
The Chillgheists (Hexwraiths)
Melee cavalry· Cavalry· Tier 4· 60 models at Ultra sizeRegiment of Renown
Comes with The Grim & The Grave(Warhammer I)
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
The Chillgheists (Hexwraiths) are Vampire Counts and Undead Legions melee cavalry: 7,440 HP across 60 models, armour 0, melee attack 43, melee defence 40, weapon strength 42. It costs 1,700 in the campaign and in multiplayer. They come with The Grim & The Grave. Unit key wh_dlc04_vmp_cav_chillgheists_0. Patch 9.0.4, from the game's data tables.
Health
124 per model
7,440
Armour
0
Leadership
60
Speed
94
Melee attack
43
Melee defence
40
Weapon strength
0 base + 42 armour-piercing
42
Charge bonus
55
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.
- Vanguard Deployment
This unit can deploy outside the deployment zone.
- 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
- The Chilling AuraHex · -30% SpeedpassiveThe Chilling AuraHex-30% SpeedPassive · Range 35 mAs if the enemy were caught in a blizzard or wading through treacle, the ice-cold aura slows any unit within range to a near-standstill.
- 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 — 42 of 42 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: Cairn Wraiths, Spirit Host
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Vampire Counts: Terrorgheist, Blood Knights (Lances)
- 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
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: Luminark of Hysh (2623.20× faster), Casket of Souls (802.56× faster), Ironblaster (102.32× faster)
Loses to, at a similar price: Chaos Knights of Tzeentch (2.94× slower), Chaos Knights of Tzeentch (Lances) (1.89× slower), Heartseekers of Slaanesh (1.64× 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 1,700 multiplayer gold. Vampire Counts units ranked.
Patch changes
- Custom battle: now in the Undead Legions roster
Who can field it
- Undead Legions · Host of Nagash
- 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.