Nighthaunt – Mourngul

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WARSCROLL

Mourngul*

Driven by famine and pain to hunt their former friends and companions, Mournguls are damned to an eternity of terrible isolation. Their shadowy cadaverous forms of cold flesh and cracked bone warp and twist ceaselessly as they rake their foes with claws and teeth.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Nightmarish Claws and Fangs
Nightmarish Claws and Fangs2"3+3+-12
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
Wounds SufferedMoveNightmarish Claws and Fangs
0-412"8
5-610"7
7-89"6
9+8"5
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 300
Battlefield Role: Behemoth
Base size: 60mm
Notes: Single

DESCRIPTION

A Mourngul is armed with Nightmarish Claws and Fangs.

FLY: This model can fly.

ABILITIES

Devourer of Flesh and Souls: The unholy essence of a Mourngul is nourished by the souls of those it devours.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

Ethereal: Creatures whose bodies have rotted away are difficult to harm with ordinary weapons.
Ignore modifiers (positive and negative) when making save rolls for attacks that target this model.

Frightful Touch: Just one touch from a Mourngul’s claws can still the heart of a mortal opponent.
If the unmodified hit roll for an attack made with this model’s Nightmarish Claws and Fangs is 6, that attack causes 2 mortal wounds to the target and the attack sequence ends (do not make a wound or save roll).

Ghastly Apparition: Mournguls are soulsearing horrors to look upon, radiating an aura of supernatural terror, unutterable despair and ravenous hunger.
Subtract 1 from hit rolls for attacks made by enemy units while they are within 6" of any friendly models with this ability.

KEYWORDS
DEATH, NIGHTHAUNT, MALIGNANT, MONSTER, MOURNGUL
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

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Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The MONSTER keyword is used in the following Nighthaunt warscrolls:

Leader, Behemoth
Behemoth
© Vyacheslav Maltsev 2013-2024