VarghulfAmongst its enemies, a Varghulf is a savage whirl of limbs and claws, devastating in melee.
A Varghulf has a monstrous body, swollen by a constant diet of red meat. Unbound by human form, a Varghulf is a contorted mass of packed muscle, giving it the strength to crush a chariot or bowl over entire ranks of those stupid enough to try and pen it in. Powerful legs and broad wing-flaps allow Varghulfs to chase down their kills in swift, gliding leaps, and they can lash out at enemies around them with shocking speed. They use their immense claws to strip flesh from bone, the better to suck at the juicy marrow of their prey. A Varghulf's main weapon, however, is a wide mouth filled with dagger-like fangs capable of puncturing armour and crushing skulls. In battle, the Varghulf becomes a whirlwind of rage. Though voracious and unpredictable killers, Varghulfs are far from mindless. They do not possess the aptitude or inclination for sorcery of their Vampiric cousins, but their presence still acts as a conduit for Dark Magic, and they are able to reknit themselves with the raw stuff of Necromancy should they suffer injury.
Main Unit Keywh_main_vmp_mon_varghulf
Land Unit Keywh_main_vmp_mon_varghulf
Naval Unit Keywh_main_shp_transport
Land Unit GroupMonster
Naval Unit GroupMonster
Custom Battle Cost1400
├ Melee Weaponwh_main_vmp_claws_varghulf
├ Melee Damage Base65
├ Melee Damage Ap165
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence36
└ Shield Defence0
├ Armour Defence40
└ Shield Armour0
├ Man Entitywh_main_monster_varghulf_blood
├ Man Speed80
├ Man Health8
└ Bonus Hit Points6400
Leadership (Base Morale)40
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- 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.
The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.
Strengths & Weaknesses
- Very Fast
This unit can run circles around most other units, taunting and harrassing the enemy or evading its missile fire.
- Poor Leadership
This unit suffers from poor Lord or other encouraging units nearby.
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.
flaming attacks will cause more damage to units with Regeneration.