
Helman Ghorst
Lord· Wizard Lord· 1 model at Ultra size
Comes with The Grim & The Grave(Warhammer I)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Helman Ghorst is a legendary lord of Vampire Counts, leading Caravan of Blue Roses at the start of a campaign: 4,608 HP, armour 15, melee attack 30, melee defence 44, weapon strength 340. It costs 1,000 in the campaign and 500 in multiplayer. It comes with The Grim & The Grave. Beating this lord in battle can earn the defeat trait Ghorst or Ghost? Unit key wh_dlc04_vmp_cha_helman_ghorst_0. Patch 9.0.4, from the game's data tables.
Health
4,608
Armour
15
Leadership
70
Speed
34
Melee attack
30
Melee defence
44
Weapon strength
220 base + 120 armour-piercing
340
Charge bonus
13
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Encourage
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.
- Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
- Magical AnimusAugment · +16 LeadershipactiveMagical AnimusAugment+16 LeadershipCooldown 60 s · Duration 14 s · Range 35 mWith an arcane cry, all around rally to fight in battle once more.
- Master of the DeadRegeneration (Area) · Effect intensity increases with each nearby entity death., Replenishes hit points of combatantspassiveMaster of the DeadRegeneration (Area)Effect intensity increases with each nearby entity death.Replenishes hit points of combatantsPassive · Range 35 mNecromancers can not only marshal the dead, but leech the power from any souls fleeing their mortal remains.
- RegenerationRegeneration · +20% Weakness to Fire Damage, Replenishes hit points of combatantspassiveRegenerationRegeneration+20% Weakness to Fire DamageReplenishes hit points of combatantsPassiveThere are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
- CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveThe 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.
- DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveThe Dark Magic binding has failed. Both flesh and Necromantic energy slough off the subjects, leaving naught but dust.
Lore of magic
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Vampire Counts: Coven Throne, Black Coach
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Vampire Counts: Sylvanian Crossbowmen, Sylvanian Handgunners
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Defeat trait
Beat Helman Ghorst in battle and your lord can earn the trait
Ghorst or Ghost?
- Enables poison attacks
Apparently death is merely an obstacle to be overcome; must be inconvenient, however.
Helman Ghorst skill tree
52 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
- The Brothers Ghorst Corpse CartThe Brothers Ghorst Corpse CartUnlocks at rank 8
- Mount: The Brothers Ghorst Corpse Cart
- Forbidden ScriptureForbidden ScriptureUnlocks at rank 3
- Character experience gain: +20%
- Research rate: +10
- Morbid ReunionMorbid ReunionUnlocks at rank 4
- Corpses gained from battle: +5% (Lord's army)
- Reduces the amount of Corpses lost when transporting them to the capital by an additional 5% (factionwide)
- Master of the DeadMaster of the Dead2 levelsLevel 1
- Spell number of uses: +1 for "Awaken from the Grave"
- Passive ability: "Master of the Dead"
- Spell number of uses: +2 for "Awaken from the Grave"
- Effect range: +50% for "Master of the Dead"
- Targeting range: +200% for "Awaken From the Grave" and "Awaken From the Grave Upgraded"
- Passive ability: "Master of the Dead"
- Thrall MasterThrall Master2 levelsLevel 1
- Corpses gained from battle: +2% (own army)
- The Dead Rise Again: +3% chance for destroyed Undead units to be restored after battle (Lord's army)
- The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)
- Corpses gained from battle: +5% (own army)
- The Dead Rise Again: +5% chance for destroyed Undead units to be restored after battle (Lord's army)
- The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
- Lord of the ScourgeLord of the Scourge2 levelsLevel 1
- Battle healing cap: +15% (Lord's army)
- Upkeep: -10% for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Battle healing cap: +30% (Lord's army)
- Upkeep: -25% for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Aura of Dark MajestyAura of Dark Majesty
- Leadership aura size: +25%
- Dark PactDark Pact
- Leadership: +5 when attacking (Lord's army)
- Grave WardGrave WardUnlocks at rank 8
- Missile resistance: 10%
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Path to RuinPath to RuinUnlocks at rank 12
- Campaign movement range: +10%
- Speed: +15%
- Speed: +15% (Lord's army)
