Eyes of the Desert (Sepulchral Stalkers)
Monstrous infantry· Monstrous Infantry· Tier 3· 16 models at Ultra sizeRegiment of Renown
Comes with Tomb Kings(Warhammer II)
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Eyes of the Desert (Sepulchral Stalkers) are Tomb Kings and Undead Legions monstrous infantry: 7,040 HP across 16 models, armour 80, melee attack 29, melee defence 38, weapon strength 75, range 80 m, missile damage 2,080 per 10 s for the whole unit. It costs 1,400 in multiplayer. In the campaign Host of Nagash pays 1,400. They come with Tomb Kings. Unit key wh2_dlc09_tmb_mon_sepulchral_stalkers_ror. Patch 9.0.4, from the game's data tables.
Health
440 per model
7,040
Armour
80
Leadership
60
Speed
50
Melee attack
29
Melee defence
38
Weapon strength
23 base + 52 armour-piercing, +18 vs large
75
Charge bonus
10
Ranged
Range
80 m
Ammunition
12
Missile damage
26 base + 104 AP
130
Reload time
10 s
Damage per 10 s
130
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.
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker.
- Charge Reflection
When bracing, this unit causes additional damage when attacking charging enemies.
- Construct
Constructs cannot be routed, but take damage when their Leadership is broken. Constructs also have: Fear and Terror Immunity Constructs may also have their hit points restored and stats boosted by special characters such as the Tomb Kings Necrotect.
- Vanguard Deployment
This unit can deploy outside the deployment zone.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Stalk
This unit can move hidden in any terrain.
Abilities
- CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveConstructs are inanimate objects given form and purpose through magical means. When that magic wavers and ebbs, as it inevitably will, it's immensely difficult to keep one 'alive' and in one piece.
- DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveNow that the sorcery that holds this Construct together has failed, the Winds of Magic flow out of it, leaving naught but an empty, static husk behind.
Counters
Good against
- Large units — bonus vs large 18e.g. Rogue Idol, Dread Saurian, Feral Dread Saurian · Tomb Kings: Khemric Titan, Hierotitan
- Heavily armoured units — 52 of 75 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Tomb Kings: Khemric Titan, Necropolis Knights
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens
- Lightly armoured units without shields — 2,080 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Tomb Kings: Nehekharan Warriors, Skeleton Archers
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Feral Troglodon, Warp Lightning Cannons, Blessed Stegadon · Tomb Kings: Bone Giant, Necrosphinx
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Gold for gold
Beats, at a similar price: Changebringers (16.18× faster), Leadbelchers (2.51× faster), Ushabti (Great Bows) (2.46× faster)
Loses to, at a similar price: Plague Ogres (Great Weapons) (3.80× slower), Maneaters (Great Weapons) (3.39× slower), Minotaurs (Great Weapons) (2.64× slower)
Equal gold, every model fighting at its weapon's attack interval, combat calculator formulas; no charge, mass, splash, leadership or abilities. “Similar price”: within 30% of its 1,400 multiplayer gold. Tomb Kings units ranked.
Patch changes
- Custom battle: now in the Undead Legions roster
Who can field it
- Tomb Kings · Khemri
- Undead Legions · Host of Nagash
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.