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HomeHome / Total War: WARHAMMER III / Templehof / Units / The Feasters in the Dusk (Crypt Ghouls)
The Feasters in the Dusk (Crypt Ghouls) TemplehofTemplehof Infantry

The Feasters in the Dusk (Crypt Ghouls)

These ghouls remember one thing - war - and they pursue that goal with single-minded savagery.

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.

The Feasters in the Dusk (Crypt Ghouls)

Unit Name

The Feasters in the Dusk (Crypt Ghouls)

Main Unit Key

wh_dlc04_vmp_inf_feasters_in_the_dusk_0

Land Unit Key

wh_dlc04_vmp_inf_feasters_in_the_dusk_0

Land Unit Group Parents

Infantry

Land Unit Group

Cudgel Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

800

Recruitment Cost

700

Upkeep Cost

175

Number of Units

120

Hit Points

7560

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu8c_ghoul_club

├ Man Entity

wh_dlc04_vmp_inf_feaster_ghoul_blood_dismembers

├ Man Hit Points

8

├ Num Men

120

└ Bonus Hit Points

55

Mass

90

└ Man Mass

90.0000

Armour

10

├ Armour

wh2_main_body_10

├ Shield

none

Missile Block Chance

0

Leadership

64

Speed

42

└ Man Speed

42

Melee Attack

41

Melee Defence

32

Weapon Strength

40

├ Melee Weapon

wh_main_claws_ghouls

Base Weapon Damage

36

Armour-Piercing Weapon Damage

4

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

16

Abilities

  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
    Charge Bonus x 110%
    Melee Attack +10
    Armour-Piercing Weapon Damage x 110%
    Base Weapon Damage x 110%
  • 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.
  • 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.
  • Stalk
    This unit can move hidden in any terrain.
  • 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.
Recuitment Requirement
Maximum Number 1