Mourngul Haunter | |
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Melee Specialist |
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1 | ![]() |
1450 | ![]() |
325 |
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Armour-Piercing |
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Anti-Infantry |
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Causes Terror |
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Stalk |
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Armour | 40 | ||
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Leadership | 60 | ||
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Speed | 54 | ||
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Melee Attack | 48 | ||
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Melee Defence | 38 | ||
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Weapon Strength | 420 | ||
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Charge Bonus | 40 |
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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.
As the Vampires rip apart their victims they feast on the blood that spills forth – gaining strength and replacing lost stamina.
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.
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.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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.
This unit can move hidden in any terrain.
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.
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.
Battle Entity Stats | |
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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 | |
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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 | |
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Unit Caste | Hero |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1450 |
Upkeep Cost | 325 |
Unit Size | 1 |
Melee CP | 1450 |
Missile CP |
Melee Weapon | |
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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 | |
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Armour Value | 40 |
Shield | |
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Missile Block Chance | 0 |