Lord Assassin Morghoul

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Skorne Paingiver Warlock

After long years of loyal but shadowy service to his master, Morghoul has stepped forward as a leader among the Skorne. The betrayal by his lord freed Morghoul's hands, and he has found the opportunity to further his private ambitions by taking the unprecedented step of seizing leadership of the entire paingiver caste in the Army of the Western Reaches.

Basic Info[edit]

Lord Assassin Morghoul
Skorne Paingiver Warlock
Lord Assassin Morghoul.png
Morghoul 2
BASE Small
M.A. N/A
DEF 16
ARM 14
HP 15
WBP +29
Warcaster 1
the Statblock


Melee 1 56 78 7 13
  • Blessed - Attacks with this weapon ignore spells & animi that add to the target's DEF or ARM.
  • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
  • Damage Type: Magical - This weapon can damage incorporeal models.
  • Grievous Wounds - A model hit by this weapon loses tough and cannot have damage removed from it for one round.
Fan of Shadows × RNG ROF AOE POW P+S
Melee 0.5 56 78 2 8
  • Damage Type: Magical - This weapon can damage incorporeal models.
  • Blind - A model suffering Blind cannot make ranged or magic attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken.


  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Apparition - During your Control Phase, place this model anywhere completely within 2" of it's current location.
  • Steady - This model can't be knocked down.
  • Elite Cadre [Bloodrunners] - Friendly Bloodrunners models gain Parry.


The caster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
  • Flesh Hooks COST 2 RNG 10 POW 12. If it damages the target they can't charge, slam, or trample.
  • Shadow Play - COST 2 RNG 6 Upkeep spell. Target friendly Faction model gains Incorporeal until end of turn, and again when upkept.
  • Mortality - Cost 3, 10" range, offensive spell that does no damage
Target model/unit suffers -2 DEF and ARM, loses Tough, and cannot have damage removed form it. Mortality lasts for one round.


Blackout - Enemy models in his control range and LoS are blinded for a round. (Blind - A model suffering Blind cannot make ranged or magic attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken.)

Analysis of Lord Assassin Morghoul[edit]

Lord Assassin Morghoul in a nutshell[edit]

Morghoul2 is the Lord Assassin of the Skorne empire for a reason. He kills any but the most careful enemies - and after the Great Skorne Errata he's finally better at it than he has been at any time since Mk1. Mortality to help take down big targets, shadow play for positioning - and between Mortality and Blind, Morghoul doesn't have to be the finisher.

Common army selection[edit]

Morghoul works well with most people - his only friendly faction buff is Shadow Play and that needs to go on a single model (normally himself, a warbeast in his battlegroup, or a beatstick solo). With his three biggest things being the Blind debuff, the Mortality debuff, and his assassination, he works extremely well with minions.

  • Aptimus Marketh - Mortality is one of the best possible spells for Marketh to cast. Marketh's a bargain for the Lord Assassin.
  • Archidon - the improved version of the Archidon makes for a decent assassin-beast if you can deal with any free strikes (which Shadow Play normally can). And Sprint is a great power to give Morghoul, allowing him to charge, feat, apply mortality when needed, and sprint back to safety.
  • Titan Gladiator - Extra speed, good hitting power.
  • Paingiver Bloodrunners & Paingiver Bloodrunner Master Tormentor - already good, he gives them a nice buff.
  • Cyclops Shaman - Morghoul can't channel and the extra 2" of range on Mortality is wonderful. If you don't have the points you can always use the Farrow Bone Grinders but you normally get more with an extra animus and the anti-magic tech.
    • One gimmick list used by the Lord Assassin involves a Cyclops Raider or Titan Cannoneer and four or more Shamans to shoot the enemy caster right through anything up to and including solid walls.
  • Extoller Soulward lets you Mortality people with Stealth. Including casters.
  • Molik Karn - some people wake up in a cold sweat at the thought of an Incorporeal, Rushed Molik Karn. And his animus is the best way to apply Mortality without taking risk.
  • Siege Animantarax - an incorporeal Siege Animantarax has a scary assassination threat, forcing the enemy to keep troops back to block all potential landing zones or to keep their caster completely out of LoS. And even if it isn't going for the assassination it's pretty good at mugging heavies, especially ones without reach weapons.

Lord Assassin Morghoul and Theme Forces[edit]

  • Disciples of Agony can be used by the Lord Assassin who, as a debuff caster, is incredibly minion friendly. In Disciples of Agony the assassination run is generally finished off by a Primaled Enraged Archidon or an incorporeal primaled and enraged Road Hog, both exploiting Blind to lower the enemy's DEF and then having a 10" charge range to hit extremely hard at MAT 8.
  • Winds of Death uses Morghoul and Marketh to hand out Mortality to break armour. It normally brings an Animantarax (sometimes even two) as its finisher; not that much survives an incorporeal animantarax, especially when their DEF has already been dropped. Or just shoot the enemy.
  • Masters of War is notable, because :
    • Morghoul love to play first
    • Tyrant Commander & Standard Bearer both let him threat longer when not seeing his victim, and let him sprint farther back.
    • There is a selection of utility target to make incorporeal, like the Legend of Halaak member with combo smite, or just Tyrant Radheim
    • Ferox are excellent infantry blender when combined with Mortality.

The other two theme forces are playable with the Lord Assassin; his feat, assassinations, and Mortality go with anything - but they aren't normally as notable.

The Lord Assassin's assassination[edit]

By himself, Lord Assassin Morghoul has an assassination threat range of 13", most of that linear and it can be blocked by intervening models. If he gets that assassination off, it is almost invariably in the endgame. However the level of paranoia you should feel when he is on the table is massively greater than that; the Lord Assassin generally doesn't do the assassinating himself because he has much much longer threat ranges than that.

A textbook Lord Assassin Morghoul starts off with him moving 9" (including Apparition); if the enemy are unlucky he'll charge 12". Then he feats. If the enemy caster is within 12" (for a total of 21" or 24") they've just had their DEF flattened. Follow it up with Mortality (boost to hit) and most enemies are ready to be finished off. And if you have a Cyclops Shaman Mortality has the same range as the feat.

So how to finish off the target? Having lost six points of DEF and two of ARM they should be ripe for the picking. You can either do it at range or in melee. In melee, it's normally an Incorporeal Archidon from 11" away (13 if you brought a Titan Gladiator), flying over the enemy and ignoring free strikes or even an incorporeal Animantarax from 13" away. At range, it's a Mammoth from 18" away or a Titan Cannoneer or two from 20" away, supported by a Cyclops Shaman or Cyclops Raider from 20" - and possibly some Venators.

Drawbacks and Downsides[edit]

  • If he fails to assassinate, he gets squashed
  • Shadow Play only works on your turn, and on a limited number of model. This means that it is purely a piece for positioning your models.
  • Eyeless Sight grants immunity to Blind. Legion beasts all have eyeless sight, and no one runs fewer infantry than Legion. Their whole faction is typically immune to Morghoul2's feat and fan.
  • He gives parry to the Bloodrunners, but doesn't actually have it himself

Tricks and Tips[edit]

  • Blackout on the enemy's army makes the infantry and battle engine useless for a turn and means that everything's going to hit opposing jacks and beasts.
  • Blackout on the enemy caster and he will be extremely easy to hit, especially by Morghoul.
  • Flesh Hook is a seriously great blast. While the effect isn't as radical as Stranglehold, the higher POW mean it work significantly more reliably into buffed garguantuans
  • Ornery from a Titan Sentry or Counterblast from a Mammoth allow him to blind an attacker after its first attack.
  • Flashing Blade is not an attack per se - you can still cast it if you sacrificed your combat action to get up from Knockdown. It is not as good as his Perfect Balance was in Mk2, but if you do not need your combat action (for a charge, for example), it costs only 1 fury; just as many as to shake off the above mentioned effects. You can also cast it before moving ; you can apparition into your first target, kill it, and charge something else.
  • Don't forget, Apparition works even if you're stationary, or knocked down.
  • Incorporeal is applied on casting or upkeeping and is for the turn regardless of what happen to the upkeep, so you actually can make up to four target incorporeal in a single turn : one from upkeep, three from casts.
  • Without arc nodes, Mortality still has a decent range but won't always be safe to cast.
  • Morghoul is fairly hard to kill, but don't play too far forward. Just remember he can be assassinated.


Changes from Mk2 and Errata[edit]

Morghoul2 was the worst warlock in Mk2 until he had a theme force that denied enemy Advance Deployment and gave his Master Tormentor solos an excellent Shadow Whip. Of course he had a terrible feat rather than the Blackout he'd had in Mk1.

Morghoul was significantly improved by the Great Skorne Errata, most notably with an extra point of Fury and the Mortality spell.


The name Morghoul is speculated to mean "Bird Demon". It could be a combination of the words Morgh, meaning bird or chicken in Iranian, and the Ghoul/ Gallu/ Goule, meaning a mean evil spirit or demon who'd drag unfortunate victims off to the underworld. Whether or not this is how Privateer Press named him, his birdlike aesthetics makes this interpretation very fitting.

Theme Forces this is a member of[edit]

Themes for any-and-all Skorne warlocks (& bonded beasts) (Edit)

Skorne Logo.jpg


Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Rasheth1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock)
Warbeasts Packs & Lesser Light Heavy Character Gargantuan
Scarab Pack - Agonizer - Reptile Hounds Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm Aradus Sentinel - Aradus Soldier - Archidon - Bronzeback Titan - Rhinodon - Titan Cannoneer - Titan Gladiator - Titan Sentry Chiron - Despoiler - Molik Karn - Tiberion Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers
Legends of Halaak
Solos Ancestral Guardian - Paingiver Bloodrunner Master Tormentor - Extoller Soulward - Mortitheurge Willbreaker - Paingiver Task Master - Venator Dakar - Void Spirit
Aptimus Marketh - Hakaar the Destroyer - Tyrant Rhadeim - Tyrant Zaadesh
Battle Engines Siege Animantarax
Theme Forces
Winds of Death - Disciples of Agony - Imperial Warhost - Masters of War - The Exalted
Minion Skorne.jpg


Minion Battlegroups
Warlocks Arkadius1 - Barnabas1 - Calaban1 - Carver1 - Helga1 - Jaga-Jaga1 - Maelok1 - Midas1 - Rask1 - Sturm & Drang1
Requires a 2+ warlock game
Lesser Warlocks Rorsh & Brine - Wrong Eye & Snapjaw
Warbeasts The minion warbeasts you can include in a Skorne army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Units, Solos, & Battle Engines
Units Bog Trog Ambushers - Croak Raiders - Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Gatorman Bokor & Bog Trog Swamp Shamblers - Gatorman Posse - Swamp Gobber Bellows Crew
Solos Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Efaarit Scout - Feralgeist - Gatorman Witch Doctor - Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Swamp Gobber Chef - Swamp Gobber River Raiders - Thrullg - Totem Hunter Character Solos
Agata, Queen of Carnage - Eilish Garrity - Gudrun the Wanderer - Hutchuck, Ogrun Bounty Hunter - Maximus - Orin Midwinter, Rogue Inquisitor - Rorsh & Brine - Saxon Orrik - Targ - Wrong Eye & Snapjaw
Battle Engines Meat Thresher