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HomeHome / Total War: WARHAMMER III / The Barrow Legion / Units / The Chillgheists (Hexwraiths)
The Chillgheists (Hexwraiths) The Barrow LegionThe Barrow Legion Cavalry & Chariots

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

Land Unit Group Parents

Cavalry & Chariots

Land Unit Group

Cavalry

Caste

Melee Cavalry

Category

Cavalry

Class

Melee Cavalry

Custom Battle Cost

1700

Recruitment Cost

1700

Upkeep Cost

425

Number of Units

60

Hit Points

6960

├ Mount

60

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_vampire_counts_hr1_warhorse_scythe

├ Man Entity

wh_main_cavalry_rider_standard_ethereal

├ Man Hit Points

8

├ Num Men

60

└ Bonus Hit Points

108

Mass

100

└ Man Mass

100.0000

Armour

0

├ Armour

wh_main_body_0

├ Shield

none

Missile Block Chance

0

Leadership

50

Speed

33

└ Man Speed

33

Melee Attack

34

Melee Defence

32

Weapon Strength

42

├ Melee Weapon

wh_main_vmp_scythe_chillgheist

Base Weapon Damage

0

Armour-Piercing Weapon Damage

42

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

34

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.
    Speed x 70%
  • 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.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Strider
    Speed and combat penalties caused by terrain are ignored by this unit.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

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 [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]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