- Unholy FuryUnholy Fury
- Melee attack: +12 for Zombies units (all armies factionwide)
- Melee attack: +15
- Melee defence: +15
- Unnatural ToughnessUnnatural Toughness
- Ward save: +10% for Zombies units (all armies factionwide)
- Armour: +25
- Missile resistance: 20%
- Diabolical PresenceDiabolical Presence
- Effect range: +35% for "Vigour Mortis", "Unholy Lodestone" and "The Reliquary Corruption"
- Leadership: +10 for Zombies units (all armies factionwide)
- Attribute: Causes Terror
- Uncanny ResilienceUncanny Resilience
- Battle healing cap: +50%
- Battle healing cap: +500% for Zombies units (all armies factionwide)
- Hit points: +25%
- Ever OnwardEver Onward
- Passive ability: "The Ravenous Dead" for Zombies units (all armies)
- Winds of Magic cost: -2 for "Vanhel's Danse Macabre Upgraded"
- Effect range: +50% for "Vanhel's Dance Macabre Upgraded"
- Weapon strength: +50% for Zombies units (all armies factionwide)
- Invocation of NehekInvocation of Nehek2 levelsLevel 1
- Overcast spell: "Invocation of Nehek Upgraded"
- Cooldown: -30% to "Invocation of Nehek"
- Miscast base chance: -15% for "Invocation of Nehek Upgraded"
- Overcast spell: "Invocation of Nehek Upgraded"
- Winds of Magic cost: -1 for "Invocation of Nehek"
- Winds of Magic cost: -2 for "Invocation of Nehek Upgraded"
- Cooldown: -50% to "Invocation of Nehek"
- The Curse of UndeathThe Curse of Undeath
- Passive ability: "The Curse of Undeath"
- Vanhel's Danse MacabreVanhel's Danse Macabre2 levelsLevel 1
- Overcast spell: "Vanhel's Danse Macabre Upgraded"
- Cooldown: -30% to "Vanhel's Danse Macabre"
- Miscast base chance: -15% for "Vanhel's Danse Macabre Upgraded"
- Overcast spell: "Vanhel's Danse Macabre Upgraded"
- Winds of Magic cost: -1 for "Vanhel's Danse Macabre"
- Winds of Magic cost: -2 for "Vanhel's Danse Macabre Upgraded"
- Cooldown: -50% to "Vanhel's Danse Macabre"
- Gaze of NagashGaze of Nagash2 levelsLevel 1
- Overcast spell: "Gaze of Nagash Upgraded"
- Cooldown: -30% to "Gaze of Nagash"
- Miscast base chance: -15% for "Gaze of Nagash Upgraded"
- Overcast spell: "Gaze of Nagash Upgraded"
- Winds of Magic cost: -2 for "Gaze of Nagash"
- Winds of Magic cost: -3 for "Gaze of Nagash Upgraded"
- Cooldown: -50% to "Gaze of Nagash"
- Awaken from the GraveAwaken from the Grave
- Spell: "Awaken from the Grave"
- Overcast spell: "Awaken from the Grave Upgraded"
- EvasionEvasion
- Passive ability: "Evasion"
- Curse of YearsCurse of Years
- Winds of Magic cost: -2 for "Curse of Years"
- Cooldown: -50% to "Curse of Years"
- Spell: "Curse of Years"
- Wind of DeathWind of Death2 levelsLevel 1
- Overcast spell: "Wind of Death Upgraded"
- Cooldown: -30% to "Wind of Death"
- Miscast base chance: -15% for "Wind of Death Upgraded"
- Overcast spell: "Wind of Death Upgraded"
- Winds of Magic cost: -3 for "Wind of Death"
- Winds of Magic cost: -4 for "Wind of Death Upgraded"
- Cooldown: -50% to "Wind of Death"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Aura of SupremacyAura of Supremacy
- Character's aura leadership effect: +5
- Enemy leadership: -4 (enemy armies in local province)
- The Unliving HostThe Unliving Host3 levelsLevel 1
- Melee attack: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee defence: +4 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee attack: +6 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee defence: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Melee attack: +8 for Zombies, Skeletons, Crypt Ghouls, Grave Guard and Lahmian Handmaidens units (Lord's army)
- Call of the NightCall of the Night3 levelsLevel 1
- Speed: +6% for Fell Bats and Dire Wolves units (Lord's army)
- Charge bonus: +6 for Fell Bats and Dire Wolves units (Lord's army)
- Speed: +9% for Fell Bats and Dire Wolves units (Lord's army)
- Charge bonus: +12 for Fell Bats and Dire Wolves units (Lord's army)
- Speed: +12% for Fell Bats and Dire Wolves units (Lord's army)
- Evil SoulsEvil Souls3 levelsLevel 1
- Spell resistance: 5% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Spell resistance: 10% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Melee attack: +4 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Spell resistance: 15% for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Melee attack: +8 for Spirit Host, Cairn Wraiths, Mournguls and Hexwraiths units (Lord's army)
- Creatures of the NightCreatures of the Night3 levelsLevel 1
