Grave Guard - Unit | Total War: WARHAMMER II Database Grave Guard - Unit | Total War: WARHAMMER II Database

Grave Guard

ID: wh_main_vmp_inf_grave_guard_0

Unit

Grave Guard
Sword Infantry
120 850 212
Armoured & Shielded
Anti-Infantry
9,840
Armour 90
Leadership 50
Speed 27
Melee Attack 26
Melee Defence 36
Weapon Strength 40
Charge Bonus 8

About

Unit Description

Stalwart defenders of the crypts, Grave Guards possess a fighting skill beyond that of the usual wights.

Historical Description

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.

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

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.

Hide (forest)

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

Undead

Strengths & Weaknesses

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 affects a large area.

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.

Detailed Stats

Battle Entity Stats
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
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 26
Melee Defence 36
Charge Bonus 8
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 6
Morale 50
Bonus Hit Points 74
Unit Stats
Unit Caste Melee Infantry
Unit Weight Heavy
Unit Group Sword Infantry
Unit Group Parent Infantry
Recruitment Turns 1
Recruitment Cost 850
Upkeep Cost 212
Unit Size 120
Melee CP 850
Missile CP

Equipment

Melee Weapon
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
Armour Value 90
Shield
Missile Block Chance 55