Cairn WraithsExtremely 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.
Unit NameCairn Wraiths
Main Unit Keywh_main_vmp_inf_cairn_wraiths
Land Unit Keywh_main_vmp_inf_cairn_wraiths
Naval Unit Keywh_main_shp_transport
Land Unit GroupScythe Infantry
Naval Unit GroupScythe Infantry
Custom Battle Cost850
├ Melee Weaponwh_main_vmp_scythe_cairnwraith
├ Melee Damage Base8
├ Melee Damage Ap32
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence24
└ Shield Defence0
├ Armour Defence0
└ Shield Armour0
├ Man Entitywh_main_vmp_inf_wraith
├ Man Speed45
├ Man Health8
└ Bonus Hit Points46
Leadership (Base Morale)38
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
- 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.