The Sternsmen (Grave Guard)Only the most basic memory survives: to fight, and better than their other Undead cohorts.
Upon the walls of Drakenhof Castle, and the other Vampire-haunted keeps of Sylvania, patrol tireless warriors clad in rust-gnawed armour. These dread sentries are the Grave Guard - Wights drawn from their ancient tombs to act as guardians for the Vampire rulers of Sylvania. Although their bodies have decayed, leaving only bones and tattered flesh, Grave Guard are held together by evil magic so strong that it has endured for centuries. They wear ancient battle gear of primitive alloy, corroded by time and dusty with the years. These eerie, silent sentinels stand constant vigil on the crumbling battlements and at the iron-bound gates, never resting, eternally ready to defend their Vampire masters. When a Vampire marches forth, his Grave Guard advance at the head of the Undead host. They form a formidable corps of warriors, their enchanted blades cutting down the toughest of enemies with strike after pitiless strike.
Unit NameThe Sternsmen (Grave Guard)
Main Unit Keywh_dlc04_vmp_inf_sternsmen_0
Land Unit Keywh_dlc04_vmp_inf_sternsmen_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupSword Infantry
Naval Unit GroupSword Infantry
Custom Battle Cost1100
├ Melee Weaponwh_main_vmp_wightblade_grave_guard
├ Melee Damage Base30
├ Melee Damage Ap8
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry8
├ Base Defence47
└ Shield Defence0
├ Armour Defence90
└ Shield Armour55
├ Man Entitywh_main_infantry_slow_dismembers
├ Man Speed28
├ Man Health8
└ Bonus Hit Points61
Leadership (Base Morale)60
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Expert Charge Defence
When bracing, this unit negates the charge bonus of any attacker.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
flaming attacks will cause more damage to units with Regeneration.
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 effects a large area.
- Charge Defence Against All
When standing and bracing against a charge this unit will negate the enemy's charge bonus.
Faction Mercenaries Pool