Sepulchral Stalkers

ID: wh2_dlc09_tmb_mon_sepulchral_stalkers_0


Sepulchral Stalkers
Monstrous Infantry
Vanguard Deployment
Armour 80
Leadership 50
Speed 50
Melee Attack 22
Melee Defence 30
Weapon Strength 75
Charge Bonus 10
Ammunition 8
Range 80
Missile Strength 140


Unit Description

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

Historical Description

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.



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.


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.


Can Cause 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.


This unit is an animated construct (does not rout, is immune to terror, becomes unstable when is low). Necrotects can push it to its full combat potential and restore it in battle.

Guerilla Deployment

Hide (forest)

This unit can hide in forests until enemy units get too close.


This unit can move hidden in any terrain.

Strengths & Weaknesses


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.


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.


This unit can move hidden in any terrain.

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.

Detailed Stats

Battle Entity Stats
Unit Size Large
Unit Type Giant
Hit Points 8
Walk Speed 2.00
Run Speed 5.00
Acceleration 5.00
Deceleration 6.00
Charge Speed 7.50
Ch. Dist. to Commence Run 40.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 3.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 22
Melee Defence 30
Charge Bonus 10
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 2
Morale 50
Bonus Hit Points 432
Unit Stats
Unit Caste Monstrous Infantry
Unit Weight Heavy
Unit Group Monstrous Infantry
Unit Group Parent Constructs
Recruitment Turns 2
Recruitment Cost
Upkeep Cost
Unit Size 16
Melee CP 1080
Missile CP 120


Melee Weapon
Weapon Size Medium
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large 18
Bonus vs Infantry
Weapon Damage 23
Weapon AP Damage 52
Building Damage 100
Missile Weapon
Projectile Number 1
Effective Range 80
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 26
Armor-Piercing Damage 104
Base Reload Time 10
Armour Value 80
Missile Block Chance 0