Crypt Ghouls
Crypt Ghouls are barely sentient but they can fight, using their claws and makeshift weapons to rip men apart.Crypt Ghouls are ugly, stooping creatures with only a vestigial sense of reason. Their skin is sallow and filthy, their eyes are bestial and insane, and their snarling lips reveal sharp-pointed teeth in slavering mouths. Dressed only in the rags they pull from their victims, the Crypt Ghouls carry weapons they have picked up or have crudely fashioned from the remains of their unwholesome meals. These skulking fiends do not need such implements to kill, however, for they have long claws sufficient for their needs. These claws are encrusted with grave-filthy and decaying meat; those that take even the lightest scratch from their talons can die from unnaturally potent infections that spread through the victim's body. In addition, their constant diet of rot-fouled meat confers a sinewy and unwholesome resilience.
Unit Name Crypt Ghouls |
Main Unit Key wh2_dlc09_tmb_inf_crypt_ghouls |
Land Unit Key wh2_dlc09_tmb_inf_crypt_ghouls |
Land Unit Group Parents Infantry |
Land Unit Group Cudgel Infantry |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 525 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Number of Units 120 |
7560 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu8c_ghoul_club |
├ Man Entity wh3_main_arkhan_tmb_inf_ghoul_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 120 |
└ Bonus Hit Points 55 |
90 |
└ Man Mass 90.0000 |
10 |
├ Armour wh2_main_body_10 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 54 |
40 |
└ Man Speed 40 |
Melee Attack 40 |
38 |
49 |
├ Melee Weapon wh3_main_tmb_claws_ghouls |
├ Base Weapon Damage 44 |
├ Armour-Piercing Weapon Damage 5 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 16 |
Abilities
-
Disintegrating
The Dark Magic that holds these subjects together has failed. As the necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand. -
Crumbling
In the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.
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. -
Vanguard Deployment
This unit can deploy outside the deployment zone. -
Hide (forest)
This unit can hide in forests until enemy units get too close. -
Stalk
This unit can move hidden in any terrain. -
Undead
This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).
Strengths & Weaknesses
- Weak Against Armour
This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies. - Poison Attacks
The [[img:ui/battle ui/ability_icons/wh_main_unit_contact_poison.png]]poisonous attacks of this unit weaken the target's speed and damage. - Damage Dealer
This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
Faction Availability | |
---|---|
Immortal Empires |