Wulfrik the Wanderer

ID: wh_dlc08_nor_cha_wulfrik_3


Wulfrik the Wanderer
War Mammoth
1 2300 575
Causes Terror
Armour 70
Leadership 75
Speed 35
Melee Attack 38
Melee Defence 34
Weapon Strength 525
Charge Bonus 68


Unit Description

The Eternal Challenger is bound to a lifetime of constant duelling and violent killing.

Historical Description

Wulfrik the Wanderer is one of the most devout worshippers of the Ruinous Powers to have ever journeyed across the world. With a hulking frame and tremendous skill at arms, his curse is to perpetually seek out the mightiest champions to duel – be they living, dead, mortal, or daemonic. His loyal warriors willingly sail to the corners of the world with him, raiding by his side as he takes the heads of all who dare cross his path. It is said that once Wulfrik has decided upon his next quarry, it is impossible to escape – such is his dutiful willingness to provide the murderous offerings due to the nefarious Dark Gods.


Hunter of Champions

Cursed to wander the length and breadth of the world, his never-ending quest to challenge and best the most gifted warriors.

Fight or Die!

There is no other choice. There never was.


There's no outrunning the terrible, flying Longship known as the 'Seafang'; once in its sights, an agonising, merciless death is your only possible destination.


These warriors have something of an anger management problem. Funnily enough, no one has yet found a safe way to broach the issue.


There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.


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.

Can Cause Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.


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.

Strengths & Weaknesses


Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.


The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.

Causes Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 1
Walk Speed 1.40
Run Speed 3.50
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.40
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 180
Strafe Speed 1.00
Land Unit Stats
Unit Category War Beast
Unit Class Command
Move Action Points 2100
Melee Attack 38
Melee Defence 34
Charge Bonus 68
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 75
Bonus Hit Points 14088
Unit Stats
Unit Caste Lord
Unit Weight Heavy
Unit Group War Mammoth
Unit Group Parent Monsters & Beasts
Recruitment Turns 1
Recruitment Cost 2300
Upkeep Cost 575
Unit Size 1
Melee CP 2300
Missile CP


Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 34
Weapon Damage 155
Weapon AP Damage 370
Building Damage 600
Armour Value 70
Missile Block Chance 0