Mourngul Haunter

ID: wh2_dlc11_cst_cha_mourngul_haunter


Mourngul Haunter
Melee Specialist
1 1450 325
Causes Terror
Armour 40
Leadership 60
Speed 54
Melee Attack 48
Melee Defence 38
Weapon Strength 420
Charge Bonus 40


Unit Description

Malice personified, a Haunter never knows relief from its manic, all-consuming hunger.

Historical Description

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.


The Hunger

As the Vampires rip apart their victims they feast on the blood that spills forth – gaining strength and replacing lost stamina.

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.

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.


There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.


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.


The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause 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.

Guerilla Deployment


This unit can move hidden in any terrain.


Strengths & Weaknesses


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.


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.


This unit can move hidden in any terrain.

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.

Detailed Stats

Battle Entity Stats
Unit Size Large
Unit Type Giant
Hit Points 8
Walk Speed 2.20
Run Speed 5.40
Acceleration 4.00
Deceleration 5.00
Charge Speed 8.60
Ch. Dist. to Commence Run 45.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 80
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 48
Melee Defence 38
Charge Bonus 40
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 60
Bonus Hit Points 6560
Unit Stats
Unit Caste Hero
Unit Weight Heavy
Unit Group Melee Specialist
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1450
Upkeep Cost 325
Unit Size 1
Melee CP 1450
Missile CP


Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 25
Weapon Damage 140
Weapon AP Damage 280
Building Damage 400
Armour Value 40
Missile Block Chance 0