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Cairn Wraiths | |
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Scythe Infantry |
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60 | ![]() |
850 | ![]() |
212 |
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Armour-Piercing |
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Ethereal |
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Causes Terror |
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Armour | |||
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Leadership | 40 | ||
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Speed | 48 | ||
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Melee Attack | 28 | ||
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Melee Defence | 26 | ||
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Weapon Strength | 44 | ||
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Charge Bonus | 20 |
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Extremely effective in battle, the Cairn Wraith has no corporeal form, making it extremely difficult to kill with conventional weaponry.
Cairn Wraiths are hooded, spectral creatures that dwell in the realms of nightmare, haunting the dreams of men. They are amongst the most dreaded of all Undead. Lacking physical forms altogether, they cannot be out down by axe, sword or hammer blow. Even the strongest faith cannot banish such creatures easily. Worse still, the icy touch of a Cairn Wraith drains the essence of mortal men. A Cairn Wraith is capable of reaching into the body of an adversary and closing its freezing claws around the victim's vital organs, sending painful chills right through a man's soul. Because they are impervious to physical weaponry, only the raw energies of magic or a well-placed blow from an enchanted weapon can slay a Cairn Wraith. The crippling fear that arises from having a night-unkillable spectre scythe down any too slow to escape causes even brave men to quit the field. Those who do resist the urge to flee find their return blows passing through the Wraith's incorporeal form. It is well that such creatures are so rare, for these silent assassins are quite capable of slaughtering their way through an entire garrison over the course of a single moonless night.
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.
Battle Entity Stats | |
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Unit Size | Small |
Unit Type | Giant |
Hit Points | 8 |
Walk Speed | 1.80 |
Run Speed | 4.80 |
Acceleration | 4.00 |
Deceleration | 5.00 |
Charge Speed | 5.20 |
Ch. Dist. to Commence Run | 30.00 |
Ch. Dist. to Adopt Pose | 30.00 |
Ch. Dist. to Pick Target | 25.00 |
Turn Speed | 180 |
Strafe Speed | 1.00 |
Land Unit Stats | |
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Unit Category | Melee Infantry |
Unit Class | Melee Infantry |
Move Action Points | 2100 |
Melee Attack | 28 |
Melee Defence | 26 |
Charge Bonus | 20 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 4 |
Morale | 40 |
Bonus Hit Points | 74 |
Unit Stats | |
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Unit Caste | Melee Infantry |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 2 |
Recruitment Cost | 850 |
Upkeep Cost | 212 |
Unit Size | 60 |
Melee CP | 850 |
Missile CP |
Melee Weapon | |
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Weapon Size | Medium |
Weapon Type | Axe |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | |
Weapon Damage | 6 |
Weapon AP Damage | 38 |
Building Damage | 10 |
Armour | |
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Armour Value |
Shield | |
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Missile Block Chance | 0 |