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 Name The Sternsmen (Grave Guard) |
Main Unit Key wh_dlc04_vmp_inf_sternsmen_0 |
Land Unit Key wh_dlc04_vmp_inf_sternsmen_0 |
Land Unit Group Parents Infantry |
Land Unit Group Sword Infantry |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1150 |
Recruitment Cost 1150 |
Upkeep Cost 288 |
Number of Units 120 |
9840 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_graveguard_sword_and_shield |
├ Man Entity wh_main_infantry_slow_dismembers |
├ Man Hit Points 8 |
├ Num Men 120 |
└ Bonus Hit Points 74 |
100 |
└ Man Mass 100.0000 |
90 |
├ Armour wh2_main_plate_90 |
├ Shield wh_missile_block_55_wood |
└ Missile Block Chance 55 |
Leadership 60 |
27 |
└ Man Speed 27 |
Melee Attack 34 |
45 |
40 |
├ Melee Weapon wh_main_vmp_wightblade_grave_guard |
├ Base Weapon Damage 28 |
├ Armour-Piercing Weapon Damage 12 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 8 |
Charge Bonus 8 |
Abilities
-
Regeneration
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
Weakness to Fire Damage -20 -
Crumbling
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. -
Disintegrating
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
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. -
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. -
Undead
This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc. - Regeneration
[[img:ui/battle ui/ability_icons/wh_main_unit_passive_regeneration.png]]Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration. - Anti-Infantry
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.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |