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Skin Wolves (Armoured) | |
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Skin Wolf |
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24 | ![]() |
1100 | ![]() |
275 |
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Armoured |
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Anti-Large |
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Frenzy |
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Regeneration |
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Armour | 70 | ||
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Leadership | 60 | ||
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Speed | 65 | ||
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Melee Attack | 32 | ||
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Melee Defence | 28 | ||
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Weapon Strength | 60 | ||
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Charge Bonus | 32 |
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The half-feral, gore-obsessed Skin Wolves, armoured so their slaughter may continue unabated.
Many are the dark horrors of twisted flesh and nightmares made real that the Ruinous Powers have visited upon the world; few though are as strange as the Skin Wolves. Witch-cursed and Chaos-tainted, these creatures are half-feral and subject to savage appetites. They were previously men and women who carried within them the tainted blood of the mutated beast, which was somehow unleashed. Half-insane with insatiable hunger, a Skin Wolf has shredded flaps of skin and chunks of bloody gristle clinging to it, left behind by the unfortunate individual who the fully-formed humanoid wolf-thing ripped itself from. It is these clinging shrouds of skin that give the beasts their common name.
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 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.
Armoured units can block damage from any source apart from Armour-Piercing damage.
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 | |
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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 | 9.00 |
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 | |
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Unit Category | Melee Infantry |
Unit Class | Melee Infantry |
Move Action Points | 2100 |
Melee Attack | 32 |
Melee Defence | 28 |
Charge Bonus | 32 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 3 |
Morale | 60 |
Bonus Hit Points | 301 |
Unit Stats | |
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Unit Caste | Melee Infantry |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1100 |
Upkeep Cost | 275 |
Unit Size | 24 |
Melee CP | 1100 |
Missile CP |
Melee Weapon | |
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Weapon Size | Small |
Weapon Type | Axe |
Bonus vs Cavalry | |
Bonus vs Large | 30 |
Bonus vs Infantry | |
Weapon Damage | 39 |
Weapon AP Damage | 21 |
Building Damage | 40 |
Armour | |
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Armour Value | 70 |
Shield | |
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Missile Block Chance | 0 |