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Cairn Wraiths Mercenaries Melee Infantry

Cairn Wraiths

Extremely effective in battle, the Cairn Wraith has no corporeal form, making it extremely difficult to kill with conventional weaponry.

Cairn Wraiths are hooded, spectral creatures that dwell in the realms of nightmare, haunting the dreams of men. They are amongst the most dreaded of all Undead. Lacking physical forms altogether, they cannot be out down by axe, sword or hammer blow. Even the strongest faith cannot banish such creatures easily. Worse still, the icy touch of a Cairn Wraith drains the essence of mortal men. A Cairn Wraith is capable of reaching into the body of an adversary and closing its freezing claws around the victim's vital organs, sending painful chills right through a man's soul. Because they are impervious to physical weaponry, only the raw energies of magic or a well-placed blow from an enchanted weapon can slay a Cairn Wraith. The crippling fear that arises from having a night-unkillable spectre scythe down any too slow to escape causes even brave men to quit the field. Those who do resist the urge to flee find their return blows passing through the Wraith's incorporeal form. It is well that such creatures are so rare, for these silent assassins are quite capable of slaughtering their way through an entire garrison over the course of a single moonless night.

Cairn Wraiths

Unit Name

Cairn Wraiths

Main Unit Key

wh_main_vmp_inf_cairn_wraiths

Land Unit Key

wh_main_vmp_inf_cairn_wraiths

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Scythe Infantry

Naval Unit Group

Scythe Infantry

Soldiers

60

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

850

Recruitment Cost

850

Upkeep Cost

212

Melee Attack

18

Weapon Strength (Weapon Damage)

40

├ Melee Weapon

wh_main_vmp_scythe_cairnwraith

├ Melee Damage Base

8

├ Melee Damage Ap

32

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

16

Melee Defence

24

├ Base Defence

24

├ Shield

none

└ Shield Defence

0

Armour

0

├ Armour

wh_main_vmp_none

├ Armour Defence

0

└ Shield Armour

0

Health

54

├ Man Entity

wh_main_vmp_inf_wraith

├ Man Speed

45

├ Man Health

8

└ Bonus Hit Points

46

Leadership (Base Morale)

38

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

  • 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.
  • Undead
    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

  • Causes Terror
    This unit can fear themselves.
  • Armour-Piercing
    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
    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.
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