Varghulf
Amongst 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.
Unit Name Varghulf |
Main Unit Key wh_main_vmp_mon_varghulf |
Land Unit Key wh_main_vmp_mon_varghulf |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Monster |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1400 |
Recruitment Cost 1400 |
Upkeep Cost 350 |
Number of Units 1 |
8248 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu8b_varghulf |
├ Man Entity wh_main_monster_varghulf_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 8240 |
2700 |
└ Man Mass 2700.0000 |
40 |
├ Armour wh2_main_body_40 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 45 |
80 |
└ Man Speed 80 |
Melee Attack 50 |
42 |
290 |
├ Melee Weapon wh_main_vmp_claws_varghulf |
├ Base Weapon Damage 85 |
├ Armour-Piercing Weapon Damage 205 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 50 |
Abilities
-
The Hunger
As the Vampires rip apart their victims they feast on the blood that spills forth – gaining strength and replacing lost stamina. -
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Crumbling
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. -
Disintegrating
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
Attributes
-
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. -
Undead
This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).
Strengths & Weaknesses
- Very Fast
This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire. - Poor Leadership
This unit suffers from poor leadership and will easily rout. Keep its flanks secure and your Lord or other encouraging units nearby. - Armour-Piercing
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. - Regeneration
[[img:ui/battle ui/ability_icons/wh_main_unit_passive_regeneration.png]]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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |