Skin Wolves (Armoured)

ID: wh_dlc08_nor_mon_skinwolves_1


Skin Wolves (Armoured)
Skin Wolf
24 1100 275
Armour 70
Leadership 60
Speed 65
Melee Attack 32
Melee Defence 28
Weapon Strength 60
Charge Bonus 32


Unit Description

The half-feral, gore-obsessed Skin Wolves, armoured so their slaughter may continue unabated.

Historical Description

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.


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.

Hide (forest)

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.

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.


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.

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 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
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
Unit Caste Melee Infantry
Unit Weight Heavy
Unit Group Skin Wolf
Unit Group Parent Monsters & Beasts
Recruitment Turns 1
Recruitment Cost 1100
Upkeep Cost 275
Unit Size 24
Melee CP 1100
Missile CP


Melee Weapon
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 Value 70
Missile Block Chance 0