Left Panel
menu
HomeHome / Total War: WARHAMMER II / The Awakened / Units / Night Terrors (Mournguls)
Night Terrors (Mournguls) The AwakenedThe Awakened Melee Infantry

Night Terrors (Mournguls)

“The emptinessss… the hunger… if only I could be warm again… it’s all I think of between dark, waking dreamsss.”

Travellers, hunters, and outcasts unlucky enough to get lost and endure slow starvation amongst the killing cold of mountain winters risk exposure to the most insidious effects of the Winds of Magic. Even the most steadfast men can turn into monstrous shells of themselves known as Mournguls – insatiable, razor-thin creatures of frostbite-cracked bone who dwell in the high, chill barrens feasting upon all who encounter them. Considered neither living nor dead, it is notoriously difficult to subjugate these ghastly spectres, but some who undergo the twisted transformation are forced into enslavement by those with the right necromantic knowledge. When the Winds surge and arcane storms scream across the world, powerful binding scrolls can be fashioned to exert control over the walking nightmares, making it possible to create small bands of lesser Mournguls to do one's bidding. Such creatures are less autonomous, but no less ravenous or able to kill.

Night Terrors (Mournguls)

Unit Name

Night Terrors (Mournguls)

Main Unit Key

wh2_dlc11_cst_mon_mournguls_ror_0

Land Unit Key

wh2_dlc11_cst_mon_mournguls_ror_0

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

1200

Recruitment Cost

1200

Upkeep Cost

300

Melee Attack

52

Weapon Strength (Weapon Damage)

120

├ Melee Weapon

wh2_dlc11_cst_claws_mournguls_ror

├ Melee Damage Base

36

├ Melee Damage Ap

84

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

20

Charge Bonus

34

Melee Defence

31

├ Base Defence

31

├ Shield

none

└ Shield Defence

0

Armour

30

├ Armour

wh2_main_body_30

├ Armour Defence

30

└ Shield Armour

0

Health

560

├ Man Entity

wh2_dlc11_cst_cha_mourngul_ror_blood

├ Man Speed

45

├ Man Health

8

└ Bonus Hit Points

552

Leadership (Base Morale)

72

Abilities

  • The Hunger
    As the Vampires rip apart their victims they feast on the blood that spills forth – gaining strength and replacing lost stamina.
  • 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.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • {{tr:guerrilla_deployment}}
  • Rampage
    When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
  • Stalk
    This unit can move hidden in any terrain.
  • {{tr:wh2_dlc09_undead_description}}

Strengths & Weaknesses

  • Causes Terror
    This unit can fear themselves.
  • Stalk
    This unit can move hidden in any terrain.
  • 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.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.
Recuitment Requirement
Maximum Number 1