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 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Monstrous Infantry |
Naval Unit Group Monstrous Infantry |
Soldiers 16 |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 800 |
Recruitment Cost 800 |
Upkeep Cost 200 |
Melee Attack 34 |
70 |
├ Melee Weapon wh_main_claws_crypt_horrors |
├ Melee Damage Base 18 |
├ Melee Damage Ap 52 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 24 |
25 |
├ Base Defence 25 |
├ Shield none |
└ Shield Defence 0 |
15 |
├ Armour wh2_main_body_15 |
├ Armour Defence 15 |
└ Shield Armour 0 |
560 |
├ Man Entity wh_main_monster_crypt_horrors |
├ Man Speed 50 |
├ Man Health 8 |
└ Bonus Hit Points 552 |
Leadership (Base Morale) 44 |
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. - 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. - {{tr:wh2_dlc09_undead_description}}
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
flaming attacks will cause more damage to units with Regeneration. - Poison Attacks
The poisonous attacks of this unit weaken the target's speed and damage.
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |