Wight King | |
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Melee Specialist |
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1 | ![]() |
1200 | ![]() |
300 |
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Armoured & Shielded |
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Anti-Infantry |
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Armour | 110 | ||
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Leadership | 70 | ||
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Speed | 33 | ||
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Melee Attack | 34 | ||
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Melee Defence | 48 | ||
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Weapon Strength | 410 | ||
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Charge Bonus | 35 |
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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.
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
There are powerful beings who can decapitate a dragon or plunge a sword into the heart of a griffon in one mighty strike.
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 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.
This unit can hide in forests until enemy units get too close.
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 affects a large area.
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.
Battle Entity Stats | |
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Unit Size | Small |
Unit Type | Man |
Hit Points | 8 |
Walk Speed | 1.50 |
Run Speed | 3.30 |
Acceleration | 2.00 |
Deceleration | 4.00 |
Charge Speed | 4.20 |
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 | |
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Unit Category | Cavalry |
Unit Class | Command |
Move Action Points | 2100 |
Melee Attack | 34 |
Melee Defence | 48 |
Charge Bonus | 35 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 1 |
Morale | 70 |
Bonus Hit Points | 4752 |
Unit Stats | |
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Unit Caste | Hero |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1200 |
Upkeep Cost | 300 |
Unit Size | 1 |
Melee CP | 750 |
Missile CP |
Melee Weapon | |
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Weapon Size | Medium |
Weapon Type | Sword |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | 14 |
Weapon Damage | 260 |
Weapon AP Damage | 150 |
Building Damage | 150 |
Armour | |
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Armour Value | 110 |
Shield | |
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Missile Block Chance | 35 |