About
Unit Description
From the chariot's elevated platform, archers are offered unparalleled opportunities to fire on the enemy.
Historical Description
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.
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.
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 affects a large area.
Detailed Stats
Battle Entity Stats |
Unit Size |
Small |
Unit Type |
Man |
Hit Points |
8 |
Walk Speed |
1.40 |
Run Speed |
3.30 |
Acceleration |
2.00 |
Deceleration |
3.00 |
Charge Speed |
4.50 |
Ch. Dist. to Commence Run |
35.00 |
Ch. Dist. to Adopt Pose |
30.00 |
Ch. Dist. to Pick Target |
30.00 |
Turn Speed |
90 |
Strafe Speed |
1.00 |
Land Unit Stats |
Unit Category |
War Machine |
Unit Class |
Chariot |
Move Action Points |
2100 |
Melee Attack |
22 |
Melee Defence |
24 |
Charge Bonus |
58 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
2 |
Morale |
55 |
Bonus Hit Points |
458 |
Unit Stats |
Unit Caste |
Chariot |
Unit Weight |
Heavy |
Unit Group |
Missile Chariot |
Unit Group Parent |
Missile Cavalry & Chariots |
Recruitment Turns |
1 |
Recruitment Cost |
|
Upkeep Cost |
|
Unit Size |
24 |
Melee CP |
667 |
Missile CP |
283 |
Equipment
Melee Weapon |
Weapon Size |
Very Large |
Weapon Type |
Axe |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
12 |
Weapon Damage |
24 |
Weapon AP Damage |
10 |
Building Damage |
10 |
Missile Weapon |
Projectile Number |
1 |
Effective Range |
140 |
Minimum Range |
|
Marksmanship Bonus |
20 |
Projectile Spread |
|
Damage |
23 |
Armor-Piercing Damage |
13 |
Base Reload Time |
6 |
Shield |
Missile Block Chance |
0 |