About
Unit Description
Terrifyingly ravenous mockeries of life, bound into monstrous groups with arcane spells.
Historical Description
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.
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.
Strengths & Weaknesses
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.
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.
Stalk
This unit can move hidden in any terrain.
Detailed Stats
Battle Entity Stats |
Unit Size |
Large |
Unit Type |
Giant |
Hit Points |
8 |
Walk Speed |
2.20 |
Run Speed |
4.50 |
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 |
Melee Infantry |
Move Action Points |
2100 |
Melee Attack |
36 |
Melee Defence |
24 |
Charge Bonus |
28 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
3 |
Morale |
50 |
Bonus Hit Points |
552 |
Unit Stats |
Unit Caste |
Monstrous Infantry |
Unit Weight |
Very Heavy |
Unit Group |
Monstrous Infantry |
Unit Group Parent |
Monsters & Beasts |
Recruitment Turns |
2 |
Recruitment Cost |
1000 |
Upkeep Cost |
250 |
Unit Size |
16 |
Melee CP |
1000 |
Missile CP |
|
Equipment
Melee Weapon |
Weapon Size |
Medium |
Weapon Type |
Axe |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
20 |
Weapon Damage |
30 |
Weapon AP Damage |
70 |
Building Damage |
100 |
Shield |
Missile Block Chance |
0 |