The Chillgheists (Hexwraiths) is a Vampire Counts cavalry unit. 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.
- ↑ Armour-Piercing: 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: 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.
- ↑ Vanguard Deployment: This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
Hexwraiths with a significant slow ability around them that allows them to catch a target and keep them locked in with them. The unit also has improved melee stats and leadership which help make it an effective combatant. However, the increase in cost only makes them a better target for magical damage, so beware.
Notably, they lose the fire damage of standard Hexwraiths and so only do magic damage