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HomeHome / Total War: WARHAMMER III / The Barrow Legion / Units / Wight King
Wight King The Barrow LegionThe Barrow Legion Heroes

Wight King

Weapons 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.

Wight King

Unit Name

Wight King

Main Unit Key

wh_main_vmp_cha_wight_king_0

Land Unit Key

wh_main_vmp_cha_wight_king_0

Land Unit Group Parents

Heroes

Land Unit Group

Melee Specialist

Caste

Hero

Category

Melee Infantry

Class

Command

Custom Battle Cost

600

Recruitment Cost

1000

Upkeep Cost

250

Number of Units

1

Hit Points

5096

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_wight_king_sword_and_shield

├ Man Entity

wh_main_vmp_inf_wight

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

5088

Mass

700

└ Man Mass

700.0000

Armour

90

├ Armour

wh2_main_plate_90

├ Shield

wh_missile_block_55_wood

Missile Block Chance

55

Leadership

70

Speed

33

└ Man Speed

33

Melee Attack

44

Melee Defence

48

Weapon Strength

410

├ Melee Weapon

wh_main_vmp_sword_hero_wight_king

Base Weapon Damage

260

Armour-Piercing Weapon Damage

150

Bonus vs. Large

0

Bonus vs. Infantry

14

Charge Bonus

15

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%
  • Foe-Seeker
    There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
    Speed x 125%
  • 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.
    Armour-Piercing Weapon Damage x 150%
    Base Weapon Damage x 150%
  • 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 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.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

Strengths & Weaknesses

  • Armoured & Shielded
    Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Anti-Infantry
    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.