Cairn Wraiths

ID: wh_main_vmp_inf_cairn_wraiths


Cairn Wraiths
Scythe Infantry
60 850 212
Causes Terror
Leadership 40
Speed 48
Melee Attack 28
Melee Defence 26
Weapon Strength 44
Charge Bonus 20


Unit Description

Extremely effective in battle, the Cairn Wraith has no corporeal form, making it extremely difficult to kill with conventional weaponry.

Historical Description

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.


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.

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.


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 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
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
Unit Caste Melee Infantry
Unit Weight Heavy
Unit Group Scythe Infantry
Unit Group Parent Infantry
Recruitment Turns 2
Recruitment Cost 850
Upkeep Cost 212
Unit Size 60
Melee CP 850
Missile CP


Melee Weapon
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 Value
Missile Block Chance 0