Mourngul Haunter

From Total War: WARHAMMER Wiki
Jump to: navigation, search
Mourngul Haunter
Cst mourngul haunter.png
Overview
FactionVampire Coast
CategoryMelee Hero
Unit size1
Recruitment
Icon treasury.png Cost (MP): 1450 (1450)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 325
Statistics
Icon stat health.png Health: 560
Icon stat morale.png Leadership: 50
Icon stat speed.png Speed: 45
Icon stat attack.png Melee attack: 36
Icon stat defence.png Melee defence: 24
Icon stat charge bonus.png Charge Bonus: 28
Resistance missile.png Damage Resist Missiles: 30
Weapons
Melee
Icon stat damage.png Weapon Damage: 140
Modifier icon armour piercing.png Armour-Piercing Damage: 280
Modifier icon bonus vs infantry.png Bonus vs. Infantry: 25
Icon stat speed.png Melee Interval: 3 s
Icon stat range.png Range: 2
Protection
Icon stat armour.png
Armor:
30%
Attributes
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Attribute guerrilla deploy.png Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Stalk.png Stalk: This unit can move hidden in any terrain.
  • Causes terror.png 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.
  • Undead.png Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low). It will suffer from Icon attrition.pngattrition when moving through territory not owned by the Undead.

Mournguls Haunter is a Vampire Coast melee hero infantry unit introduced in Total War: Warhammer II. Malice personified, a Haunter never knows relief from its manic, all-consuming hunger.

Description[edit | edit source]

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.

Strenghths & Weaknesses[edit | edit source]

  • 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.
  • 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.
  • Stalk: This unit can move hidden in any terrain.

Abilities[edit | edit source]

Strategy[edit | edit source]

Click here to add a strategy!