|Skeleton Horsemen 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.
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.
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.
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.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
This unit can hide in forests until enemy units get too close.
This unit can fire while on the move.
This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||30.00|
|Ch. Dist. to Adopt Pose||25.00|
|Ch. Dist. to Pick Target||25.00|
|Land Unit Stats|
|Unit Class||Missile Cavalry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||70|
|Unit Caste||Missile Cavalry|
|Unit Group||Missile Cavalry|
|Unit Group Parent||Missile Cavalry & Chariots|
|Bonus vs Cavalry|
|Bonus vs Large|
|Bonus vs Infantry|
|Weapon AP Damage||3|
|Base Reload Time||11|
|Missile Block Chance||0|