Left Panel
menu
HomeHome / Total War: WARHAMMER II / Sylvania (Mortal Empires) / Units / Helman Ghorst (The Brothers Ghorst Corpse Cart)
Helman Ghorst (The Brothers Ghorst Corpse Cart) Sylvania (Mortal Empires)Sylvania (Mortal Empires) Command

Helman Ghorst (The Brothers Ghorst Corpse Cart)

What is death but an obstacle to be overcome? There is no true death beneath the eternal night.

Helman Ghorst was once a man, yet that life was ripped from him by the uncaring vicissitudes of fate. The loss of his father and brothers to plague sent Ghorst into an obsessive madness; he began studying the black arts in the hope of returning his lost kith to life. Inevitably, he drew the attention of the Witch Hunter, von Kordon, and so abandoned Templehof and fled to Vargravia, taking the corpses of his brothers and father with him, determined to find a way to return them to life through Necromancy. It was here, forsaken in a corrupted land, that he attracted the attention of Mannfred von Carstein. Rather than killing Ghorst, the Count revealed further dark secrets to him, transforming Helman into something beyond the grief-maddened man from Templehof. Now, he is carried through the night on a bone-ridged cart, pulled not by horses, but by the brothers he so desperately wished to save – each a once-handsome farrier restored to a mockery of life, forced to stumble along at the head of their kin’s unloving host.

Helman Ghorst (The Brothers Ghorst Corpse Cart)

Unit Name

Helman Ghorst (The Brothers Ghorst Corpse Cart)

Main Unit Key

wh_dlc04_vmp_cha_helman_ghorst_1

Land Unit Key

wh_dlc04_vmp_cha_helman_ghorst_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

War Machine

Class

Command

Cost

650

Recruitment Cost

1200

Upkeep Cost

300

Engine Missile Damage

0

├ Engine

wh_dlc04_vmp_veh_corpse_cart_helman

├ Missile Weapon

├ Projectile

├ Missile Damage

├ Missile Ap Damage

└ Base Reload Time

Accuracy

10

Range

Reload

0

Shots Per Minute

Ammunition

0

Melee Attack

30

Weapon Strength (Weapon Damage)

340

├ Melee Weapon

wh_main_vmp_staff_hero_kemmler

├ Melee Damage Base

220

├ Melee Damage Ap

120

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

13

Melee Defence

44

├ Base Defence

44

├ Shield

none

└ Shield Defence

0

Armour

45

├ Armour

wh2_main_leather_45

├ Armour Defence

45

└ Shield Armour

0

Health

6868

├ Man Entity

wh2_dlc16_infantry_standard_hero_blood_low_kb_resist

├ Man Speed

34

├ Man Health

8

├ Bonus Hit Points

6852

├ Mount

wh_dlc04_vmp_mnt_zombie_corpse_cart

├ Mount Entity

wh_dlc04_vehicle_zombie_corpse_cart

├ Mount Speed

23

└ Mount Health

8

Leadership (Base Morale)

70

Abilities

  • The Reliquary Corruption
    Those who dare to stand against this profane monument will suffer from its corrupting influence, to their demise.
  • Unholy Lodestone
    The ringing of the arcane bell atop the Corpse Cart inspires Undead minions to continue fighting, even when grievously wounded.
  • Vigour Mortis
    The Corpse Cart hardens shattered spirits and emboldens tattered bodies to ever greater acts of violence.
  • Magical Animus
    With an arcane cry, all around rally to fight in battle once more.
  • Master of the Dead
    Necromancers can not only marshal the dead, but leech the power from any souls fleeing their mortal remains.
  • Regeneration
    There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
  • 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.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • {{tr:wh2_dlc09_undead_description}}

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Regeneration
    flaming attacks will cause more damage to units with Regeneration.
  • Magical Aura
    This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.