Skin Wolf Werekin

ID: wh_dlc08_nor_cha_skin_wolf_werekin_0


Skin Wolf Werekin
Skin Wolf Werekin
1 1150 288
Damage Dealer
Armour 70
Leadership 70
Speed 65
Melee Attack 45
Melee Defence 32
Weapon Strength 420
Charge Bonus 40


Unit Description

Shredded flaps of skin, clinging to a vicious humanoid wolf-thing, are all that remains of these former champions.

Historical Description

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.


Ruinous Flesh

Werekin flesh is scored with the symbols and marks of the Dark Gods, granting additional arcane protection to their ravaged physical forms.

Deadly Onslaught

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.


Can Cause Fear

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.

Guerilla Deployment

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).

Strengths & Weaknesses


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.

Damage Dealer

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.

Detailed Stats

Battle Entity Stats
Unit Size Large
Unit Type Giant
Hit Points 8
Walk Speed 2.20
Run Speed 6.50
Acceleration 5.00
Deceleration 5.00
Charge Speed 10.00
Ch. Dist. to Commence Run 45.00
Ch. Dist. to Adopt Pose 45.00
Ch. Dist. to Pick Target 45.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 45
Melee Defence 32
Charge Bonus 40
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 70
Bonus Hit Points 5032
Unit Stats
Unit Caste Lord
Unit Weight Heavy
Unit Group Skin Wolf Werekin
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1150
Upkeep Cost 288
Unit Size 1
Melee CP 1200
Missile CP


Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large 36
Bonus vs Infantry
Weapon Damage 140
Weapon AP Damage 280
Building Damage 150
Armour Value 70
Missile Block Chance 0