
Spirit Host
Melee infantry· Dagger Infantry· Tier 1· 200 models at Ultra size
Comes with Lords of the End Times - Undead Legion(Warhammer III)
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Spirit Host are Vampire Counts, Undead Legions and Tomb Kings melee infantry: 9,200 HP across 200 models, armour 0, melee attack 20, melee defence 8, weapon strength 18. It costs 450 in the campaign and in multiplayer. They come with Lords of the End Times - Undead Legion. Unit key wh3_dlc29_vmp_inf_spirit_host. Patch 9.0.4, from the game's data tables.
Health
46 per model
9,200
Armour
0
Leadership
50
Speed
48
Melee attack
20
Melee defence
8
Weapon strength
0 base + 18 armour-piercing
18
Charge bonus
10
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.
- 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.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Strider
Speed and combat penalties caused by terrain are ignored by this unit.
- 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
- 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.
Counters
Good against
- Heavily armoured units — 18 of 18 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Vampire Counts: Blood Knights, Drakenhof Templars
- Units with physical resistance — magical melee attackse.g. Syreens, Sisters of the Thorn, Doomfire Warlocks · Vampire Counts: Hexwraiths, Cairn Wraiths
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Vampire Counts: Coven Throne, Black Coach
- Magical attacks — physical resistance +55%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · Vampire Counts: Coven Throne, Black Coach
- Missile fire — armour 0, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Vampire Counts: Sylvanian Crossbowmen, Sylvanian Handgunners
- Heavy large units — infantry-sized, mass 90e.g. Dread Maw, Thunderbarge, Steam Tank · Vampire Counts: Zombie Dragon, Black Coach
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
Gold for gold
Beats, at a similar price: Grail Reliquae (183.20× faster), Miners (Blasting Charges) (3.47× faster), Red Crested Skinks (2.72× faster)
Loses to, at a similar price: Marauders of Tzeentch (2.62× slower), Spearmen (Shields) (1.97× slower), Marauders of Tzeentch (Spears) (1.76× slower)
Equal gold, every model fighting at its weapon's attack interval, combat calculator formulas; no charge, mass, splash, leadership or abilities. “Similar price”: within 30% of its 450 multiplayer gold. Vampire Counts units ranked.
Patch changes
Every version of Spirit Host
2 units share this name across races (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 Counts, Undead LegionsDagger Infantry | 9,200 | 200 | 0 | 50 | 48 | 20 | 8 | 18 | 10 | 450 | 112 | wh3_dlc29_vmp_inf_spirit_host |
| Tomb KingsDagger Infantry | 9,200 | 200 | 0 | 50 | 48 | 20 | 8 | 18 | 10 | — | — | wh2_dlc09_tmb_inf_spirit_host |
Who can field it
- Undead Legions · Host of Nagash
- Vampire Counts · The Drakenhof Conclave
- Tomb Kings · Khemri · extended roster
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.
Extended roster: Tomb Kings has this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.
The game also has 1 summoned or scripted copy of this unit that no building or mercenary pool recruits (wh3_dlc29_vmp_inf_spirit_host_summoned).
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.