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HomeHome / Total War: WARHAMMER III / The Barrow Legion / Units / Crypt Ghouls
Crypt Ghouls The Barrow LegionThe Barrow Legion Infantry

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.

Crypt Ghouls

Unit Name

Crypt Ghouls

Main Unit Key

wh_main_vmp_inf_crypt_ghouls

Land Unit Key

wh_main_vmp_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

600

Recruitment Cost

500

Upkeep Cost

125

Number of Units

120

Hit Points

7560

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu8c_ghoul_club

├ Man Entity

wh_main_vmp_inf_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

54

Speed

38

└ Man Speed

38

Melee Attack

32

Melee Defence

25

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

  • 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.
  • 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.