Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)
Eyes of the Desert (Sepulchral Stalkers) unit card

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 →

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

bottom 19% of class

Armour

80

top 31% of class

Leadership

60

bottom 31% of class

Speed

50

bottom 25% of class

Melee attack

29

bottom 16% of class

Melee defence

38

top 40% of class

Weapon strength

23 base + 52 armour-piercing, +18 vs large

75

bottom 17% of class

Charge bonus

10

bottom 1% of class

Ranged

Range

80 m

bottom 1% of class

Ammunition

12

bottom 17% of class

Missile damage

26 base + 104 AP

130

top 8% of class

Reload time

10 s

top 42% of class

Damage per 10 s

130

top 50% of class

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 selfpassive
  • DisintegratingDirect Damage · Causes severe damage to selfpassive

Counters

Good against

Vulnerable to

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

COMPUTEDAt equal gold it beats 15.7% of the game's 70 monstrous infantry units in melee. Per 1,000 gold: 28.1 damage per second against Chaos Warriors; it lasts 29.9 s against one unit of them.

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

Patch 9.0

  • 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.