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HomeHome / Total War: WARHAMMER III / Wintertooth / Units / Skin Wolves (Armoured)
Skin Wolves (Armoured) WintertoothWintertooth Monsters & Beasts

Skin Wolves (Armoured)

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.

Skin Wolves (Armoured)

Unit Name

Skin Wolves (Armoured)

Main Unit Key

wh_dlc08_nor_mon_skinwolves_1

Land Unit Key

wh_dlc08_nor_mon_skinwolves_1

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Skin Wolf

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1100

Recruitment Cost

1100

Upkeep Cost

275

Number of Units

24

Hit Points

7416

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu8_skin_wolf

├ Man Entity

wh_dlc08_nor_skin_wolf_blood_armoured

├ Man Hit Points

8

├ Num Men

24

└ Bonus Hit Points

301

Mass

1400

└ Man Mass

1400.0000

Armour

70

├ Armour

wh2_main_heavy_metal_70

├ Shield

none

Missile Block Chance

0

Leadership

60

Speed

65

└ Man Speed

65

Melee Attack

32

Melee Defence

28

Weapon Strength

60

├ Melee Weapon

wh_dlc08_nor_skinwolves_claws

Base Weapon Damage

40

Armour-Piercing Weapon Damage

20

Bonus vs. Large

30

Bonus vs. Infantry

0

Charge Bonus

32

Abilities

  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
    Charge Bonus x 110%
    Melee Attack +10
    Armour-Piercing Weapon Damage x 110%
    Base Weapon Damage x 110%
  • Regeneration
    There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
    Weakness to Fire Damage -20

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Strider
    Speed and combat penalties caused by terrain are ignored by this unit.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Frenzy
    Units with [[img:ui/battle ui/ability_icons/wh_main_unit_passive_frenzy.png]]frenzy cause more damage while their leadership is high.
  • 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.
  • Anti-Large
    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.