|Skin Wolf Werekin|
||Skin Wolf Werekin|
Shredded flaps of skin, clinging to a vicious humanoid wolf-thing, are all that remains of these former champions.
Werekin are former champions afflicted by feral mutations, whom the Gods deem not yet worthy to join them as immortals. Although feared by the local tribes where they dwell, they are not hated and indeed, they are respected. For the Northmen believe that even those cast down have been chosen, and it is better to be chosen than to live your whole life beyond the sight of the gods. Werekin are much larger and more distorted in body than the lesser Skin Wolves, living in caves deep within the frozen wastes. In times when they are not being brought to war by the raiding tribes, they feed on offerings from the locals, or otherwise devour unknowing passers-by who happen to carelessly dwell too near to their dens.
Werekin flesh is scored with the symbols and marks of the Dark Gods, granting additional arcane protection to their ravaged physical forms.
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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.
This unit can hide in forests until enemy units get too close.
The unit is immune to psychological attacks (fear and terror).
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 has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
Units with frenzy cause more damage while their leadership is high.
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.
|Battle Entity Stats|
|Ch. Dist. to Commence Run||45.00|
|Ch. Dist. to Adopt Pose||45.00|
|Ch. Dist. to Pick Target||45.00|
|Land Unit Stats|
|Unit Category||Melee Infantry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||5032|
|Unit Group||Skin Wolf Werekin|
|Unit Group Parent||Heroes|
|Bonus vs Cavalry|
|Bonus vs Large||36|
|Bonus vs Infantry|
|Weapon AP Damage||280|
|Missile Block Chance||0|
|Warband of the Hound|
|Warband of the Eagle|
|Warband of the Serpent|
|Warband of the Crow|
|Rival Norse Tribe|
|Rival Norse Tribe|