Mournguls
Terrifyingly ravenous mockeries of life, bound into monstrous groups with arcane spells.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.
Unit Name Mournguls |
Main Unit Key wh2_dlc11_cst_mon_mournguls_0 |
Land Unit Key wh2_dlc11_cst_mon_mournguls_0 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Monstrous Infantry |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1000 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Number of Units 16 |
8960 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts gh4_cst_mourngul |
├ Man Entity wh2_dlc11_cst_cha_mourngul_blood |
├ Man Hit Points 8 |
├ Num Men 16 |
└ Bonus Hit Points 552 |
1500 |
└ Man Mass 1500.0000 |
30 |
├ Armour wh2_main_body_30 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 50 |
45 |
└ Man Speed 45 |
Melee Attack 36 |
26 |
100 |
├ Melee Weapon wh2_dlc11_cst_claws_mournguls |
├ Base Weapon Damage 30 |
├ Armour-Piercing Weapon Damage 70 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 20 |
Charge Bonus 28 |
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. -
Vanguard Deployment
This unit can deploy outside the deployment zone. -
Hide (forest)
This unit can hide in forests until enemy units get too close. -
Stalk
This unit can move hidden in any terrain. -
Strider
Speed and combat penalties caused by terrain are ignored by this unit. -
Undead
This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).
Strengths & Weaknesses
- 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 effects a large area.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |