Banshee
Mighty in melee, Banshee also debilitate their enemies with fear-inducing screams and wails. Even the hardiest fall before this terror.Tomb Banshees constantly howl in remembrance of the forbidden pleasures of the life that was once theirs and in bitterness for the peace of the grave that they cannot attain. Their grief-stricken wails can be lethal to mortals and strike terror into the hearts of all who hear them. Those who do not have a will of iron can die of sheer fright upon hearing the mournful screams of the Tomb Banshees. Blood trickles from their ears and fills up the whites of their eyes as the mind-wrenching shriek takes its supernatural toll. Fully-armoured Knights collapse lifeless from their saddles and whole ranks of infantry fall lifelessly as the Banshee does her evil work.
Unit Name Banshee |
Main Unit Key wh_main_vmp_cha_banshee |
Land Unit Key wh_main_vmp_cha_banshee |
Land Unit Group Parents Heroes |
Land Unit Group Melee Specialist |
Caste Hero |
Category Melee Infantry |
Class Command |
Custom Battle Cost 750 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Number of Units 1 |
4226 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts gh1_banshee |
├ Man Entity wh_main_vmp_inf_banshee |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 4218 |
400 |
└ Man Mass 400.0000 |
0 |
├ Armour wh_main_body_0 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 45 |
60 |
└ Man Speed 60 |
Melee Attack 50 |
45 |
290 |
├ Melee Weapon wh_main_vmp_hero_banshee |
├ Base Weapon Damage 0 |
├ Armour-Piercing Weapon Damage 290 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 35 |
Abilities
-
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Slippery
Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…
Speed x 125%
Melee Defence +24 -
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. -
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the 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. -
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
- 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. - Duellist
This unit is best used to attack individual targets such as Lords or Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies. - 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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |