Shades (Dual Weapons)

ID: wh2_main_def_inf_shades_1


Shades (Dual Weapons)
Missile Infantry
80 1050 262
Armour-Piercing Missiles
Vanguard Deployment
Armour 30
Leadership 68
Speed 42
Melee Attack 40
Melee Defence 36
Weapon Strength 30
Charge Bonus 20
Ammunition 18
Range 130
Missile Strength 35


Unit Description

The twin blades of these spurned Elves are brought to bear with truly brutal results.

Historical Description

The ancestors of the Shades once ruled Clar Karond but were betrayed and exiled by their peers. Now the outcast clans have become utterly at home in the wilderness of the Blackspine Mountains, moving as silently as ghosts through petrified forests and razor-sharp rocks. Their lives are vicious, even by the harsh standards of Dark Elves. Every day is a battle for survival with the dread beasts of the mountains; every night a gauntlet of drum-driven king-sacrifice and death duelling. The Shades' hardiness makes them valued additions to any raiding fleet, and many Dreadlords expend much wealth in enticing them to their cause. When the army attacks, the Shades infiltrate the enemy battleline. From this position, they can harass the foe with volleys of dark-fletched bolts, or strike out and slay war machine crews with glinting blades.


Murderous Prowess

Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.

Murderous Prowess Indicator

Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!


Guerilla Deployment


This unit can move hidden in any terrain.

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.

Armour-Piercing Missiles

The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.


This unit can move hidden in any terrain.

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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.80
Run Speed 4.20
Acceleration 5.00
Deceleration 6.00
Charge Speed 4.90
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 160
Strafe Speed 2.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 40
Melee Defence 36
Charge Bonus 20
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 4
Morale 68
Bonus Hit Points 76
Unit Stats
Unit Caste Missile Infantry
Unit Weight Medium
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 1050
Upkeep Cost 262
Unit Size 80
Melee CP 330
Missile CP 720


Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 8
Weapon Damage 21
Weapon AP Damage 9
Building Damage 10
Missile Weapon
Projectile Number 2
Effective Range 130
Minimum Range
Marksmanship Bonus 20
Projectile Spread 1.65
Damage 3
Armor-Piercing Damage 12
Base Reload Time 10
Armour Value 30
Missile Block Chance 0