Morghur
| M | WS | BS | S | T | W | I | A | Ld |
| Morghur |
5 |
6 |
4+ |
4 |
5 |
3 |
4 |
3 |
8 |
Rules:
Random Movement, Strider, Unbreakable
Primal Fury:
At the beginning of each round of close combat, each engaged unit with this special rule must take a Leadership test. If passed, the unit gains the Hatred special rule until the end of the close combat phase. If passed with a double rolled, it also gains the Frenzy special rule until the end of the close combat phase.
The Hordes of Morghur:
A Beastmen army containing Morghur must re-roll all successful Unruly tests.
The Beast-Roar:
All friendly Beastmen models within 12" of Morghur may re-roll failed Rally tests.
The Taint:
If Morghur is within 12" of a forest, all enemy units even partially within that forest suffer -1 Leadership.
Aura of Transmutation:
Morghur cannot be harmed in any way by missile attacks or spells unless their source is within 12" of him. In addition, at the start of each round of close combat, all enemy models in base contact with him take a Strength 3 hit with no armour save of any kind allowed.
Spirit-essence of Chaos:
At the start of your Magic phase, all units within 8" of Morghur must pass a Leadership test or suffer D6 Strength 4 hits which Ignore Armour Saves. If one or more Wounds are inflicted this way, a Chaos Spawn may be placed within 3" of the spot vacated (if there is space and a model is available), placed more than 1" from other models.
335 points
Lord · Infantry (Unique)