Wulfrik the Wanderer | |
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War Mammoth |
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1 | ![]() |
2300 | ![]() |
575 |
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Armour-Piercing |
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Anti-Infantry |
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Causes Terror |
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Armour | 70 | ||
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Leadership | 75 | ||
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Speed | 35 | ||
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Melee Attack | 38 | ||
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Melee Defence | 34 | ||
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Weapon Strength | 525 | ||
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Charge Bonus | 68 |
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The Eternal Challenger is bound to a lifetime of constant duelling and violent killing.
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.
Cursed to wander the length and breadth of the world, his never-ending quest to challenge and best the most gifted warriors.
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.
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 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.
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.
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.
Battle Entity Stats | |
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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 | |
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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 | |
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Unit Caste | Lord |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 2300 |
Upkeep Cost | 575 |
Unit Size | 1 |
Melee CP | 2300 |
Missile CP |
Melee Weapon | |
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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 | |
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Armour Value | 70 |
Shield | |
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Missile Block Chance | 0 |