Blessed Legion of Phakth (Skeleton Archers)

ID: wh2_dlc09_tmb_inf_skeleton_archers_ror


Blessed Legion of Phakth (Skeleton Archers)
Missile Infantry
Good Range
Armour 30
Leadership 40
Speed 31
Melee Attack 14
Melee Defence 19
Weapon Strength 20
Charge Bonus 3
Ammunition 22
Range 160
Missile Strength 41


Unit Description

Existing only to serve, the Hawk-God’s blessed archers deliver his swift justice – a rain of death from above – long after their own lives have ended.

Historical Description

The Skeleton Archers of Nehekhara nock and loose volleys of arrows as they advance towards their foe without ever breaking stride. Raising their bows as one, the archers fire, reaching into quivers for another arrow before the first salvo has even reached the zenith of its trajectory. These Undead archers unleash great clouds of death that darken the sky moments before falling amidst the ranks of the enemy. Riders are pitched from mounts, and swathes of enemy infantry fall dead as bronze-tipped arrows rain down upon them and pierce their bodies. Skeleton Archers are unencumbered by the large, heavy shields of the Tomb King's other legions, allowing them the freedom needed to fire their long, curved bows. This leaves them with little protection against the swords and axes of their enemies, but any foe wishing them harm must first cross the killing ground, weathering a hailstorm of lethal arrows every step of the way. Only the most heavily armoured of foes can withstand such withering salvos. Less protected targets may instead turn and flee from the onslaught, but once an enemy has entered the sights of a Skeleton Archer, the Undead will not stop until their foes have been killed.


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.

Hide (forest)

This unit can hide in forests until enemy units get too close.


Strengths & Weaknesses


The armour-splitting attacks of this unit can significantly weaken the target's armour.

Good Range

This unit has a larger range than most other units of the same class. This allows it to take out hostile missile units before they can come into firing range.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.40
Run Speed 3.10
Acceleration 2.00
Deceleration 3.00
Charge Speed 3.50
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 Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 14
Melee Defence 19
Charge Bonus 3
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 4
Morale 40
Bonus Hit Points 49
Unit Stats
Unit Caste Missile Infantry
Unit Weight Light
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost
Upkeep Cost
Unit Size 120
Melee CP 75
Missile CP 600


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 160
Minimum Range
Marksmanship Bonus 30
Projectile Spread
Damage 10
Armor-Piercing Damage 1
Base Reload Time 8
Armour Value 30
Missile Block Chance 0