|The Direpack (Dire Wolves)|
|Weak Against Armour|
Hurling itself into the fray, the pack's teeth close around limbs and do not let go.
Dire Wolves are macabre parodies of the living Giant Wolves that roam the Badlands and the forests of the Old World. Their flesh hangs in tatters from cracking bones, their skulls and innards exposed through tears in their skin. They are swathed in an eerie, glimmering twilight and their eyes glow with unnatural energy. The stench of putrefaction hangs on their wet breath and their howls cause shivers of fear to freeze the bold. When they are slain, their bodies dissolve into a coiling miasma, leaving nothing behind. Vampires sometimes keep the largest of these creatures in pens deep below their castles and towers, feeding them on local peasants until they are large and glutted, then goading them to new heights of viciousness. The Vampire imbue their creations with Dark Magic to increase vitality and bestow a callous cunning. These monstrous creations are known as Doom Wolves, and it is these larger, more ferocious beasts that lead the Dire Wolf packs to war.
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
This unit can hide in forests until enemy units get too close.
This unit ignores speed and combat penalties caused by terrain and can move through trees.
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.
This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||35.00|
|Ch. Dist. to Adopt Pose||30.00|
|Ch. Dist. to Pick Target||30.00|
|Land Unit Stats|
|Unit Category||Melee Infantry|
|Unit Class||Melee Infantry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||68|
|Unit Caste||War Beast|
|Unit Group||War Beasts|
|Unit Group Parent||Monsters & Beasts|
|Bonus vs Cavalry|
|Bonus vs Large||14|
|Bonus vs Infantry|
|Weapon AP Damage||3|
|Missile Block Chance||0|