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HomeHome / Total War: WARHAMMER III / Von Carstein / Units / Crypt Horrors
Crypt Horrors Von CarsteinVon Carstein Monsters & Beasts

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.

Crypt Horrors

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

Hit Points

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

Mass

1500

└ Man Mass

1500.0000

Armour

30

├ Armour

wh2_main_body_30

├ Shield

none

Missile Block Chance

0

Leadership

50

Speed

50

└ Man Speed

50

Melee Attack

39

Melee Defence

28

Weapon Strength

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.