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.
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 |
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 |
900 |
└ Man Mass 900.0000 |
80 |
├ Armour wh2_main_bone_80 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 50 |
50 |
└ Man Speed 50 |
Melee Attack 22 |
30 |
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 |
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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |