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Sunday, July 21, 2019

Warhammer: History of Morghur the Shadowgave


Morghur the Shadowgave is a Beastmen legendary Lord. In multiplayer and custom battles he is part of the Warherd of the Shadowgave faction.
Morghur does not care for the world as it is, preferring to remake it according to his ever-changing whims.
Morghur is also known as Morghur the Corruptor.

Description
The vile, twisted creature known as Morghur is the essence of mutation and corruption given form. His coarse hair is woven through with gibbering, shrieking skulls, and his form flows and reshapes with every passing second. Morghur's lair is deep within a cave near the Forest of Arden. The dank, stone walls flow like water in his presence, constantly reforming to mirror the dark visions that plague him. Morghur's mind is filled with images of destruction and desolation. Hatred boils within his heart, and he is consumed with the desire to make his waking-dreams become reality -- to rip down civilisation in all its forms, to shatter order wherever it is found and to change the world constantly and randomly. As he walks the world, everything in his presence is irrevocably twisted. Grass grows in disturbing patterns beneath his hooves, streams flow backwards and animals mutate horribly.

Abilities
Aura of Transmutation: Morghur's Ruinous, transformative aura protects him from damage most of the time, but he is vulnerable whilst it recharges.
Poison Attacks: The poisonous attacks of this unit weaken the target's speed, damage, and vigour. Applies the Poison! debuff.
Regeneration: Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.
Spirit Essence of Chaos: Summons a Chaos Spawn automatically when an enemy unit is below 20% randomly once.

Campaign Effects
If chosen as starting lord:
Additional Starting Units
Chaos Warhounds (Poison)
Harpies
Chaos Spawn
Lord Effects
Morghur may be a caster, but he is also a decent fighter. Don't be afraid to engage him in melee combat against weaker units such as Empire swordsmen or Brettonian infantry at a crucial point in the battle! Avoid extended combat with elite melee units, however.
Morghur, as a member of the Beastmen faction, is faster than the average human infantryman, but still slower than most cavalry or fast-moving units. Don't leave his flanks exposed, and don't leave him without protection. The same rule applies for most mages.
Faction: Beastmen
Category: Beastmen melee infantry

Lord Effects
Chaos corruption: +2 (all characters)
Upkeep: +40% for Minotaur units
Upkeep: -40% for Chaos Spawn units
+8% casualties suffered from chaos territory attrition (local enemy armies)
Morghur will always remain wounded for no more than one turn
Cost (MP): 1000 (1300)
Turns: 1
Upkeep: 250
Statistics
Health:  6084
Leadership: 75
Speed:  
Melee attack: 55
Melee defense: 45
Charge Bonus: 56
Damage Resist Magic: 25
Damage Resist Missiles:  75
Weapons
Melee                  
Weapon Damage: 300
Armor-Piercing Damage: 100
Melee Interval:  4 s
Range    1
Protection
Armor:  11.25%
Attributes
Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Hide (forest): This unit can hide in forests until enemy units get too close.
Immune to Psychology: The unit is immune to psychological attacks (fear and terror).

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