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HomeHome / Total War: WARHAMMER III / Exiles of Nehek / Units / Sepulchral Stalkers
Sepulchral Stalkers Exiles of NehekExiles of Nehek Constructs

Sepulchral Stalkers

These sentinels mark the borders of the Tomb Kings' realm, submerged in the sand, waiting to strike at the unsuspecting.

Sepulchral Stalkers are massive, reanimated sentinels created by the ancient Nehekharans to delineate the borders of a king's realm. Over the centuries, they have been swallowed by the shifting sands of the desert, and they now lie hidden beneath the dunes. Sepulchral Stalkers are statues that have the body of a snake and the upper torso of a man. Atop the statues' curved spines sit inhuman skulls, inside which glow eerie, baleful lights. Lying beneath the surface of the desert, they wait for intruders to pass by before launching a devastating ambush. When the trap is sprung, several horrifying, snake-like forms burst from the ground to surround their prey. The Sepulchral Stalkers impale their foes on ornate staves before they even realize they are under attack. However, it is not for the skill with which they wield these weapons that Sepulchral Stalkers are so feared, for those who gaze into their eyes are turned into pillars of sand, standing as still as statues until a gust of wind blows them apart and scatters the grains into the desert. To literally look upon a Sepulchral is to look to your own death.

Sepulchral Stalkers

Unit Name

Sepulchral Stalkers

Main Unit Key

wh2_dlc09_tmb_mon_sepulchral_stalkers_0

Land Unit Key

wh2_dlc09_tmb_mon_sepulchral_stalkers_0

Land Unit Group Parents

Constructs

Land Unit Group

Monstrous Infantry

Caste

Monstrous Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

1200

Recruitment Cost

0

Upkeep Cost

0

Number of Units

16

Hit Points

7040

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

sn1_sepulchral_stalker_halberd

├ Man Entity

wh2_dlc09_tmb_mon_sepulchral_stalker

├ Man Hit Points

8

├ Num Men

16

└ Bonus Hit Points

432

Mass

900

└ Man Mass

900.0000

Armour

80

├ Armour

wh2_main_bone_80

├ Shield

none

Missile Block Chance

0

Leadership

50

Speed

50

└ Man Speed

50

Melee Attack

22

Melee Defence

30

Weapon Strength

75

├ Melee Weapon

wh2_dlc09_tmb_halberd_stalker

Base Weapon Damage

23

Armour-Piercing Weapon Damage

52

Bonus vs. Large

18

Bonus vs. Infantry

0

Charge Bonus

10

Ammunition

12

Range

80

Missile Strength

130

├ Missile Weapon

wh2_dlc09_tmb_stalker_gaze

├ Projectile

wh2_dlc09_tmb_stalker_gaze

Base Missile Damage

26

Armour-Piercing Missile Damage

104

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

10

Accuracy

10

Reload Skill

0

Abilities

  • 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.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • Charge Reflection
    When bracing, this unit deals additional damage when attacking charging enemies.
  • Construct
    This unit is an animated construct (does not rout, is immune to terror, becomes unstable when Leadership is low). Necrotects can push it to its full combat potential and restore it in battle.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Stalk
    This unit can move hidden in any terrain.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
  • Armour-Piercing
    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.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.