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Strigoi Ghoul King (Terrorgheist) Von CarsteinVon Carstein Command

Strigoi Ghoul King (Terrorgheist)

Though deformed and reduced by time, they remain savage warriors and masters of the dead.

The pallid creatures known as Ghoul Kings are in fact once-proud Strigoi Vampires forced into a troglodytic existence. Though all Strigoi descend from the same ancient lineage of Ushoran, they have devolved to become something far fouler and more hate-filled than their brethren. The Ghoul Kings spend their days creeping through the hidden places of the world, but under cover of night, they will wreak their vengeance at the head of a shambling army of Undead. At times, powerful Strigoi Ghoul Kings raise vast armies around themselves and push south in a desperate attempt to recreate the kingdom they lost. So far, their advance has always been halted by the warmongering tribes of Greenskins blocking the way to the Badlands, or by disciplined armies of the Tomb Kings that stride out from the desert. Yet across the Old World, the minions of the Ghoul Kings have been sighted ever more frequently. Some say the ancient brethren of the Strigoi are uniting under one leader and massing great armies of degenerate beasts in their cavernous lairs. If this is true, no creature - living or dead - is truly safe from their wrath.

Strigoi Ghoul King (Terrorgheist)

Unit Name

Strigoi Ghoul King (Terrorgheist)

Main Unit Key

wh_dlc04_vmp_cha_strigoi_ghoul_king_1

Land Unit Key

wh_dlc04_vmp_cha_strigoi_ghoul_king_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

1625

Recruitment Cost

1575

Upkeep Cost

425

Melee Attack

32

Weapon Strength (Weapon Damage)

430

├ Melee Weapon

wh_dlc04_vmp_strigoi_terrogheist

├ Melee Damage Base

160

├ Melee Damage Ap

270

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

40

└ Bonus vs Infantry

0

Charge Bonus

40

Melee Defence

40

├ Base Defence

40

├ Shield

none

└ Shield Defence

0

Armour

80

├ Armour

wh_main_vmp_terrorgheist

├ Armour Defence

80

└ Shield Armour

0

Health

5906

├ Man Entity

wh_main_infantry_standard

├ Man Speed

31

├ Man Health

8

├ Bonus Hit Points

5890

├ Mount

wh_dlc04_vmp_mnt_terrorgheist

├ Mount Entity

wh_main_flying_dragon_blood

├ Mount Speed

70

└ Mount Health

8

Leadership (Base Morale)

60

Abilities

  • Blood Lust
    Vampires have long had a savage and unstoppable bloodlust. They will continue to slaughter until the foe has either been turned to Undeath or lies dead at their feet.
  • The Hunger
    As the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
  • Regeneration
    There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
  • Crumbling
    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.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.

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.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Undead
    The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Causes Terror
    This unit can fear themselves.
  • Poison Attacks
    The poisonous attacks of this unit weaken the target's speed and damage, whilst reducing its vigour.
  • 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.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
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