ID: wh_main_vmp_cha_banshee


Melee Specialist
1 1000 250
Causes Terror
Leadership 40
Speed 60
Melee Attack 40
Melee Defence 38
Weapon Strength 280
Charge Bonus 25


Unit Description

Mighty in melee, Banshee also debilitate their enemies with fear-inducing screams and wails. Even the hardiest fall before this terror.

Historical Description

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.



Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…


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.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause 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.


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.


This unit ignores speed and combat penalties caused by terrain and can move through trees.


Strengths & Weaknesses


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.


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 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.

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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Giant
Hit Points 8
Walk Speed 2.00
Run Speed 6.00
Acceleration 4.00
Deceleration 4.00
Charge Speed 6.80
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 40
Melee Defence 38
Charge Bonus 25
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 40
Bonus Hit Points 3172
Unit Stats
Unit Caste Hero
Unit Weight Heavy
Unit Group Melee Specialist
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1000
Upkeep Cost 250
Unit Size 1
Melee CP 750
Missile CP


Melee Weapon
Weapon Size Small
Weapon Type Knife
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 70
Weapon AP Damage 210
Building Damage 150
Armour Value
Missile Block Chance 0