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The Sternsmen (Grave Guard) | |
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Sword Infantry |
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120 | ![]() |
1150 | ![]() |
287 |
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Armoured & Shielded |
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Anti-Infantry |
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Regeneration |
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Charge Defence Against All |
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Armour | 90 | ||
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Leadership | 60 | ||
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Speed | 27 | ||
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Melee Attack | 34 | ||
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Melee Defence | 45 | ||
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Weapon Strength | 40 | ||
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Charge Bonus | 8 |
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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.
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
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.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
When bracing, this unit negates the charge bonus of any attacker.
This unit can hide in forests until enemy units get too close.
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 affects a large area.
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.
When standing and bracing against a charge this unit will negate the enemy's charge bonus.
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.
Battle Entity Stats | |
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Unit Size | Small |
Unit Type | Man |
Hit Points | 8 |
Walk Speed | 1.50 |
Run Speed | 2.70 |
Acceleration | 2.00 |
Deceleration | 4.00 |
Charge Speed | 3.50 |
Ch. Dist. to Commence Run | 30.00 |
Ch. Dist. to Adopt Pose | 25.00 |
Ch. Dist. to Pick Target | 25.00 |
Turn Speed | 120 |
Strafe Speed | 1.00 |
Land Unit Stats | |
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Unit Category | Melee Infantry |
Unit Class | Melee Infantry |
Move Action Points | 2100 |
Melee Attack | 34 |
Melee Defence | 45 |
Charge Bonus | 8 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 6 |
Morale | 60 |
Bonus Hit Points | 74 |
Unit Stats | |
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Unit Caste | Melee Infantry |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1150 |
Upkeep Cost | 287 |
Unit Size | 120 |
Melee CP | 1150 |
Missile CP |
Melee Weapon | |
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Weapon Size | |
Weapon Type | Sword |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | 8 |
Weapon Damage | 28 |
Weapon AP Damage | 12 |
Building Damage | 10 |
Armour | |
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Armour Value | 90 |
Shield | |
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Missile Block Chance | 55 |