Bone Giant

ID: wh2_pro06_tmb_mon_bone_giant_0


Bone Giant
Specialist Artillery
Armour-Piercing Missiles
Causes Terror
Armour 80
Leadership 50
Speed 32
Melee Attack 30
Melee Defence 25
Weapon Strength 400
Charge Bonus 20
Ammunition 20
Range 350
Missile Strength 475


Unit Description

The Necrolith Colossi are great bestriding monuments, often in the shape of hulking skeletons.

Historical Description

While many Necrolith Colossi are sculpted into noble and proud forms - such as heroes of old or even Ptra himself - there are other enormous war statuaries carved to resemble giant skeletons, their huge forms adorned with mortuary ornamentation and dread hieroglyphics to tether a warrior’s soul within. The Bone Giants of Bhagar are such creations, magnificent colossi whose stone bodies and limbs were fashioned from a white marble said to be indistinguishable from bone. When the Bone Giants emerge, the ground shakes and the enemies of Nehekhara will surely die!



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.

Can Cause Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.


This unit is an animated construct (does not rout, is immune to terror, becomes unstable when is low). Necrotects can push it to its full combat potential and restore it in battle.

Strengths & Weaknesses

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.


Armoured units can block damage from any source apart from Armour-Piercing damage.

Causes Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Detailed Stats

Battle Entity Stats
Unit Size Very Large
Unit Type Giant
Hit Points 8
Walk Speed 2.60
Run Speed 3.20
Acceleration 2.00
Deceleration 3.00
Charge Speed 3.80
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 60
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 30
Melee Defence 25
Charge Bonus 20
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 50
Bonus Hit Points 12612
Unit Stats
Unit Caste Monster
Unit Weight Very Heavy
Unit Group Specialist Artillery
Unit Group Parent Constructs
Recruitment Turns 3
Recruitment Cost
Upkeep Cost
Unit Size 1
Melee CP 420
Missile CP 1280


Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 100
Weapon AP Damage 300
Building Damage 500
Missile Weapon
Projectile Number 1
Effective Range 350
Minimum Range 10
Marksmanship Bonus 25
Projectile Spread
Damage 90
Armor-Piercing Damage 360
Base Reload Time 11
Armour Value 80
Missile Block Chance 0