Crypt Horrors - Unit | Total War: WARHAMMER II Database Crypt Horrors - Unit | Total War: WARHAMMER II Database

Crypt Horrors

ID: wh_main_vmp_mon_crypt_horrors

Unit

Crypt Horrors
Monstrous Infantry
16 800 200
Armour-Piercing
Regeneration
Poison Attacks
8,960
Armour 15
Leadership 44
Speed 50
Melee Attack 34
Melee Defence 25
Weapon Strength 70
Charge Bonus 24

About

Unit Description

Monstrous, mutated and savage, a Crypt Horror is devastating against the enemy frontline.

Historical Description

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.

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

Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Undead

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.

Poison Attacks

The poisonous attacks of this unit weaken the target's speed and damage.

Regeneration

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.

Detailed Stats

Battle Entity Stats
Unit Size Large
Unit Type Giant
Hit Points 8
Walk Speed 2.00
Run Speed 5.00
Acceleration 4.00
Deceleration 4.00
Charge Speed 7.00
Ch. Dist. to Commence Run 40.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 80
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 34
Melee Defence 25
Charge Bonus 24
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 3
Morale 44
Bonus Hit Points 552
Unit Stats
Unit Caste Monstrous Infantry
Unit Weight Heavy
Unit Group Monstrous Infantry
Unit Group Parent Monsters & Beasts
Recruitment Turns 2
Recruitment Cost 800
Upkeep Cost 200
Unit Size 16
Melee CP 800
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 18
Weapon AP Damage 52
Building Damage 90
Armour
Armour Value 15
Shield
Missile Block Chance 0