Mourngul Haunter
Malice personified, a Haunter never knows relief from its manic, all-consuming hunger.Mourngul Haunters are feared above all other dangers that haunt the bleak, empty places of the Old World. From the cold wastes of Norsca to the lofty heights of the Grey Mountains, dreadful tales are told around huddled fires of those lost in the white killing cold of mountain winters, driven mad by famine and pain, devouring their own companions and former friends for meat and the warmth of their fast-flowing blood. For these damned souls, there is no salvation. When bodily death overtakes the stranded and desperate, such is their anguish and malice that it lingers on, and the most destructive Winds of Magic are drawn to coil around their spirits to taint and saturate them. With their cadavers becoming warped and twisted into inhuman proportions, they transform into something neither ghost nor revenant – a monstrous, razor-thin shadow of cold, dead flesh and frostbite-cracked bone, with a gaping maw of needle-teeth and a cavernous stomach that hangs open like a dreadful wound.
Unit Name Mourngul Haunter |
Main Unit Key wh2_dlc11_cst_cha_mourngul_haunter |
Land Unit Key wh2_dlc11_cst_cha_mourngul_haunter |
Land Unit Group Parents Heroes |
Land Unit Group Melee Specialist |
Caste Hero |
Category Melee Infantry |
Class Command |
Custom Battle Cost 1300 |
Recruitment Cost 1200 |
Upkeep Cost 325 |
Number of Units 1 |
6568 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts gh4_cst_mourngul_haunter |
├ Man Entity wh2_dlc11_cst_cha_mourngul_haunter_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 6560 |
2000 |
└ Man Mass 2000.0000 |
40 |
├ Armour wh2_main_body_40 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 60 |
54 |
└ Man Speed 54 |
Melee Attack 48 |
38 |
420 |
├ Melee Weapon wh2_dlc11_cst_claws_mourngul_haunter |
├ Base Weapon Damage 140 |
├ Armour-Piercing Weapon Damage 280 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 25 |
Charge Bonus 40 |
Abilities
-
The Hunger
As the Vampires rip apart their victims they feast on the blood that spills forth – gaining strength and replacing lost stamina. -
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
The Chilling Aura
As if the enemy were caught in a blizzard or wading through treacle, the ice-cold aura slows any unit within range to a near-standstill.
Speed x 70% -
Deadly Onslaught
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
Charge Bonus x 160%
Armour-Piercing Weapon Damage x 125%
Base Weapon Damage x 125% -
Foe-Seeker
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
Speed x 125% -
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. -
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
- Causes Terror
This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]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 effects a large area.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |