Crypt Ghouls

(Entry)
Type:

unit

Categories:

Faction: Vampire Counts - Renegades v2.0

EntryId:

c4d6-5ebc-66e0-8648

Hidden:

false

Options (2)
Command:

Profiles:

Unit Troop TypeUnit Size
Crypt Ghouls

Regular infantry

10+

Special Rule
Move Through Cover:
  • Timing: terrain crossing that is difficult or dangerous, and Dangerous Terrain tests
  • Result:
  • bearers take no Movement characteristic modifier from that terrain
  • Dangerous Terrain tests: a bearer may re-roll each 1 (optional)
Necromantic Undead:
  • Restriction: a character with it cannot join units without it, and vice versa
  • Result:
  • Models count as ‘Undead’
  • No march, unless using Fly (X) to move
  • They also gain Fear, Immune to Psychology, Unbreakable and Unstable
Open Order:

Such a unit is allowed to take up an Open Order formation.

Poisoned Attacks:
  • Restriction: model with Poisoned Attacks
  • Condition: natural 6 on a roll To Hit; does not work if a hit roll of 7+ is needed or the attack hits automatically
  • Result: +2 on the roll To Wound for that hit (optional)
  • Valid in shooting and combat unless stated otherwise
  • Excluded: the model's own spells, attacks from magic weapons
Regeneration:
  • Restriction: model with Regeneration (X+), where X+ is its Regeneration value
  • Timing: immediately after a Wound is lost, ahead of removing models at 0 Wounds
  • Result: a "Regeneration save" roll of 1D6 (optional): on X+ the Wound comes back, but still counts toward the combat result
  • Effects altering armour values do not touch the Regeneration value, unless stated otherwise.
Reserve Move:
  • Restriction: a unit where most models have Reserve Move
  • Timing: closing moments of the Shooting phase in its own turn, once all shooting resolves
  • Condition: it did not charge, march or flee earlier in the Movement phase
  • Result: a Reserve move (optional)
  • Handled as Basic Movement; manoeuvres work as usual, but no march.
Skirmishers:

Such a unit is allowed to take up a Skirmish formation.

Armour Bane:
  • Condition: natural 6 on a roll To Wound made by the model
  • Result: the weapon's Armour Piercing characteristic improves by the (X) figure of Armour Bane when an Armour Save is rolled against that wound (e.g. AP "-" with Armour Bane (1) counts as -1)
Dark Vitality:
  • Restriction: any model with this rule
  • Result:
  • Every model with this rule ignores the death of the army's Master of the Dead
  • They and their mounts may march normally, unless joined to a unit without this rule
  • A Vampire Count or Vampire Thrall Wizard with this rule suffers no penalty for armour or for a shield; IE: Cast and Dispel as Normal
The Hunger:
  • Restriction: units bearing this special rule
  • Timing: end of any Combat phase where 1+ unsaved wounds were caused by such a unit
  • Select: 1D6 per unsaved wound
  • Result:
  • Each 5+ restores 1 lost Wound to the models, per Resurrecting the Fallen
  • Behemoth troop type: cap of 1 Wound restored per phase this way
  • Pursue or Overrun: Leadership test is due before moving; failing it, the unit Pursues or Overruns anyway but the distance is 1D6 in place of 2D6
Vanguard:
  • Timing: once deployment is finished
  • Result: each unit with Vanguard makes a Vanguard move (optional)
  • Moves per Basic Movement rules; may manoeuvre, may not march
  • Both armies have Vanguard units: roll-off, winner moves first, then sides alternate 1 unit at a time
  • A unit that made a Vanguard move may not declare a charge in its first turn
Press of Battle:
  • Restriction: Unit with this rule, arrayed in combat order
  • Condition: It did not charge this turn
  • Result: Its fighting rank counts as 2 ranks deep
  • Models directly behind, in base contact with a model of the actual fighting rank, also count as in the fighting rank
Massed Infantry:
  • Restriction: Side fielding at least one unit with this rule
  • Condition: When combat results are tallied, that side's Unit Strength is the greater
  • Result: It may claim +1 combat result point
Parry:
  • Restriction: Model with this rule, carrying a hand weapon plus shield
  • Condition: In close combat, and opting to use that weapon and shield combination
  • Result: armour value +1, capped at 3+

Modifiers:

set max Unit Strength(self) 20
ancestor is 5. Battle March
Used By (1)

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