The Chillgheists (Hexwraiths)A semi-spectral force that severs mortal souls from their corporeal hosts.
The origins of the Hexwraiths are shrouded in mystery, but it is said that they are created on Hexensnacht, tearing their way into the mortal realm from the very bowels of the underworld. Their single-minded purpose seems to be the pursuit of those evil men who have cheated their rightful fate, for a Hexwraith's shade-like existence leaves it with a hunger that only the succour of a damned soul can sate. Once the curse of the Hexwraiths has been laid upon their prey, there can be no escape - the spectral horsemen can hurtle across rivers and pass through mountainsides on their incorporeal steeds without slowing their headlong charge. In recent years, the Vampires of Sylvania have learned to bind these creatures of shadow to their service, using them as weapons of war. The sight of a pack of cackling Hexwraiths approaching fast, spirit scythes held high and unnatural soul-fires flickering from their eye sockets, is enough to chill the blood of even the most seasoned warrior. It is small wonder that these deathly riders are amongst the most feared of all the minions of the Vampire Counts.
Unit NameThe Chillgheists (Hexwraiths)
Main Unit Keywh_dlc04_vmp_cav_chillgheists_0
Land Unit Keywh_dlc04_vmp_cav_chillgheists_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupCavalry
Naval Unit GroupCavalry
Custom Battle Cost1650
├ Melee Weaponwh_main_vmp_scythe_chillgheist
├ Melee Damage Base6
├ Melee Damage Ap32
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence31
└ Shield Defence0
├ Armour Defence0
└ Shield Armour0
├ Man Entitywh_main_cavalry_rider_standard_ethereal
├ Man Speed33
├ Man Health8
├ Bonus Hit Points48
├ Mount Entitywh_main_vmp_cavalry_skeletal_steed_hexwraiths
├ Mount Speed84
└ Mount Health8
Leadership (Base Morale)40
- The Chilling Aura
As if the enemy were caught in a blizzard or wading through treacle, the ice-cold aura slows any unit within range to a near-standstill.
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.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.
Strengths & Weaknesses
- 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.
- Causes Terror
This unit can fear themselves.
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.
Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.
Faction Mercenaries Pool
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