Grave Guard (Great Weapons)
Stalwart defenders of the crypts, Grave Guards possess a fighting skill beyond that of the usual wights.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 Grave Guard (Great Weapons) |
Main Unit Key wh_main_vmp_inf_grave_guard_1 |
Land Unit Key wh_main_vmp_inf_grave_guard_1 |
Land Unit Group Parents Infantry |
Land Unit Group Greatsword Infantry |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 950 |
Recruitment Cost 950 |
Upkeep Cost 238 |
Number of Units 120 |
9840 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_graveguard_2handed_sword |
├ 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 none |
└ Missile Block Chance 0 |
Leadership 50 |
27 |
└ Man Speed 27 |
Melee Attack 26 |
26 |
42 |
├ Melee Weapon wh_main_vmp_wightblade_grave_guard_great |
├ Base Weapon Damage 13 |
├ Armour-Piercing Weapon Damage 29 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 13 |
Charge Bonus 12 |
Abilities
-
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. -
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
Armoured units can block damage from any source apart from Armour-Piercing damage. - 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-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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |