Crypt Horrors
Monstrous, mutated and savage, a Crypt Horror is devastating against the enemy frontline.Crypt Horrors are only seen openly in times of war, where they are primarily used as the shock troops of ambitious Strigoi Ghoul Kings. Crypt Ghouls are counted amongst the lowliest of all Vampiric servants; after all, they lack even the common decency to be properly dead. So the sight of pack of Crypt Horrors accompanying a Vampire to battle is evidence of the terrible depths that their master has sunk to in his quest for survival. In order to create a Crypt Horror, a Vampire must open his veins to a Ghoul and allow it to gulp down his precious blood - essentially a pale bastardisation of the Dark Kiss - an act that is reviled by those who count themselves amongst the elite of Sylvanian society. In battle, packs of Crypt Horrors muscle their way towards the front lines, eyes glowing with dire light. They used shattered gravestones, tomb statuary and cemetery railings to smash aside those brave enough to stand before them, but it is their meat-encrusted fangs and talons that are to be avoided at all costs. Even a shallow wound from a Crypt Horror bears enough poisonous rot to kill a horse. Despised by the living and the dead alike, Crypt Horrors are creatures to be truly feared.
Unit Name Crypt Horrors |
Main Unit Key wh_main_vmp_mon_crypt_horrors |
Land Unit Key wh_main_vmp_mon_crypt_horrors |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Monstrous Infantry |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 900 |
Recruitment Cost 800 |
Upkeep Cost 200 |
Number of Units 16 |
9952 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu8_crypt_horror_club |
├ Man Entity wh_main_monster_crypt_horrors |
├ Man Hit Points 8 |
├ Num Men 16 |
└ Bonus Hit Points 614 |
1500 |
└ Man Mass 1500.0000 |
30 |
├ Armour wh2_main_body_30 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 50 |
50 |
└ Man Speed 50 |
Melee Attack 39 |
28 |
70 |
├ Melee Weapon wh_main_claws_crypt_horrors |
├ Base Weapon Damage 18 |
├ Armour-Piercing Weapon Damage 52 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 30 |
Abilities
-
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.
Weakness to Fire Damage -20 -
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. -
Hide (forest)
This unit can hide in forests until enemy units get too close. -
Undead
This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).
Strengths & Weaknesses
- 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. - Regeneration
[[img:ui/battle ui/ability_icons/wh_main_unit_passive_regeneration.png]]Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration. - 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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |