsemen Archers

ID: wh2_dlc09_tmb_cav_skeleton_horsemen_archers_0


Skeleton Horsemen Archers
Missile Cavalry
Very Fast
Vanguard Deployment
Armour 20
Leadership 36
Speed 28
Melee Attack 16
Melee Defence 18
Weapon Strength 20
Charge Bonus 14
Ammunition 18
Range 140
Missile Strength 27


Unit Description

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

Historical Description

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.


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.


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.


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.

Guerilla Deployment

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.


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.

Very Fast

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

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 Cavalry
Unit Class Missile Cavalry
Move Action Points 2100
Melee Attack 16
Melee Defence 18
Charge Bonus 14
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 4
Morale 36
Bonus Hit Points 70
Unit Stats
Unit Caste Missile Cavalry
Unit Weight Medium
Unit Group Missile Cavalry
Unit Group Parent Missile Cavalry & Chariots
Recruitment Turns 1
Recruitment Cost
Upkeep Cost
Unit Size 60
Melee CP 100
Missile CP 400


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
Missile Weapon
Projectile Number 1
Effective Range 140
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 14
Armor-Piercing Damage 3
Base Reload Time 11
Armour Value 20
Missile Block Chance 0