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.
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 |
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 |
31 |
├ Base Defence 31 |
├ Shield none |
└ Shield Defence 0 |
30 |
├ Armour wh2_main_body_30 |
├ Armour Defence 30 |
└ Shield Armour 0 |
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 |