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The Chillgheists (Hexwraiths) Von CarsteinVon Carstein Melee Cavalry

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.

The Chillgheists (Hexwraiths)

Unit Name

The Chillgheists (Hexwraiths)

Main Unit Key

wh_dlc04_vmp_cav_chillgheists_0

Land Unit Key

wh_dlc04_vmp_cav_chillgheists_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Cavalry

Naval Unit Group

Cavalry

Soldiers

60

Caste

Melee Cavalry

Category

Cavalry

Class

Melee Cavalry

Custom Battle Cost

1650

Recruitment Cost

1650

Upkeep Cost

450

Melee Attack

29

Weapon Strength (Weapon Damage)

38

├ Melee Weapon

wh_main_vmp_scythe_chillgheist

├ Melee Damage Base

6

├ Melee Damage Ap

32

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

30

Melee Defence

31

├ Base Defence

31

├ Shield

none

└ Shield Defence

0

Armour

0

├ Armour

wh_main_vmp_none

├ Armour Defence

0

└ Shield Armour

0

Health

64

├ Man Entity

wh_main_cavalry_rider_standard_ethereal

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

48

├ Mount

wh_main_vmp_mnt_skeletal_steed_hexwraiths_red

├ Mount Entity

wh_main_vmp_cavalry_skeletal_steed_hexwraiths

├ Mount Speed

84

└ Mount Health

8

Leadership (Base Morale)

40

Abilities

  • 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.
  • 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.
  • {{tr:guerrilla_deployment}}
  • 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

  • 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.
  • 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.
Recuitment Requirement
Maximum Number 1
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