![]() |
|
The Chillgheists (Hexwraiths) | |
|
Cavalry |
![]() |
60 | ![]() |
1700 | ![]() |
450 |
![]() |
Armour-Piercing |
![]() |
Ethereal |
![]() |
Vanguard Deployment |
![]() |
Causes Terror |
![]() |
||||
![]() |
Armour | |||
![]() |
Leadership | 50 | ||
![]() |
Speed | 33 | ||
![]() |
Melee Attack | 34 | ||
![]() |
Melee Defence | 32 | ||
![]() |
Weapon Strength | 44 | ||
![]() |
Charge Bonus | 34 |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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.
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.
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.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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.
This unit can hide in forests until enemy units get too close.
This unit ignores speed and combat penalties caused by terrain and can move through trees.
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 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.
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.
This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
Battle Entity Stats | |
---|---|
Unit Size | Medium |
Unit Type | Man |
Hit Points | 8 |
Walk Speed | 1.50 |
Run Speed | 3.30 |
Acceleration | 2.00 |
Deceleration | 4.00 |
Charge Speed | 4.50 |
Ch. Dist. to Commence Run | 35.00 |
Ch. Dist. to Adopt Pose | 30.00 |
Ch. Dist. to Pick Target | 25.00 |
Turn Speed | 90 |
Strafe Speed | 1.00 |
Land Unit Stats | |
---|---|
Unit Category | Cavalry |
Unit Class | Melee Cavalry |
Move Action Points | 2100 |
Melee Attack | 34 |
Melee Defence | 32 |
Charge Bonus | 34 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 5 |
Morale | 50 |
Bonus Hit Points | 80 |
Unit Stats | |
---|---|
Unit Caste | Melee Cavalry |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1700 |
Upkeep Cost | 450 |
Unit Size | 60 |
Melee CP | 1700 |
Missile CP |
Melee Weapon | |
---|---|
Weapon Size | |
Weapon Type | Axe |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | |
Weapon Damage | 6 |
Weapon AP Damage | 38 |
Building Damage | 10 |
Armour | |
---|---|
Armour Value |
Shield | |
---|---|
Missile Block Chance | 0 |