- Charge bonus: +6 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Charge bonus: +9 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Weapon strength: +6% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Charge bonus: +12 for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Weapon strength: +12% for Crypt Horrors, Vargheists, Varghulfs, Zombie Dragon and Terrorgheist units (Lord's army)
- Waking DeadWaking Dead3 levelsLevel 1
- Melee attack: +4 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Armour: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Melee attack: +6 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Armour: +12 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Melee attack: +8 for Black Knights, Blood Knights and Drakenhof Templars units (Lord's army)
- Carriages of DeathCarriages of Death3 levelsLevel 1
- Melee defence: +4 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Melee defence: +6 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Speed: +6% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Melee defence: +8 for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Speed: +12% for Black Coach, Corpse Cart, Coven Throne and Mortis Engine units (Lord's army)
- Magical AnimusMagical Animus
- Ability: "Magical Animus"
- Legions of DeadLegions of Dead
- Spell resistance: 15% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Spirit Host, Zombies, Skeletons, Grave Guard, Cairn Wraiths and Lahmian Handmaidens units (Rank 7 and above) (Lord's army)
- Dread KnightsDread Knights
- Charge bonus: +12 for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Ward save: +8% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Black Coach, Black Knights, Blood Knights, Drakenhof Templars, Corpse Cart, Hexwraiths, Coven Throne and Mortis Engine units (Rank 7 and above) (Lord's army)
- Deadly PowerDeadly Power
- Melee attack: +5 for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Crypt Ghouls, Crypt Horrors, Mournguls, Dire Wolves and Varghulfs units (Rank 7 and above) (Lord's army)
- Flying HorrorsFlying Horrors
- Charge bonus: +12 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Fell Bats, Terrorgheist, Zombie Dragon and Vargheists units (Rank 7 and above) (Lord's army)
- Undeath ResurgentUndeath Resurgent
- Replaces: "Magical Animus"
- Ability: "Undeath Resurgent"
- The Restless DeadThe Restless Dead
- Campaign movement range: +5%
- Undying HordeUndying Horde3 levelsLevel 1
- The Dead Rise Again: +5% hit points for destroyed Undead units restored after battle (Lord's army)
- Casualty replenishment rate: +2% (Lord's army)
- The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- The Dead Rise Again: +15% hit points for destroyed Undead units restored after battle (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Children of the NightChildren of the Night3 levelsLevel 1
- Character experience gain: +10% (Heroes in Lord's army)
- Upkeep: -3% (Lord's army)
- Character experience gain: +20% (Heroes in Lord's army)
- Upkeep: -6% (Lord's army)
- Character experience gain: +30% (Heroes in Lord's army)
- Upkeep: -9% (Lord's army)
- Darkling SkiesDarkling Skies3 levelsLevel 1
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- Ancient CunningAncient Cunning3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- Immortal HorrorImmortal Horror
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Battle healing cap: +50%
- Wound recovery time: -1 turns
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- Guile & GlamourGuile & Glamour3 levelsLevel 1
- Vampiric corruption: +1 (local province)
- Vampiric corruption: +3 (local province)
- Vampiric corruption: +6 (local province)
- NecrarchNecrarch3 levelsLevel 1
- Growth: +8 (local province)
- Growth: +20 (local province)
- Growth: +36 (local province)
- Eternal WardenEternal Warden3 levelsLevel 1
- Attrition: -5% when under siege (armies in local owned region)
- Attrition: -10% when under siege (armies in local owned region)
- Attrition: -15% when under siege (armies in local owned region)
- Uncanny PrescienceUncanny Prescience
- Winds of Magic power reserve minimum: +15 (Lord's army)
- Campaign movement range: +5%
- Upkeep: -8% (Lord's army)
Every version of Helman Ghorst
2 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Vampire CountsWizard Lord | 4,608 | 1 | 15 | 70 | 34 | 30 | 44 | 340 | 13 | 1,000 | 250 | wh_dlc04_vmp_cha_helman_ghorst_0 |
| Vampire CountsWizard Lord | 5,908 | 1 | 45 | 70 | 23 | 30 | 44 | 340 | 13 | 1,200 | 300 | wh_dlc04_vmp_cha_helman_ghorst_1 |
Who can field it
- Vampire Counts · The Drakenhof Conclave
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.