Wight KingWeapons bursting with dark energy, Wight Kings are monstrous fighters, more powerful than a dozen lesser ghouls.
Wight Kings are incredibly powerful Undead, almost as hard to destroy as Vampires. Suffused with Dark Magic, a Wight King's weapons shimmer with baleful energy. The merest touch of their spear tip or blade can drain the life from their foes, or slice through flesh and bone with an ease that is frightening to behold. Clad in ancient armour, their flesh all but withered away, there is little for an adversary to cut or stab. Even to stand before one of these skeletal warriors of antiquity takes an extreme effort of will. For these reasons, a Vampire will often charge a Wight King with carrying forth the Undead general's personal banner. Such a duty is often integral to the army's stability, and these indomitable Undead warriors are able to hold aloft the army standard whilst tirelessly striking down one foe after another.
Unit NameWight King
Main Unit Keywh_main_vmp_cha_wight_king_0
Land Unit Keywh_main_vmp_cha_wight_king_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupMelee Specialist
Naval Unit GroupMelee Specialist
Custom Battle Cost600
├ Melee Weaponwh_main_vmp_sword_hero_wight_king
├ Melee Damage Base260
├ Melee Damage Ap150
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry14
├ Base Defence48
└ Shield Defence0
├ Armour Defence90
└ Shield Armour55
├ Man Entitywh_main_vmp_inf_wight
├ Man Speed33
├ Man Health8
└ Bonus Hit Points4388
Leadership (Base Morale)70
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
- Heroic Killing Blow
There are powerful beings who can decapitate a dragon or plunge a sword into the heart of a griffon in one mighty strike.
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.
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.
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
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