Skeleton Archer Chariots

ID: wh2_dlc09_tmb_veh_skeleton_archer_chariot_0


Skeleton Archer Chariots
Missile Chariot
Armour 80
Leadership 55
Speed 33
Melee Attack 22
Melee Defence 24
Weapon Strength 34
Charge Bonus 58
Ammunition 30
Range 140
Missile Strength 56


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.


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.


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.

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


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
Armour Value 80
Missile Block Chance 0